[Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Stories about games that you run and/or have played in.

Moderator: Moderators

Which of the below are you most interested in playing?

Hand of Fate (Issue 10 adventure)
2
40%
Dreams of Darkness (Issue 14 adventure)
0
No votes
Barbarian Warlord (Issue 17 adventure)
3
60%
 
Total votes: 5

SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Out of ideas where to go next?

We've been to every area on the area at least once. To sum up:

Fang:
No more places interests left after Deathtrap Dungeon, but can get taxes and rest there (and slight chance of rebellion).

Zengis:
Destroyed. Nothing left for us unless we decide to spend cash on rebuild. Can buy Luck blessing if it's rebuilt.

Stonebridge.
Can craft item with Diamond at forge
Can craft item at forge if we find Yellowstone Ore
Taxes and place to rest (and 50% chance of rebellion)

Firetop Mountain
1/3 chance to hire new troops
1/3 chance to loot gold (up to 3 times), but must pass Luck test, and risk losing HORDE STRENGTH if fail
1/3 chance unknown encounter

Darkwood
Not conquered. Nothing to explore until we do. Lose Healer's service if we do.

Moonstone Hills
Can buy Healer's service
Can explore Lost Lake

Flatlands
Can hire new troops
Can pray for Might blessing (but only after using up the one we currently have)
Can try sacrificing magic item at Chaos Shrine
Can try resting and training troops

Chalice
Destroyed. Nothing left for us unless we decide to spend cash on rebuild. Can trade gold for Honour if it's rebuilt.

Forest of Spiders
Conquered, but haven't revisited it yet.Not conquered. Nothing to explore until we do.

Trolltooth Pass
1/3 chance meet trader caravan
1/3 chance meet hostile spectre
1/3 chance unknown encounter

Forest of Yore:
Not conquered. Nothing to explore until we do. Lose Healer's service if we do.

Salamonis
Not conquered.

Craggen Heights
Can recruit new troops
Can try to loot the Black Tower
Last edited by SGamerz on Sun Feb 04, 2024 12:56 am, edited 1 time in total.
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

I suggest going to Trolltooth, and from their to Craggen.

(Keep having to go back to work out where we can go from where we can go)
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I second this plan.
Say No To Fascism. The left is the one true way to go.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Trolltooth Pass is the true gateway to Allansia, connecting the Windward Plain to the Flatlands, and bordered by the Moonstone Hills to the north and the Craggen Heights to the south. It is a dangerous place, only three leagues across at its narrowest point, and dotted with the ghost-haunted ruins of watchtowers, fortresses, walls and gatehouses. Scavengers such as bandits, Goblins, jackals and hyenas scrabble among the rubble.

"Eyes open and axes ready!" bawls Nharog, clouting a Barbarian with the flat of his blade. "We shall not be surprised by the weak and cowardly!"

Roll one die to see what you and your horde encounter:

1-2 Turn to 68.
3-4 Turn to 37.
5-6 Turn to 23.
Die roll = 3.
Your horde comes to the heavily guarded encampment of a merchant caravan, where Strongarms with gleaming weapons watchfully patrol the perimeter. The merchant leader is a Dwarf and a warrior too, clad in black chainmail and pointing a repeating crossbow casually in your direction as he rides out atop a sturdy mule to parley with you.

"Chief of the Flatlanders!" shouts the Dwarf. "I am Ganga of Mirewater. I profit from danger, but not stupidity. You, chief, are welcome to enter our compound and trade, but your men must remain outside."

If you wish to trade with the merchant Ganga, turn to 53. If you wish to leave him alone, turn to 41.
You enter the merchant’s compound, watched warily by his Strongarm guards. Ganga of Mirewater is renowned as one of Allansia’s greatest traders, and he is always on the lookout to both buy and sell.

You can sell any of the following items to Ganga; cross them off your Adventure Sheet and add the selling price to your Gold box:

Item - Talents of Gold
Gillibran’s Hammer - 4
Enchanted Broadsword - 3
Golden Hauberk - 3
Eyepatch of Throm - 3
Sword of Kull - 2
Crystal Club - 2
Diamond Shield - 2
Eye of the Cyclops - 2
Eye of the Dragon - 2
Yellowstone Ore - 1
Green Metal Ore - 1
A Diamond - 1

You can buy any of the following items from Ganga if you have enough Gold. Subtract the price from the Gold box on
your Adventure Sheet and tick the box for the item you have bought. Once the box is ticked the item has been sold and you cannot buy it again. Turn to the number indicated to find out more about your purchase, but note the paragraph number you are on at the time, as the item’s paragraph number will not direct you back there.

