A Knight's Quest (A Warhammer Fantasy Game) #13

Discussion in 'A BROB is for you! - For all your Roleplaying Need' started by KnightErrant, May 24, 2012.


  1. Your Characters Stats/Gear

    Name: Sir Gambert Rambert
    Heraldry:
    [IMG]
    Movement: 5(Max)
    Weapon Skill: 7 (Max)
    Ballistic Skill: 3
    Strength: 5(Max)
    Toughness: 4(Max)
    Wounds: 3(Max)
    Initiative: 4
    Attacks: 5 (Max)
    Leadership: 8
    Level: 7
    Total Exp/EXP needed for Level Up: 6,936/12,800
    Renown: 1,441
    Honour: 501
    Purity: 3
    53 Gp, 3 Sp, 5 Cp

    Equipment
    Weapons: Greatweapon (Sword, Bretonnian, Silverine), Hand and a Half Sword (Sword, Bretonnian, Enchanted Silverine), Longsword( Sword, Bretonnian, Silverine) and a lance (Lance, Bretonnian,)
    Armour: Runic Full Plate Armour (Dwarven, Steel +3 ASV), Great Helm(Dwarven, Steel, +1 ASV),Shield (Bretonnian, Steel+1 ASV), Sea Dragon Scale Cloak X2(Druchii)(+1 ASV, +3 vs Shooting)
    Mount: Barded Bretonnian Warhorse(+2 ASV)
    Other: Sigil of Baron Svossel of Stirland, Full Plate Armour(Empire, Steel, +3 ASV), Lock of Red Hair (Ryndolf's) Great Helm (Empire, Steel, +1 ASV)

    Special Rules
    Scout: Allows improved stealthy movement as well as a keener eye for details when searching an area.
    Hatred for Beasts of Chaos: In the first round of Combat against enemies from the Beasts of Chaos, you may re-roll failed rolls to hit. (dice may only be re-rolled once.)
    Greatweapon Proficiency: No penalties to rolls to hit with Greatweapons.
    Sword Proficiency: +1 to hit while wielding a sword.
    Lance Proficiency: Allows lance use without penalty.
    Landed Knight: Allows the collection of taxes and income from a fiefdom.
    Knight's Vow: Improves the morale of nearby peasants.
    Feyheart: Greatly improves interactions with the Fey and allows you to speak in their tongue as well as allowing you to wield magic as a level 0 wizard.
    Teacher of the People: Improves WS of peasants under your command by +1.
    Smooth Talker: Improves interactions with non-hostile NPCs.
    Trollbane: Reduces chances of Troll Regeneration.
    Purity: Reduced Corruption gain and resistance to mutation
    Pious: The Blessing of the Lady is permanent unless lost through player actions.
    Frugal: Costs to Manor improvements, Castle improvements, Personal weaponry and Troop weaponry are discounted by 10%.
    Lady's Affection: Gain a small chance to regenerate wounds.
    Wolfbond: Old Grey and his pack will follow you and will protect you and yours as though you were a member of the pack.
    Wolflord: Cause Fear in wolves not of your pack, become the Alpha of a pack of Wolves.

    Lore of Life Spells

    Earthblood, casts on 8+

    Retainers
    Jorek of Tilea(Experienced Apothecary) 1 Gp/Season
    Sister Cynthia Frenberg (Master Apothecary) 3 Gp/Season
    Kurag Copperfist (Novice Dwarven Smith) 4 Gp/Season
    Julois Gourois (Expert Bard) 2 Gp/Season
    Stiggle The Nearsighted (Master Fool) 1 Sp/Season

    Vassals

    Your Fiefdom
    9th Season: Fall
    [IMG]

    Total Income: 151 Gp, 8 Sp/Season
    Total Amount Tithed: 15 GP, 1 Sp, 8 Cp/Season
    Total Retainer Fees: 10 GP, 1 SP/Season
    Total Income After Tithe/Fees: 126 Gp, 5 Sp, 2 Cp
    Current Peasant Population: 2,680

    Fiedom Improvements

    Castle(Unfinished) X 1 = 0 Gp/Season
    Village X 4 = 4 Gp/Season
    Farmland X 45 = 45 Gp/Season
    Pasture X 4 = 4 Gp/Season
    Lumbercamp X 7 = 7 Gp/Season
    Bakery X 1 = 0 Gp/Season
    Windmill X 1 = 1 Gp/Season
    Chapel X 1 = 0 Gp/Season
    Large Mines X 4 (Gold, Silverine, Silver, Copper) = 33 Gp/Season
    Metalworks X1 = 0 Gp/Season
    Armoury X 1 = 0 Gp/Season
    Quarry X 2 = 8 Gp/Season
    House of Shallya X 1 = 0/Season
    Distilleries X 4 = 0/Season
    Granary X 1 = 0/season

