Legend

You wake up early, though to be quite honest you don't really sleep much anymore. Thanks to your link to Azoth, it's more of a waking dream state where you're just closing your eyes out of habit. This "relationship" is very draining and it's starting to take its toll. Azoth has been slowly trying to get complete control over you so that you're nothing more than just a shell.

While the orcs get ready for the attack you're deep in thought staring at the accursed blue glowing gem embedded in your hand. Azoth knows what you're thinking too.

"We can't break up the team now, we're just getting started." Azoth replies.
"I think you got a head start a long time ago."
"Huh. And you mean to say you haven't benefited at all? I've given you power! Why if it wasn't for me, you'd probably still be in that crummy little village."
"Uh huh. And I'm right back here, if you haven't noticed. So where's the progress?"
"ErmÂ…look we can't dwell on this now. You have to lead these dumb ass greenskins soon."
"Yeah, I do."

Without dwelling on your situation anymore you take charge of the orcs and march on Altberg.

Altberg looks almost like you left it a year ago. A farmer in a far off field sees you and the orcs and goes running off to warn everyone.

You continue to march as the people in your former home attempt to form some sort of resistance. You're amazed that so many are armed to fight. There must've been some changes made since you were gone.

ALTBERG MILITIA
SKILL: 10
STAMINA: 30

If you got a separate tribe of ogres to help you, you'll find that despite their bluster only half of them showed up! They also attack from a different direction and with complete abandon. They're probably not going to survive to the end of the fight, but you can subtract 10 STAMINA from the militia right now. You also won't have to worry about the ogres causing trouble after the fight.

If you had goblins set traps you can subtract 5 STAMINA from the militia. If you're a technologist, the goblins were paying attention to some of your ideas and plant some particularly vicious ones. Subtract 10 STAMINA points from the militia instead.

If you had goblins set traps and they failed, then the militia was even more prepared. Add 1 SKILL point to the militia.

Carry out the battle! (When one side hits, roll one 1 die for STAMINA damage instead of the usual 2 points)

You have 1 choice:

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