Item - Talents of Gold
The Axe of Souls - 3 (tick the box and turn to 119)
Horned Helmet - 2 (tick the box and turn to 69)
Dragonscale Shield - 2 (tick the box and turn to 145)

Potion of Skill - 2 (tick the box, and turn to 44 if you want to drink it now; otherwise just note the number ‘44’)
Potion of Strength - 1 (tick the box, and turn to 193 if you want to drink it now; otherwise just note the number ‘193’)
Potion of Fortune - 1 (tick the box, and turn to 97 if you want to drink it now; otherwise just note the number ‘97’)
Deathtrap Dungeon Map - 1 (tick the box and turn to 15)

When you have finished trading with Ganga, you return to your horde and leave Trolltooth Pass. Turn to 41.
Do we want to buy anything here before we move on?
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to buy all 3 potions and use the potion of fortune immediately.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

I vote to buy the potion of Fortune and the potion of strength, but not the potion of skill as we don't have too much gold and ll want to recruit more people.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

I will proceed with buying the Potions of Fortune and Strength, since they received 2 votes.
You and your horde have braved Trolltooth Pass and its potentially menacing distractions. The canyons echo eerily with your fading footfalls as you leave its claustrophobic confines far behind. Nearby, disturbed by your presence, a flock of crows and other carrion birds take flight into the sky, abandoning the corpse of some unfortunate creature upon which they were feeding. An omen perhaps, you think. But for good or ill?

"Where next, chief?" asks Nharog, shading his eyes with his hand to scan the horizon.

Indeed, where are you going?

If you want to go east to the Flatlands, turn to 10.
If you want to go south into the Craggen Heights, turn to 80.
If you want to go west to the great city of Salamonis, turn to 140.
If you want to go north into the Moonstone Hills, turn to 100.
If you want to go northwest to the Forest of Spiders, turn to 170.
To Craggen Heights...
The Craggen Heights are a highland plateau in the hinterland of central Allansia; a wilderness of dark rocks and shadowy canyons, where evil lurks in abundance with gruesome surprises for the unwary. If you have the Code word Raider, turn to 94. If not, read on below.

Dominating the landscape is the mountain known as Craggen Rock, and atop it, like the tooth of a dragon, the Black Tower, a citadel of Chaos and home to the irredeemably evil Balthus Dire.

"They call this Dire scum a warlord,"’ says Nharog. "But if you ask me, he’s naught but a stinking, impudent demi-sorcerer!"

If you want to attack Balthus Dire and his army, turn to 113. If you want to leave this area, turn to 71.
Since you destroyed Balthus Dire and the armies of the Black Tower, his Hill Goblin soldiers have scattered to the far corners of the Craggen Heights, and the uplands have become a lawless realm of rival bands of non-humans fighting each other for dominance and power. Your horde, however, commands respect, and they leave you well alone.

Despite this, there are still a few things you can achieve here.

If you want to loot the ruins of the Black Tower, turn to 175.
If you want to visit the Green Metal Mines, turn to 130.
If you want to recruit warriors for your horde, turn to 148.
If you want to leave the Craggen Heights, turn 71.
There's technically nothing to stop us visiting the mines again, but we know from our previous trip that there'll be nothing left there.

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 7/17
LUCK 4/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 6/19
HONOUR: 19
Equipment: King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Enchanted Broadsword (+2 Attack Strength and does 3 STAMINA damage per hit in individual combat), Potion of Fortune (section 97 when drunk(, Potion of Strength (section 193 when drunk)
Gold: 5 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter, Nemesis, Warlord, Champion
Blessings: Might (+1 Attack Strength for the duration of any one large-scale combat)
Doman:
1) City: Stonebridge / Garrison Strength: 3
2) City: Fang / Garrison Strength: 5
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Drink the potion of fortune, and look for recruits.
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I also vote to drink the potion of Fortune and look for new recruits.
Say No To Fascism. The left is the one true way to go.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Drinking the potion...
You open the bottle and drain its contents. Luckily for you it really is a Potion of Fortune! You feel edgy and fortuitous – restore your LUCK to its Initial level. Remember to cross the Potion of Fortune off your Adventure Sheet. Now return to the paragraph number you were on before you drank the potion.
Now to recruit...
You put the word out amongst the various bands of Hill Barbarians, outcasts, bandits and renegades that your horde is recruiting extra warriors in preparation for future raids across Allansia.

To see who joins, roll two dice and Test your Honour.

If you are Dishonourable, you are joined mainly by outlaws, brigands and other ne’er-do-well types. Roll one die. The result is the maximum number of points you can add to your HORDE STRENGTH, but for every point you add, you must deduct 1 point from your HONOUR. (So, if you roll a 5 you could add up to 5 points to your HORDE STRENGTH but you must reduce your HONOUR by up to 5 points as well.)

If you are Honourable, Hill Barbarians wish to join your campaign. Roll one die. The result is the maximum number of points you can add to your HORDE STRENGTH, but for every point you add, you must equip your new recruits, which costs 1 Gold per point of HORDE STRENGTH. (So, if you roll a 6 you could add up to 6 points to your HORDE STRENGTH but, assuming you can afford it, you must deduct up to 6 talents from the Gold box on your Adventure Sheet.)

Whoever you decide to recruit, it is now time to go. Turn to 71.
Die roll = 4.

We have 5 talents of gold, do we want to spend 4 of them to recruit all available? If not, how much?

(If we'd bought the Potion of Skill, we'd only be able to recruit 3/4.)

However we decide to spend, we must leave after:
You are leaving the rocky wastes of the Craggen Heights behind. This is probably a good thing, given their Chaos-cursed predilection for warping the forms of those who dwell here too long, or so the legends say.