    Current Craftsmen/Specialists
    Armourer(Empire/Tilean/Bretonnian)X3 = 12 Gp/Season in Taxes
    Weaponsmith(Tilean/Bretonnian/Empire)X3 = 12 Gp/Season in Taxes
    Blacksmith(Bretonnian/Empire/Estalia)X7 = 14 GP/Season in Taxes
    Fletcher(Bretonnian, Empire)X5 = 5 Gp/Season in Taxes
    Bowyer(Bretonnian, Empire)X3 = 3 Gp/Season in Taxes
    Leatherworker(Bretonnian)X3 = 3 Gp/Season in Taxes
    Merchant(Tilean)X5 = 5 Gp/Season in Taxes
    Carpenter(Bretonnian/Tilean, Empire)X5 = 5 Gp/Season in Taxes
    Baker(Bretonnian)X5 = 5 Gp/Season in Taxes
    Weavers(Bretonnian/Estalian)X6 = 3 Gp/Season in Taxes
    Seamstress(Bretonnian,Empire)X2 = 4 Gp/Season in Taxes
    Caravans(Strigany)X3 = 3 Sp/Season in Taxes
    Architect(Empire)X1 = 2 Gp/Season in Taxes
    Engineer(Empire)X1 = 2 Gp/Season in Taxes
    Herbalist(Bretonnian)X1 = 1 Gp/Season in Taxes
    Stonemason(Bretonnian, Tilean)X5 = 2 Gp 5 Sp/Season in Taxes
    Priest of Morr(Bretonnian)X1 = 0 Gp/Season in Taxes
    Priest of Manann(Empire)X1 = 0 Gp/ Season in Taxes
    Potter(Bretonnian)X1 = 5 Sp/Season in Taxes
    Brewer(Bretonnian, Empire) X2 = 8 Gp/Season in Taxes
    Sister of Shallya(Bretonnian)X3 = 0 Gp/Season in Taxes
    Troops
    Number of Men available for training: 26 men/Season
    Current Troop Types
    Yeomen: 3
    Men-at-Arms: 225
    Archers: 52
    Huntsmen: 5

    Men-At-Arms(Montfort)
    Special Rules
    Sword Proficiency: +1 to hit when wielding a sword
    Spear Proficiency: When in formation can fight in an additional Rank (3 ranks can fight).

    Equipment Currently Available:
    Weapons
    Sword(Bretonnian, Steel) 1 Sp, 8 Cp
    Axe (Bretonnian, Steel) 1 Sp, 8 Cp
    Mace (Bretonnian, Steel) 1 Sp, 8 Cp
    Spear (Bretonnian, Steel) 9 Cp
    Halberd (Bretonnian, Steel) 9 Cp

    Armour
    Padded Jerkin(Bretonnian, Cloth) 1 Sp, 8 Cp
    studded leather(Bretonnian, Leather) 3 Sp, 6 Cp
    Light Mail(Bretonnian, Steel) 7 Sp, 2 Cp
    Leather Cap(Bretonnian, Leather) 9 Cp
    Skull Cap(Bretonnian, Steel) 1 Sp, 8 Cp
    Kettle Helm(Bretonnian, Steel) 3 Sp, 6 Cp
    Shield(Bretonnian) 1 Sp, 8 Cp

    Yeoman(Montfort)
    Special Rules
    Sword Proficiency: +1 to Hit while wielding Swords.
    Spear Proficiency: When Fighting in formation, capable of fighting in three ranks.
    Halberd Proficiency: When wielding a halberd with two hands, the wielder strikes with +1 strength.
    Bow Proficiency: May wield a bow without penalties.
    Right to Ride: A Yeoman has earned the right to ride a riding horse whilst in his lord's service.

