TG/heim: The Forsaken of Mermedus (Norse Warband): Difference between revisions
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This battle was a strange one for the northmen. It started with shouted questions from an unseen group of knights across a ruined neighborhood. The forces briefly engaged in combat, as the ancestors would have expected, but seeing as the knights meant no harm to the northmen and were more interested in questions and exploring the battle was quickly ended. After introductions were made all searched the surrounding area for clues and loot and then went drinking. | |||
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Revision as of 18:33, 27 May 2013
Intro
Hailing from clan Skaelinger, Jarl Ulix was once a powerful warrior and leader with a dozen longships and their crews at his command. Jarl Ulix's downfall came on the way back from a successful war far to the south of Marienburg. His ships and captains were raiding up the coast in the land of the lotus eaters, drunk on victory when they mistakenly desecrated a shrine of the sea god Mermedus.
Mermedus was filled with wrath and cursed the Jarl and his fleet to find no more solace on the seas. Attempting sacrifices in the sea god's honor, the ships set sail hoping he was appeased. However, they soon found themselves caught in a massive storm the size and ferocity the likes of which none of them had ever seen. This storm smashed the raiding fleet onto the shore where all but a handful of Jarl Ulix's men were devoured by monsters.
Most would be weeping bitter tears of regret, but the Norsemen were made of sterner stuff. Left with nothing but their wits and the contents of their pockets, they were determined to make it back to their homes in the north no matter the cost or how long it took. The warriors took to calling themselves 'The Forsaken of Mermedus' and set out across the Empire looking for a new set of adventures and opportunity for plunder on the way north.
Information
Warband Rating: 172 (15 Units * 5) + Exp (67)
Treasury: 7gc
Wyrdshards: 0
Stored Equipment: Axe
Heroes
Jarl Ulix
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 5 | 3 | 4 | 3 | 1 | 5 | 2 | 8 |
Equipment: (Dagger), Light Armor, Helmet, Shield, Axe, Lucky Charm, Rabbit's Foot
Special rules: Leader
Experience: 28
Advances: 2 (+1 I; +1 WS)
Skill Lists: (Combat; Speed; Special)
Fluff
Geri the Ravenous
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 3 | 4 | 3 | 1 | 3 | 1 | 7 |
Equipment: (Dagger), Double-Handed Weapon
Special rules: Berserker; Strongman
Experience: 15
Advances: 1 (x1 Skill)
Skill Lists: (Combat; Strength; Special)
Fluff
Freki the Greedy
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Equipment: (Dagger), Axe
Special rules: Berserker
Experience: 15
Advances: 1 (+1 I)
Skill Lists: (Combat; Strength; Special)
Fluff
Fenrir the Wolf
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
6 | 4 | 0 | 4 | 4 | 1 | 5 | 2 | 7 |
Equipment: Teeth and Claws
Special rules: Fear
Experience: 16
Advances: 1 (+1 I)
Skill Lists: (Combat; Speed; Special)
Fluff
Youngling Vali
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 2 | 3 | 3 | 1 | 2 | 1 | 6 |
Equipment: (Dagger), Light Armor, Helmet, Shield, Axe
Special rules: -
Experience: 3
Advances: 1 (+1 WS)
Skill Lists: (Combat; Speed; Special)
Fluff
Harold Whitewolf; Hero of the Marauders
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 7 |
Equipment: (Dagger), Light Armor, Helmet, Shield, Axe, Lucky Charm, Rabbit's Foot
Special rules: Lads Got Talent; Shield Master
Experience: 4
Advances: 2 (+1 I; x1 Skill)
Skill Lists: (Combat; Special; Strength)
Fluff
Henchmen
Marauders (1, 2, 4, 5)
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 5 | 3 | 3 | 3 | 1 | 4 | 1 | 7 |
Equipment: (Daggers), Axes
Special rules: -
Experience: 4 Each
Advances: 2 (+1 WS; +1 I)
The Wolves of Winter (Ace, Beta, Blackie, Krunch, Shorty)
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
9 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Number of Wolves: 5
Equipment: Teeth and Claws
Special rules: Animals; Pack Leader
Experience: -
Mercenaries
-None at the moment
Notable Moments
-None at the moment
The Hall of The Dead
-None at the moment
Battle Record
-Vs. The Circus of Values: (Victory)
The norsemen crept quietly through the countryside near the ruins of the great city of Mordheim. They had already experienced monsters and angry townspeople since the destruction of Jarl Ulix's fleet, and they were wounded and weary. When the reports came back to the Jarl of scattered scavengers picking through the ruined outskirts he knew what to do. He had ordered his remaining men to travel to this ill place that they may prove themselves to their god and gain his forgiveness before attempting the trek home again, and these scavengers were just what the band needed to stoke their battle lust. The Jarl quickly ordered the wolf scouts into battle with the rest of the men soon behind, taking this new foe by surprise. The small group of corrupted denizens put up a valiant fight, but they were outmatched in number and ferocity and the norsemen took the field. After this victory a cache of loot was found, which did much to raise the spirits of everyone.
-Vs. Mordheim Police Department: (Victory)
The men of the north now rested and recuperated from their travels had begun to explore this foreign city.
-Vs. King Arthur's Entourage: (Victory)
This battle was a strange one for the northmen. It started with shouted questions from an unseen group of knights across a ruined neighborhood. The forces briefly engaged in combat, as the ancestors would have expected, but seeing as the knights meant no harm to the northmen and were more interested in questions and exploring the battle was quickly ended. After introductions were made all searched the surrounding area for clues and loot and then went drinking.