"All roads lead north," says Nharog, sweeping his arms open to encompass the horizon. "South lies only the Desert of Skulls, and a lingering death by thirst."

Where will you go?

If you want to go northeast to Trolltooth Pass, turn to 50.
If you want to go north to the great city of Salamonis, turn to 140.
If you want to go northwest to the Forest of Yore, turn to 20.
So, please decide both on how much gold to spend on recruiting, and where to go next.

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 7/17
LUCK 11/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 6/19
HONOUR: 19
Equipment: King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Enchanted Broadsword (+2 Attack Strength and does 3 STAMINA damage per hit in individual combat), Potion of Strength (section 193 when drunk)
Gold: 5 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter, Nemesis, Warlord, Champion
Blessings: Might (+1 Attack Strength for the duration of any one large-scale combat)
Doman:
1) City: Stonebridge / Garrison Strength: 3
2) City: Fang / Garrison Strength: 5
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Recruit all 4. We only have 10, but don't have the gold to get more...half vote for trying for Salamonis.
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I agree to recruit all 4 soldiers, but I will also vote to get our soldiers in Fang (through the most direct route) by razing it.
Say No To Fascism. The left is the one true way to go.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Well, Salamonis lies to the northwest, which is in the direction where Fang is, so we can head there first...
The great southern walled city of Salamonis is the capital of the kingdom of the same name, and controls all trade into the fertile Vale of Willow. Ruled by the wise King Salamon LVII, its mighty walls are built from massive blocks of ancient stone and look like they could hold back an army of Giants. Beyond the city gates is a skyline of grand houses and towers with red-tiled roofs and shady pillared colonnades, and towering over all is a statue of Titan, Father of the World.

"So this is Salamonis," breathes Nharog, in awe. "The White City. The Seat of Learning. We would truly set down a mark of greatness were we to take this city, chief…"

If you want to attack the city of Salamonis, turn to 167. If you want to leave instead, turn to 131.
Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 7/17
LUCK 11/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 10/19
HONOUR: 19
Equipment: King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Enchanted Broadsword (+2 Attack Strength and does 3 STAMINA damage per hit in individual combat), Potion of Strength (section 193 when drunk)
Gold: 1 talent
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter, Nemesis, Warlord, Champion
Blessings: Might (+1 Attack Strength for the duration of any one large-scale combat)
Doman:
1) City: Stonebridge / Garrison Strength: 3
2) City: Fang / Garrison Strength: 5
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Leave and go to Fang first.
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to go to Fang as well to raze it.
Say No To Fascism. The left is the one true way to go.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

(I realize I made an error in my earlier summary: I wrote that Forest of Spiders is conquered, but in fact it was not. We only briefly passed through it, just like the other 2 forests. We really don't like fighting in forests, it seems.)
You and your horde are departing from the white walls of Salamonis, greatest of the southern cities. Wary sentries watch your warriors leave behind these rich farmlands that straddle both banks of the Whitewater River. A few disinterested bearsheep also observe the passing of your horde while chewing grass, but for the most part this rustic scene is rather too quiet, with not a soul to be seen. Perhaps the peasants are all hiding in their huts and hovels, not daring to breathe lest they attract the attention of your Barbarian army.

"Bah! Civilization! Who needs it?" spits Nharog. "By Grapthar’s hammer, give me a roaring campfire, a fast horse, and an
endless horizon any day of the week! Let us leave this wretched den of justice and learning far behind!"

Where will you venture to next?

If you want to go west to the Forest of Yore, turn to 20.
If you want to go north to the city of Chalice, turn to 120.
If you want to go northeast to the Forest of Spiders, turn to 170.
If you want to go east to Trolltooth Pass, turn to 50.
If you want to go south into the Craggen Heights, turn to 80.
Fang lies in the northwest, and we know from past experience that we can't get further there if we head to Forest of Yore, because from there we can only come back here or go to Chalice, so we might as well go to Chalice from here anyway.
Chalice is a small walled city that lies amidst green and golden fields on the upper reaches of the Silver River. It serves as a trading entrepôt for prospectors, Strongarms, merchants and others. If you have the Code word Chieftain, turn to 114. If you have the Code word Looter, turn to 103.

The city is ruled by King Pindar, an elderly monarch who dreams of an alliance with Salamonis to the south. Under his rule the city has grown rapidly from its origins as a market town, but the king seeks further protection to safeguard his enduring legacy.

"Chalice is the weakest of the Allansian kingdoms," says Nharog, his eyes gleaming. "The walls are low and poorly guarded, and the docks are not fortified. Truly, these people know nothing of war!"

If you want to attack the city of Chalice, turn to 82. If you want to leave instead, turn to 111.
The small city-state of Chalice is a burntout husk, a scavenged shell, a pile of smoking refuse on the banks of the Silver River. Here and there are the hovels and lean-to’s of Man-Orcs picking over the scraps and squabbling about the occasional lost heirloom they may uncover. If you have 3 talents of Gold and wish to spend it rebuilding the city (and your HORDE STRENGTH is at least 2), turn to 162. If you do not have enough Gold (or HORDE STRENGTH), or you just wish to leave here, turn to 111.
We don't have the gold, although I doubt you'd be interested in rebuilding the city in any case...
You and your horde are leaving behind the pocket-sized kingdom of Chalice and its surrounding fields of corn and maize. The soil here is fertile and you marvel at the peasants’ devotion to their crops, whereas you and your warriors would much rather go out hunting saiga and steppes-bison.