    Weapons
    Sword(Bretonnian, Steel) 1 Sp, 8 Cp
    Axe (Bretonnian, Steel) 1 Sp, 8 Cp
    Mace (Bretonnian, Steel) 1 Sp, 8 Cp
    Spear (Bretonnian, Steel) 9 Cp
    Halberd (Bretonnian, Steel) 9 Cp
    Bow(Bretonnian, Yew) 1 Sp, 8 Cp

    Armour
    Padded Jerkin(Bretonnian, Cloth) 1 Sp, 8 Cp
    studded leather(Bretonnian, Leather) 3 Sp, 6 Cp
    Light Mail(Bretonnian, Steel) 7 Sp, 2 Cp
    Heavy Mail(Bretonnian, Steel) 1 Gp, 4 Sp, 4 Cp
    Leather Cap(Bretonnian, Leather) 9 Cp
    Skull Cap(Bretonnian, Steel) 1 Sp, 8 Cp
    Kettle Helm(Bretonnian, Steel) 3 Sp, 6 Cp
    Shield(Bretonnian) 1 Sp, 8 Cp

    Mounts
    Riding Horse(Bretonnian) 9 Sp, 2 Cp

    Archers(Montfort)
    Special Rules
    Stakes: Can deploy stakes and benefit from cover. (Pitched Battle, Ambush or Siege only.)
    Armour Piercing: Enemy ASV's suffer a -1 penalty.

    Equipment Currently Available:
    Weapons
    Longbow(Bretonnian, Yew) 3 Sp, 6 Cp
    Bow(Bretonnian, Yew) 1 Sp, 8 Cp
    Sword(Bretonnian,steel) 1 Sp, 8 Cp
    Axe(Bretonnian, steel) 1 Sp, 8 Cp
    Mace(Bretonnian, steel) 1 Sp, 8 Cp

    Armour
    Padded Jerkin(Bretonnian, Cloth) 1 Sp, 8 Cp
    Studded leather(Bretonnian, Leather) 3 Sp, 6 Cp
    Leather Cap(Bretonnian, Leather) 9 Cp
    Skull Cap(Bretonnian, Steel) 1 Sp, 8 Cp

    Huntsmen(Montfort)
    Special Rules
    Forest Strider: Not slowed by moving through forests.
    Armour Piercing: Enemy ASVs suffer a -1 penalty.
    Scout: Can stay hidden in forests/other rough terrain with a successful initiative check.

    Equipment Currently Available:
    Weapons
    Longbow(Bretonnian, Yew) 3 Sp, 6 Cp
    Bow(Bretonnian, Yew) 1 Sp, 8 Cp
    Sword(Bretonnian,steel) 1 Sp, 8 Cp
    Axe(Bretonnian, steel) 1 Sp, 8 Cp
    Mace(Bretonnian, steel) 1 Sp, 8 Cp

    Armour
    Padded Jerkin(Bretonnian, Cloth) 1 Sp, 8 Cp
    Studded leather(Bretonnian, Leather) 3 Sp, 6 Cp
    Leather Cap(Bretonnian, Leather) 9 Cp
    Skull Cap(Bretonnian, Steel) 1 Sp, 8 Cp

    Equipment
    Game Trap 9 Cp
    Fiefdom Improvements
    Noble Dwelling
    Manor = 20 Gp (Requires a Lumbercamp and a Carpenter.)
    Fortified Manor = 40 Gp (provides cover, requires the enemy to have at least ladders and fire. Requires a Lumbercamp and a Carpenter.)
    Small Castle = 200 Gp (provides best cover, requires the enemy to have at least ladders and siege engines. Requires a Quarry, 2 Lumbercamps, a Carpenter and a Architect. requires 500 workers. takes 2 seasons.)
    Castle = 400 Gp (provides best cover, requires the enemy to have at least siege towers and siege engines. Requires a Quarry, 2 Lumbercamps, a Carpenter and a Architect. requires 1000 workers. takes 4 seasons.)
    Fortress = 800 Gp (Provides a second wall and a moat in a larger radius around the first set of walls, a Large Town can be held within the walls. (Requires a lake or river nearby to create the moat. Requires 2 Quarries, 4 Lumbercamps, 2 Carpenters and a Architect. requires 2000 workers. takes 6 seasons.)
    Citadel = 2,400 Gp (Provides a third wall even further out than the second wall with another moat. A City can be held within the walls. (Requires a River or Large Lake to build the moat. Requires 2 Quarries, 6 Lumbercamps, 3 Carpenters and a Architect. requires 4000 workers. takes 8 seasons.)