"These people wallow in filth to make plants grow," says Nharog, shaking his head. "That is not what I would call a life!"

What is the direction of your horde’s next foray?

If you want to go southwest to the Forest of Yore, turn to 20.
If you want to go south to the city of Salamonis, turn to 140.
If you want to go east to the Forest of Spiders, turn to 170.
If you want to go northeast into the Moonstone Hills, turn to 100.
If you want to go north to Darkwood Forest, turn to 160.
I guess the next nearest location in that direction is Darkwood...
Darkwood Forest is a primordial stretch of woodland whose green depths conceal all manner of hidden terrors. If you have the Code word Destroyer, turn to 185. If not, read on below.

The woods themselves are home to many sorts of creatures, including Elves and Forest Goblins, and are watched over by the wizard Yaztromo, who sees all from his lonely white-stone tower on the southern edge of the forest, which is where you and your horde are now. A solitary crow caws from overhead. It is a deceptively bucolic scene, but you cannot help feel you are being watched by hundreds of eyes from beneath Darkwood’s leafy boughs.

"They say Yaztromo is naught but an imposter who swaps trinkets for sweetcakes," says Nharog. "I think we can take him down and his friends with him, boss!"

If you want to attack Yaztromo, turn to 197. If you want to leave this area, turn to 151.
You and your horde are leaving the vicinity of Darkwood Forest. Not for you its tangled depths and dark glades; you yearn instead for the steppes, where the horizon is an endless visible destination on all sides.

Nharog evidently feels the same way. "Let us begone from here, chief!" he says. ‘These infernal woods stifle a man’s vision, and make him weak in body and mind!"

Where will you take your horde next?

If you want to go north to the village of Stonebridge, turn to 110.
If you want to go northeast to Firetop Mountain, turn to 30.
If you want to go east into the Moonstone Hills, turn to 100.
If you want to go south to the town of Chalice, turn to 120.
The next most direct route is through Stonebridge, where we have a garrison, but we only have a GARRISON STRENGTH of 3 there, so we may trigger a rebellion. Pausing here to see if you want to take a different route.
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Actually, may as well go exploring in Firetop again on the way, I vote to go there.
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

Sure, I also vote to check out Firetop Mountain again.
Say No To Fascism. The left is the one true way to go.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

The lone, jagged crag of Firetop Mountain looms above the eastern edges of the Pagan Plains, its summit stained the eerie red colour that gives the peak its name. Several small insignificant hamlets cluster in the dales at the base of the mountain; their peasant inhabitants cower in their hovels
as your Barbarian horde passes by. You ignore these puny serfs; you have more glorious goals to attain than razing the shacks of cottars. If you have the Code word Ravager, turn to 45. If not, read on below.

"The dungeons beneath Firetop Mountain are famed as the lair of Zagor the Warlock, and are said to be rich in treasure," says Nharog. "Shall we drag the old serpent from his lair and give him a beating?"

If you want to attack Zagor and his minions, turn to 8. If you want to leave this area, turn to 21.
Zagor, the Warlock of Firetop Mountain, has been slain, and his dungeon looted and pillaged by roving fortune hunters. Rival bands of Dwarfs and Orcs have occupied key areas of the underworld complex, dodging occasional raids by wandering undead, underground beasts and rogue
freebooters. Despite this, the temptation for seeking gold or glory in those dark depths is strong.

Nharog sees you looking at the entrance to the dungeon. "That’s your call if you wish to enter, chief. The horde will wait outside. We are honour-bound warriors, not adventurers."

If you want to leave Firetop Mountain, turn 21.

If you want to explore the abandoned dungeon of Zagor, roll one die to see what you encounter:

1-2 Turn to 4.
3-4 Turn to 88.
5-6 Turn to 12.
Die roll = 2.
32 Empty boxes

If all three boxes above have been ticked then there is no more treasure to be looted from the former lair of Zagor the Warlock and you must turn to 21. If there are empty boxes above, tick one now and read on below.

The dungeon excavated by Zagor beneath Firetop Mountain was extensive, and despite his death and the subsequent ransacking of the place, there are still riches to be found. Complicating matters, however, are the rival Dwarf and Orc
factions currently embroiled in a brutal war for domination over the region. Roll two dice and Test your Luck.

If you are Lucky, you recover enough Gold to add 1 talent to the Gold box on your Adventure Sheet.

If you are Unlucky, you find no Gold, and, worse, some of your horde (who were waiting for you outside) are picked off by enemy bands of Dwarf and Orcish fighters, and you must reduce your HORDE STRENGTH score by 1 point. Make the appropriate adjustments on your Adventure Sheet in either case.

It is time to leave both the dungeon and Firetop Mountain. Turn to 21.
Well, this time we have far better LUCK!

Dice roll = 4 (Lucky). We wouldn't even have needed the potion here!

We now have 2 talents of gold.
You lead your horde of Barbarians away from Firetop Mountain and its lonely vigil over the plains and dells that it surveys.