    Livestock
    Sheep (100 Sheep) = 10 Gp (feeds 25 Population, gives wool, improves population health.)
    Cows (20 Cows) = 10 Gp (feeds 50 population, gives milk, cheese and butter, improves population health.)
    Horses (10 Horses) = 10 Gp (feeds 0 population, improves farm production.)
    Pigs(50 Pigs) = 10 Gp (Feeds 25 population, provides ham, bacon and sausages, improves population health.)
    Chickens(100 Chickens) = 10 Gp
    Bees(10 hives) = 10 Gp (provides honey and wax, improves population health.)

    Agriculture
    Farms = 2 Gp (provides food for 100 people.)
    Watermill = 4 Gp (required for bakery. Requires a Carpenter.)
    Windmill = 4 Gp(Can be placed on hills only, required for bakery. Requires a Carpenter.)
    Granary = 2 Gp (stores excess food for the winter/harsh times. Requires a Carpenter.)
    Honey Farm = 3 Gp (Improves local health and happiness, produces honey and wax. Requires Beekeeper and Bees)
    Pig Farm = 5 Gp (feeds 25 population, Improves local health and happiness, produces ham, sausage and bacon. Requires 50 Pigs.)
    Chicken Farm = 5 Gp ( feeds 50 population, Improves local health and happiness, produces eggs and chicken. Requires chickens)
    Pastures = 0 Gp (Holds Sheep, Horses and Cows)

    Defenses
    Earthen Ditch = 1 Gp (Slows enemy troops.)
    Wooden Pallisade = 2 Gp (Provides cover and requires enemy to have at least ladders or fire, only for villages or smaller. Requires a Lumbercamp and a Carpenter.)
    Wooden Walls = 10 Gp (Provides better cover and requires the enemy to have at least ladders or fire. Requires a Lumbercamp and a Carpenter.)
    Stone Wallls = 100 Gp (Provides best cover and requires the enemy to have at least siege towers and siege engines, Required for Towns, Requires a Quarry and a Architect. requires 400 workers. takes 2 seasons.)
    Large Stone Walls = 2,000 Gp (Provides best cover, requires the enemy to have at least siege towers and siege engines, required for Cities, Requires a Quarry and a Architect. requires 800 workers, takes 4 seasons.)

    Resources
    Small Mine = 2 Gp(Allows access to minable resources. Requires a Lumbercamp. Requires 50 population to work.)
    Large Mine = 4 Gp(Doubles value of minable resources. Requires Small Mine and 2 Lumbercamps. requires 100 population to work.)
    Huge Mine = 8 Gp(Triples value of minable resources. Requires Large Mine, 3 Lumbercamps and Dwarven or Empire Miners. Requires 200 population to work.)
    Lumbercamp = 1 Gp (provides wood for construction. Requires 25 population to work.)
    Quarry = 2 Gp (provides stone for construction, Requires 5 Stonemasons. Requires 100 population to work.)
    Metalworks = 10 Gp (Purifies metals, doubling the value of any Metal Resources. Requires 100 population to work.)

    Religious
    Chapel = 4 Gp (Improves local landscape, improves local Fey relations and may attracts some magical creatures. Requires a Carpenter.)
    Gardens of Morr = 40 Gp (ensures the spirits rest easy, eliminates random, uncontrolled undead, wards off undead, hinders Necromancers and Vampires, grows rare herbs. Requires 3+ Priests of Morr)
    House of Shallya = 40 Gp (Improves local health and happiness, reduces fatalities from plague and sickness and grows rare herbs. Requires 3+ Sisters of Shallya, a Quarry and a Architect.)

    Infrastructure
    Grassland Road = 1 Gp (Reduces travel time)
    Light Forest Road = 2 Gp (reduces travel time)
    Heavy Forest Road = 3 Gp (reduces travel time)
    Mountain Road = 4 Gp (reduces travel time)
    Ferry = 5 Sp (enables river crossing, small parties or less only.)
    Wooden Bridge = 1 Gp (enables river crossing, large parties or less only. Requires a Lumbercamp and a Carpenter.)
    Stone Bridge = 4 Gp (enables river crossing, no limit to party size. Requires a Quarry and a Architact.)
    Sewer = 200 Gp (Reduces chance of disease, required for a Large Town, City or Large City, Requires a Quarry and a Architect.)

    Luxuries
    Bakery = 2 Gp (Improves local health and happiness, produces bread. Requires a Carpenter and a Baker. Effects 200 population.)
    Kiln = 1 Gp (Provides improved lumber and pottery. Requires a Carpenter and aPotter.)
    Workshop = 4 Gp (Doubles the value of taxes collected per season from Seamstresses, Sculptors, Painters, Weavers, Glassblowers or Jewelers, Leatherworkers. Each Specialist requires their own workshop. Requires a Carpenter.)
    Vineyard = 4 Gp (Improves local health and happiness, produces wines. Requires Brewer. effects 100 population. )
    Distillery = 2 Gp (Improves local health and happiness, produces ale, lager or stout beer. Requires Brewer. effects 100 population.)
    Meadery = 2 Gp (Improves local health and happiness, produces mead, requires Honey and a Brewer. Effects 100 population.)
    Herb Garden = 6 Gp (triples the income of Herbalists. Requires a Herballist.)
    Armoury = 10 Gp (Doubles the income of Blacksmiths, Weaponsmiths and Armourers. Requires at least one Blacksmith, one Weaponsmith and one Armourer.)

    Types of Resources
    Copper = 5 Sp/Season (Requires a Mine)
    Potash = 5 Sp/Season (Requires a Mine)
    Tin = 1 Gp/Season (Requires a Mine)
    Coal = 1 Gp/Season (Requires a Mine)
    Iron = 1 Gp/Season (Requires a Mine)
    Silver = 2 Gp/Season (Requires a Mine)
    Silverine = 3 Gp/Season (Requires a Mine)
    Gold = 4 Gp/Season (Requires a Mine)
    Blood Gold = 6 Gp/Season (Requires a Mine)
    Gromril = 8 Gp/Season (Requires a Mine)
    Warpstone = (Varies) (Requires a Mine)
    Gems = 16 Gp/Season (Requires a Mine)
    Marble = 2 gp/Season (Requires a Quarry)
    Low Quality Granite = 1 Gp/Season (Requires a Quarry)
    High Quality Granite = 4 Gp/Season (Requires a Quarry)
    Low Quality Limestone = 5 Sp/Season (Requires a Quarry)
    High Quality Limestone = 2 Gp/Season (Requires a Quarry)

    Specialists
    Blacksmith = 1 Gp/Season, needed for Simple Metal weapons or armours.
    Weaponsmith = 2 Gp/Season, needed for Complex Metal weapons.
    Armourer = 2 Gp/Season, needed for Complex Metal armours.
    Stonemason = 5 Sp/Season, needed for Quarry and Simple Stone buildings.
    Architect = 2 Gp/Season, needed for all Complex buildings.
    Carpenter = 1 Gp/Season, needed for Simple or Complex Wooden buildings.
    Bowyer = 1 Gp/Season, needed for Short Bows, Bows or Longbows.
    Fletcher = 1 Gp/Season, needed for Arrows or Bolts.
    Leatherworker = 1 Gp/Season, needed for Armourer.
    Merchant = 1 Gp/Season, can supply small amounts of various types of Simple non-magical goods and resources.
    Brewer = 5 Sp/Season, needed for either a Meadery or Brewery or Vineyard.
    Seamstress = 2 Gp/Season, needed for Complex clothing.
    Weaver = 5 Sp/Season, needed for Simple clothing.
    Baker = 1 Gp/Season, needed for a Bakery.
    Strigany Caravan = 1 Sp/Season, provides soothsayers, entertainers, acrobats, dancers, soothsayers and fortune tellers.
    Glassblower = 1 Gp/Season, needed for Simple or Complex glass products or windows.
    Jeweler = 2 Gp/Season, needed for Simple or Complex Jewelry.
    Potter = 5 Sp/Season, needed for a Kiln.
    Herbalist = 1 Gp/Season, needed for Uncommon or Rare herbs.
    Miner = 5 Sp/Season, needed for Small or Large Mines.
    Engineer = 2 Gp/Season, needed for repairs of Mines, Stone Walls or Castles.
    Admiral Skippy likes this.
  2. SirLagginton Wabbit

    One of these days I think I'm going to have to try and catalog all of your IC posts.