"My mad cousin Myog went divining for Gold in the dungeons under the mountain with a Y-shaped stick," says Nharog, conversationally.

"What happened to him?"

"Dunno. He never returned…"

You have a diverse choice of onward destinations:

To go northwest to the city of Fang, turn to 70.
To go northeast to the city of Zengis, turn to 150.
To go southwest to the town of Stonebridge, turn to 110.
To go south to Darkwood Forest, turn to 160.
To go southeast to the Moonstone Hills, turn to 100.
To Fang, where we were heading...
Fang is the capital of the northern barony of Chiang Mai, and lies on the banks of the River Kok, while behind it foothills rise up to the jagged peaks of the Icefinger Mountains. If you have the Code word Warlord, turn to 31. If you have the Code word Marauder, turn to 106.

The city is ruled by the infamous Baron Sukumvit, builder of Deathtrap Dungeon, and under this devious satrap the settlement has flourished. An endless series of trading caravans and barges stop or dock at the city, and of course once a year would-be heroes and nameless adventurers journey here for ‘The Walk’, the Trial of Champions in Deathtrap Dungeon itself that claims so many victims.

"Fang is the greatest city in the north, greater even than Zengis," says Nharog. "Baron Sukumvit has well-trained troops and solid walls. Victory is possible, but hard."

If you want to attack the city of Fang, turn to 78. If you want to leave instead, turn to 61.
Our first visit to the next section, but we know what to expect by this point...
You may control the city of Fang, but just because it is garrisoned with Barbarian warriors doesn’t mean the people are overly happy about it. Roll a die. If it is equal to or under your Fang GARRISON STRENGTH, turn to 46. If it is greater than the Fang GARRISON STRENGTH, reduce the GARRISON STRENGTH score to zero and read on below.

There has been a rebellion, and your garrison has been slaughtered and overthrown. Your horde enters the city unaware and is swiftly surrounded by a mob of nasty rogues led by a crossbow-armed miscreant called Sharcle, who has stepped into the leadership vacuum and taken control of the city.
Can you defeat him in your bid to regain control of Fang?

SHARCLE’S ROGUES HORDE STRIKE 6 HORDE STRENGTH 6

Your horde must reduce its Attack Strength by 1 for this battle due to the lifetime’s experience with dirty tricks that every rogue brings to the battle. What’s worse, you cannot Escape. If the rogues reduce your HORDE STRENGTH to zero or less, turn to 13. If you defeat the rogues, turn to 42.
Die roll = 4. Our garrison is safe, for now.
You are the overlord of Fang, and your residence is the citadel of the former Baron Sukumvit. The citadel looks out across the city, but higher still, up on a hillside, is the menacing entrance to Sukumvit’s most enduring creation: Deathtrap Dungeon. Despite the strange view, you can rest and recuperate in the citadel: roll a die and restore this many points to your current STAMINA score. Remember, though, that you cannot exceed your Initial score.

You can also collect taxes on the traders that come into the town via barges on the River Kok or the caravans trekking across the Pagan Plains from southern settlements like Stonebridge, Mirewater and Kaad. Add 4 talents to the Gold box on your Adventure Sheet.

If you want to increase the size of your garrison, deduct a minimum of 1 point from your HORDE STRENGTH score and add it to the city’s GARRISON STRENGTH box. If you want to decrease the size of your garrison, deduct a minimum of 1 point from the city’s GARRISON STRENGTH score and add it to your HORDE STRENGTH box. Remember, the GARRISON STRENGTH and HORDE STRENGTH must both have a score of at least 1 point each, and that GARRISON STRENGTH can only have a maximum score of 5.

What do you wish to do now?

If you want to enter Deathtrap Dungeon, turn to 190.
If you wish to leave Fang, turn to 61.
If you wish to sack the city, cross the Code word Warlord off from the Code words box on your Adventure Sheet. Reduce the GARRISON STRENGTH to zero (and add these points to your HORDE STRENGTH), and turn to 65.
Die roll = 6! Our STAMINA is up to 13.

Our gold is at 6.

Pausing to confirm if we're now going to raze the city (only 1 player has actually stated that).

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 13/17
LUCK 10/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 10/19
HONOUR: 19
Equipment: King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Enchanted Broadsword (+2 Attack Strength and does 3 STAMINA damage per hit in individual combat), Potion of Strength (section 193 when drunk)
Gold: 6 talent
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter, Nemesis, Warlord, Champion
Blessings: Might (+1 Attack Strength for the duration of any one large-scale combat)
Doman:
1) City: Stonebridge / Garrison Strength: 3
2) City: Fang / Garrison Strength: 5
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Yeah, raze the city. It's a shame, but we need more Horde Strength.
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I confirm my vote to raze the city.
Say No To Fascism. The left is the one true way to go.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Add the Code word Marauder to the Code words box on your Adventure Sheet (and cross off Fang from its City slot on the Your Domain box if it was there).

Your horde tears Fang apart in its quest for loot. The population of the city flees into the paddy-fields while the walls are torn down and the houses burn, billowing up great clouds of smoke. The citadel of Baron Sukumvit is ransacked, the temples desecrated. Never before has this northern redoubt fallen to anyone.

Roll one die and add the result to the Gold box on your Adventure Sheet. This is the amount of loot you personally acquire from the sack of Fang. Turn to 61.
Die roll = 5. We now have 11 talents of gold.
You and your horde are leaving the province of Chiang Mai and its capital city of Fang. Ahead of you, on the far banks of the river Kok, lie the Pagan Plains. Allansians consider the Pagan Plains to be a dangerous and hellish wilderness, but compared to your Flatlands home it really is just a stroll through a pleasant green grassy landscape. Nothing dares to trouble your horde.

"Where to next, chief?" says Nharog.

If you want to go east to the city of Zengis, turn to 150.
If you want to go southeast to Firetop Mountain, turn to 30.
If you want to go south to the town of Stonebridge, turn to 110.
Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 13/17
LUCK 10/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 15/19
HONOUR: 19
Equipment: King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Enchanted Broadsword (+2 Attack Strength and does 3 STAMINA damage per hit in individual combat), Potion of Strength (section 193 when drunk)
Gold: 11 talent
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter, Nemesis, Champion, Marauder
Blessings: Might (+1 Attack Strength for the duration of any one large-scale combat)
Doman:
1) City: Stonebridge / Garrison Strength: 3
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to enter and invade Salamonis through the same route we took, but *not* explore the abandoned dungeon during our stop at Firetop Mountain.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Second that.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Sorry, I was sick for the past 2 days...
The lone, jagged crag of Firetop Mountain looms above the eastern edges of the Pagan Plains, its summit stained the eerie red colour that gives the peak its name. Several small insignificant hamlets cluster in the dales at the base of the mountain; their peasant inhabitants cower in their hovels
as your Barbarian horde passes by. You ignore these puny serfs; you have more glorious goals to attain than razing the shacks of cottars. If you have the Code word Ravager, turn to 45. If not, read on below.

"The dungeons beneath Firetop Mountain are famed as the lair of Zagor the Warlock, and are said to be rich in treasure," says Nharog. "Shall we drag the old serpent from his lair and give him a beating?"

If you want to attack Zagor and his minions, turn to 8. If you want to leave this area, turn to 21.
Zagor, the Warlock of Firetop Mountain, has been slain, and his dungeon looted and pillaged by roving fortune hunters. Rival bands of Dwarfs and Orcs have occupied key areas of the underworld complex, dodging occasional raids by wandering undead, underground beasts and rogue
freebooters. Despite this, the temptation for seeking gold or glory in those dark depths is strong.

Nharog sees you looking at the entrance to the dungeon. "That’s your call if you wish to enter, chief. The horde will wait outside. We are honour-bound warriors, not adventurers."

If you want to leave Firetop Mountain, turn 21.

If you want to explore the abandoned dungeon of Zagor, roll one die to see what you encounter:

1-2 Turn to 4.
3-4 Turn to 88.
5-6 Turn to 12.
Not stopping to explore...
You lead your horde of Barbarians away from Firetop Mountain and its lonely vigil over the plains and dells that it surveys.

"My mad cousin Myog went divining for Gold in the dungeons under the mountain with a Y-shaped stick," says Nharog, conversationally.

"What happened to him?"

"Dunno. He never returned…"

You have a diverse choice of onward destinations:

To go northwest to the city of Fang, turn to 70.
To go northeast to the city of Zengis, turn to 150.
To go southwest to the town of Stonebridge, turn to 110.
To go south to Darkwood Forest, turn to 160.
To go southeast to the Moonstone Hills, turn to 100.
Darkwood Forest is a primordial stretch of woodland whose green depths conceal all manner of hidden terrors. If you have the Code word Destroyer, turn to 185. If not, read on below.

The woods themselves are home to many sorts of creatures, including Elves and Forest Goblins, and are watched over by the wizard Yaztromo, who sees all from his lonely white-stone tower on the southern edge of the forest, which is where you and your horde are now. A solitary crow caws from overhead. It is a deceptively bucolic scene, but you cannot help feel you are being watched by hundreds of eyes from beneath Darkwood’s leafy boughs.

"They say Yaztromo is naught but an imposter who swaps trinkets for sweetcakes," says Nharog. "I think we can take him down and his friends with him, boss!"

If you want to attack Yaztromo, turn to 197. If you want to leave this area, turn to 151.
You and your horde are leaving the vicinity of Darkwood Forest. Not for you its tangled depths and dark glades; you yearn instead for the steppes, where the horizon is an endless visible destination on all sides.

Nharog evidently feels the same way. "Let us begone from here, chief!" he says. ‘These infernal woods stifle a man’s vision, and make him weak in body and mind!"

Where will you take your horde next?

If you want to go north to the village of Stonebridge, turn to 110.
If you want to go northeast to Firetop Mountain, turn to 30.
If you want to go east into the Moonstone Hills, turn to 100.
If you want to go south to the town of Chalice, turn to 120.
Chalice is a small walled city that lies amidst green and golden fields on the upper reaches of the Silver River. It serves as a trading entrepôt for prospectors, Strongarms, merchants and others. If you have the Code word Chieftain, turn to 114. If you have the Code word Looter, turn to 103.