    Hmmm, maybe in the weekend...
  3. EagleBlue Soldier-kun is just too BETA

    Question, wouldn't Rambert's Uncle be included in the Retainer list?
  4. Shad4c Voidhunter

    Knight- Looking at the Right to Ride for the Yeoman could we buy Empire warhorses for them to ride?
  5. al103 Grumpy Russian Bear

    IIRC he already have one. And his armor is much better than what on the list. As he is IIRC that guy that got upgraded in Tilea.
  6. SirLagginton Wabbit

    Heavy Chainmail for those curious.
  7. OOC: He has a Riding horse, not a Warhorse, which fits with the role of Yeomen as being light cavalry.
  8. al103 Grumpy Russian Bear

    Hn... I somehow remember him buying Empire warhorse... hn... Doesn't matter.
  9. Shad4c Voidhunter

    Rephrasing my question- Yeoman aren't allowed to ride Britonnian warhorses, are they allowed to ride Empire ones?
  10. Wouldn't riding horses be faster then warhorses? Since Warhorses are bred more for strength and stamina rather then speed.
  11. Shad4c Voidhunter

    I want to know if it's an option or not.
  12. OOC: Your thinking of Ryndolf.
  13. If we could get dwarves to build anything. Anything at all be it bridges ordains or even a castle. It would last several lifetimes before needing any maintenance.
  14. SirLagginton Wabbit

    Like he said, light cavalry.
  15. OOC: Technically, yes, though that would be very expensive for you to afford Empire warhorses for any Yeomen you might have, it also kind of makes them worse versions of Knight Errants, as they are on inferior Warhorses who would be slowed by the barding they carry and also no be able to use lances or the heavier armour that are reserved for knights. EDIT: I updated the summary thread, enjoy.
  16. al103 Grumpy Russian Bear

    Found full list of infantry gear of our Yeoman:
  17. [X] Jousting Tournament
    [X] Foot Tournament
    [X] Team Melee Competition
    [X] Grand Melee Competition

    With your selections of which activities to take part in, you are scheduled to fight in the foot tournament in the upcoming day, and have the rest of the afternoon to do with as you see fit. Looking around, you see the Lady Sarea browsing several wares of local merchants in the city of Montfort, with two of her grim guards with her at all times, keeping watching. You also see a great camp of skilled workers of steel, cloth, wood and even apothecaries hawking wares, selling services or items and aiding those who come seeking their help, in exchange for coin.

    Finally, there is the tents of the many nobles that litter the field, and they are set according to their dukedom or nation of origin, with the majority being from the various Dukedoms of Bretonnia, but also knights and contenders from Tilea, Estalia, Kislev and the Empire.

    What do you do?

    (Choose 3 of the following)

    [ ] Accompany Sarea through the Merchant's Quarter.
    [ ] Look for items of interest in the Merchant's Quarter.
    [ ] Look for a retainer amongst the Tournament Follower's encampment.
    [ ] Mingle with Knights from Bretonnia (Choose 2 Dukedoms.)
    [ ] Mingle with Foreign Knights (Choose 2 Nations.)
    [ ] Player Choice(s).
  18. SirLagginton Wabbit

    [ ] Accompany Sarea through the Merchant's Quarter.
    [ ] Look for a retainer amongst the Tournament Follower's encampment.
    [ ] Mingle with Knights from Bretonnia (Gisoreux/Montfort, Parravon.)
  19. We should see if someone there can commission to make banner with Rambert's heraldry for our Men-at-Arms.
  20. Kumoatsu Lord of Squirrels!

    [X] Accompany Sarea through the Merchant's Quarter.
    [X] Look for items of interest in the Merchant's Quarter.
    [X] Look for a retainer amongst the Tournament Follower's encampment.

    We can mingle with others later. Lets just for now lead her around as an escort, get the looking for items of interest out of the way, and try and find good retainers among the tournaments followers.

    We lost our last great sword master I believe, we want another apothecary(personal preference is hot female;)), we could use a good huntsman for teaching ranged weaponry to our archers and better tracking/hunting. And any other sorts of retainers. We can just have a look around to see if anyone stands out. Are our farmers good farmers or could we get a trainer for that or something? Options please. List them. :D
  21. Agreed.
  22. bzzt3421 Lost and Confused

    For weapons training. Did we still want to find someone to train us in throwing weapons. I suggest javalins if we do. Think we should ask Empire knights about the beast?
  23. Kumoatsu Lord of Squirrels!

    LIKE VERY MUCH!!!

    Banners are actually a good thing for armies. Having it waving can mean even in tough times if it remains strong our men are going to stand firm. On the flip side if it falls we would probably have to roll a route check...
  24. Kumoatsu Lord of Squirrels!

    How about just throwing knives? We can easily have them strapped across our armor and their effectively dirt cheap.
  25. SirLagginton Wabbit

    We can look at items of interest after the tournament, we don't exactly have a great deal of spare cash to spend right now.

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