The city is ruled by King Pindar, an elderly monarch who dreams of an alliance with Salamonis to the south. Under his rule the city has grown rapidly from its origins as a market town, but the king seeks further protection to safeguard his enduring legacy.

"Chalice is the weakest of the Allansian kingdoms," says Nharog, his eyes gleaming. "The walls are low and poorly guarded, and the docks are not fortified. Truly, these people know nothing of war!"

If you want to attack the city of Chalice, turn to 82. If you want to leave instead, turn to 111.
The small city-state of Chalice is a burntout husk, a scavenged shell, a pile of smoking refuse on the banks of the Silver River. Here and there are the hovels and lean-to’s of Man-Orcs picking over the scraps and squabbling about the occasional lost heirloom they may uncover. If you have 3 talents of Gold and wish to spend it rebuilding the city (and your HORDE STRENGTH is at least 2), turn to 162. If you do not have enough Gold (or HORDE STRENGTH), or you just wish to leave here, turn to 111.
You and your horde are leaving behind the pocket-sized kingdom of Chalice and its surrounding fields of corn and maize. The soil here is fertile and you marvel at the peasants’ devotion to their crops, whereas you and your warriors would much rather go out hunting saiga and steppes-bison.

"These people wallow in filth to make plants grow," says Nharog, shaking his head. "That is not what I would call a life!"

What is the direction of your horde’s next foray?

If you want to go southwest to the Forest of Yore, turn to 20.
If you want to go south to the city of Salamonis, turn to 140.
If you want to go east to the Forest of Spiders, turn to 170.
If you want to go northeast into the Moonstone Hills, turn to 100.
If you want to go north to Darkwood Forest, turn to 160.
The great southern walled city of Salamonis is the capital of the kingdom of the same name, and controls all trade into the fertile Vale of Willow. Ruled by the wise King Salamon LVII, its mighty walls are built from massive blocks of ancient stone and look like they could hold back an army of Giants. Beyond the city gates is a skyline of grand houses and towers with red-tiled roofs and shady pillared colonnades, and towering over all is a statue of Titan, Father of the World.

"So this is Salamonis," breathes Nharog, in awe. "The White City. The Seat of Learning. We would truly set down a mark of greatness were we to take this city, chief…"

If you want to attack the city of Salamonis, turn to 167. If you want to leave instead, turn to 131.
You give the order to attack! Their courtly concept of valiant Amonour prevents the knights of Salamonis from cowering behind the walls of their city. Instead, they come out to fight you on the field of battle before the main gates. The knights are clad in plate armour and wield stout lances, while their barded warhorses are caparisoned in a multicoloured panoply of heraldic designs. They are aided by units of heavy infantry bearing tower shields and broad-bladed spears, who hold the flanks while the knights aim a wedge-shaped charge straight through the heart of your horde.

"For the glory of the Tribe!" you howl, waving your weapon in circles above your head. "We will triumph or die trying!"

This will be a legendary clash of the titans, tales about which will be told around campfires down through the ages…

KNIGHTS OF SALAMONIS HORDE STRIKE 12 HORDE STRENGTH 12

If you wish to Escape, you order the retreat and flee from the knights; deduct 1 point of HONOUR and turn to 131. If the knights reduce your HORDE STRENGTH to zero or less, turn to 13. Otherwise, after two Attack Rounds, turn to 188.
COMBAT LOG:
Knights of Salamonis 18, Fire Axe 23. KoS is at 10.
KoS 16, FA 24. KoS is at 8.
There is a lull in the storm of battle, a moment where both sides draw back, and striding through the carnage comes the greatest hero of Salamonis, the legendary Chadda Darkmane himself. He is a tall, broad-shouldered warrior with a tousled mop of jet-black hair and cold, unblinking eyes. His mail armour is rent from many blows, but he appears unharmed, gripping a blazing magical Fire Sword in his hand.

"I am the chosen one of Libra, goddess of justice," howls Chadda Darkmane. "No foe may stand before me and prevail!"

Consult the Code words box on your Adventure Sheet.

If you have the Code word Nemesis, turn immediately to 112.
If you do not have the Code word Nemesis, but you do have the Code word Storm, turn to 122
If you do not have either of these Code words, but you do have the Code word Dust, turn to 195
If you have none of these Code words, turn to 149.
Before you can challenge Chadda to heroic combat, there is a weird interlude where you see a spirit of pale fire in the shape of a young woman, floating through the battle towards you, gesturing with open hands. She pulls up short in front of you, a look of dismay on her face.

"I cannot help you, Chadda," she says, turning to the Salamonian hero. "This Barbarian carries the Blade of Fate. You are on your own for this battle. Destiny has spoken."

"What sorcery is this?" you snort, but the apparition of the woman is already fading away to nothingness.

You stride forwards to attack Chadda Darkmane. You are not sure, but could that be real fear you see in his eyes?

Turn to 156.
CHADDA DARKMANE has the highest Amonour of any Salamonian hero. His deeds are multitudinous and legendary. His craggy features are lit by the scarlet flames of his Fire Sword, which he plundered from the depths of an Atlantean temple on the Skull Coast, under the noses of ancient demons.

"Yield, Barbarian," he sneers at you, baring his teeth in disgust. "You cannot hope to win this fight. Yield, and your death will be swift and merciful!"

"Never!" you reply. "I would never surrender to outcast, honour-less scum such as yourself!"

So saying, you bring your Enchanted Broadsword around in a savage arc that is parried by Chadda’s flaming blade. Sparks fly and this battle is on!

CHADDA DARKMANE SKILL 12 STAMINA 24

Chadda’s Fire Sword causes grievous injuries; every time you lose an Attack Round you must deduct 3 STAMINA points instead of 2, unless you have the Dragonscale Shield, in which case you suffer the usual 2 STAMINA points of damage. If you wish to Escape, you and your horde flee Salamonis; deduct 1 point of HONOUR and turn to 131. If Chadda reduces your STAMINA to zero or less, turn to 13. If you slay Chadda Darkmane, turn to 172.
COMBAT LOG:
Chadda Darkmane 15, Grom 18. CD is at 21.
CD 16, Grom 20. CD is at 18.
CD 19, Grom 21. CD is at 15.
CD 16, Grom 24. CD is at 12.
CD 24, Grom 23. Grom is at 11.
CD 16, Grom 20. CD is at 9.
CD 18, Grom 20. CD is at 6.
CD 18, Grom 20. CD is at 3.
CD 19, Grom 25. CD is slain.
Add 1 point to your HONOUR score for defeating Chadda Darkmane in mortal combat.

Although stunned by the death of the greatest hero of Salamonis, the knights are too honourable to yield. Instead, they regroup and charge at your forces once more, lances levelled squarely at the Barbarian horde in one last-ditch attempt to defend Salamonis from your bloodthirsty marauders.

KNIGHTS OF SALAMONIS HORDE STRIKE 12 HORDE STRENGTH as before

The HORDE STRENGTH score of the knights is the same as it was after the two Attack Rounds you fought. You cannot Escape. If the knights reduce your HORDE STRENGTH to zero or less, turn to 13. If you defeat the knights, Salamonis is yours! Turn to 200.
COMBAT LOG:
Knights of Salamonis 17, Fire Axe 20. KoS is at 6.
KoS 21, FA 18. FA is at 13.
KoS 15, FA 17. KoS is at 4.
KoS 21, FA 15. FA is at 11.
KoS 22, FA 24. KoS is at 2.
KoS 15, FA 19. KoS is defeated.
Salamonis has fallen! Add 1 point to your HONOUR score for your victory.

Prizing their lives above their Amonour, the surviving Knights of Salamonis flee into the hills to lick their wounds. King Salamon dies defending his very throne room, cut down and slain, his crown snatched from his blood-stained brow. His children, Prince Salamon and Princess Sarissa, have vanished; spirited away no doubt to form a kernel of future resistance. No matter! The city of Salamonis is ransacked by your horde, the Halls of
Learning burned down in an epic pyre of flaming books and scrolls, the great statue of Titan, Father of the Gods, toppled over and defaced! You have conquered the mightiest city in central Allansia!

It is time to see how well you did as the leader of your horde. Consult the Code words box on your Adventure Sheet and score points as below for each applicable Code word that you possess.

Code word - Point(s)
Champion 1
Chieftain 2
Crusher 1
Destroyer 1
Destructor 1
Dragonslayer 3
Dwarfslayer 2
Looter 1
Marauder 1
Overlord 2
Raider 1
Ravager 1
Reaver 1
Slayer 1
Trollslayer 1
Warlord 2

Total up your points, consult your current HONOUR score, and compare your result to the chart below.

You stand atop the white walls of Salamonis, lord of all you survey. Central Allansia belongs to your Tribe now, and the Ancestors will be well pleased with your endeavours. Already you have sent word to your Tribe to join you here at the capital of your future realm. But you are still not satisfied.

"What is it, chief?" says Nharog, clambering up to join you atop the wall.

"This is not enough," you reply. "Further west lies the depraved Port Blacksand, ruled by that dishonourable scum Lord Azzur. That is our next target!"

To Blacksand and beyond, who knows where your next travels will take you. But one thing is certain. Your adventures will be epic and incredible, for YOU are the BARBARIAN WARLORD!

THE END
Let's tally our points:

Trollslayer(1) + Dwarfslayer(2) + Ravager(1) + Slayer(1) + Raider(1) + Looter(1) + Champion(1) + Marauder(1) = 9

Our Honour is 21 after taking Salamonis
5-10 Chieftain

You have faced tough times and not only come out on top, but with your honour intact as well. Your horde has become a proto-state rather than a bandit kingdom, but time will tell about its durability.
That is our standing. Unfortunately, that was actually the lowest bar. There are 3 "levels" in terms of points (each separated by high or low Honour). Lowest is 5-10, next is 11-15 (Battlemaster) and highest is 16+ (Warlord). As you can see from the score chart, holding on to garrisons may be costly, but it also gives a bit more points at the end. And of course, there are 3 places on the map we never conquered (we really hate forests for some reason).

Nonetheless, you've completed the LP, so congratulations!

I will probably post about some of the stuff we missed a couple days later, since I'm not quite fully recovered from my illness. Feel free to ask anything about the adventure in the meantime, as usual.

Thanks for playing!
Post Reply