Jan 6, 2025 4:47 pm
Tiebreaker Player: @jdoublep
The Siege of Worm Hill
Trapped in the ancient stone fortress of Worm Hill, the Orc army must withstand a siege through a winter of storms and a summer of famine. In the labyrinth of abandoned tunnels beneath the fortress, they wage grim and bloody fights against Styrovite sappers and feral ghouls alike. The Sages prepare reinforcements in hidden camps.
Pick any two Trait scores to serve as a stratagem, but those scores can never be used together as a stratagem again. Ex. If we choose to use Numbers + Loyalty as this chapter's stratagem, we can no longer use N + L together as a future stratagem.
Roll 1d6+Stratagem. On a total of 8 or higher, Lannia is victorious.
Victory
On a victory, the defense of Worm Hill gives all Lannians a glint of hope. In autumn, Orc reinforcements catch the besieging Styrovites by surprise and inflict great casualties before they can flee.
Pick three Warps.
Defeat
On a defeat, the Orcs at Worm Hill are ground down slowly but surely. By autumn, few are left alive and the fortress must be abandoned. A new muster of Orcs must carry all of Lannia’s hopes. -1 Numbers.
Pick two Warps.
If any score reaches -8, -4, +4, or +8 this chapter, we will create one new custom the Orcs have begun that sets them apart from Lannians.
Available Warps
All new Orcs are created knowing how to fight and to fight well. +1 Brute.
One animal finds a common understanding with Orcs. The Orcs use them as beasts of burden and dogs of war. +1 Numbers.
The Orcs begin to forge vicious weapons of their own design. +1 Clever and +1 Brute.
Orcs fall in love with fire, using it as a weapon of terror and sabotage. +1 Clever.
The Council works with gifted Orcs to develop a system of battle-magic for their use. +1 Clever.
Shifts
The Council may do any or all of these at the end of each chapter starting with Chapter 3, but each only once per chapter:
Make the Orcs larger. Move them up the size scale* by one. +1 Brute. -1 Numbers.
Make the Orcs smaller. Move them down the size scale by one. -1 Brute. +1 Numbers.
Indoctrinate the Orcs. Write one belief you give them. +1 Loyalty. -1 Clever.
Educate the Orcs. Write one skill they learn. -1 Loyalty. +1 Clever.
*Size scale, smallest to larges. Bold = Current size:
Green Goo
Gremlins
Goblins
Diminuitive
Stunted
Lannian
Burly
Hulking
Ogres
Trolls
Giants
The Siege of Worm Hill
Trapped in the ancient stone fortress of Worm Hill, the Orc army must withstand a siege through a winter of storms and a summer of famine. In the labyrinth of abandoned tunnels beneath the fortress, they wage grim and bloody fights against Styrovite sappers and feral ghouls alike. The Sages prepare reinforcements in hidden camps.
Pick any two Trait scores to serve as a stratagem, but those scores can never be used together as a stratagem again. Ex. If we choose to use Numbers + Loyalty as this chapter's stratagem, we can no longer use N + L together as a future stratagem.
Roll 1d6+Stratagem. On a total of 8 or higher, Lannia is victorious.
Victory
On a victory, the defense of Worm Hill gives all Lannians a glint of hope. In autumn, Orc reinforcements catch the besieging Styrovites by surprise and inflict great casualties before they can flee.
Pick three Warps.
Defeat
On a defeat, the Orcs at Worm Hill are ground down slowly but surely. By autumn, few are left alive and the fortress must be abandoned. A new muster of Orcs must carry all of Lannia’s hopes. -1 Numbers.
Pick two Warps.
If any score reaches -8, -4, +4, or +8 this chapter, we will create one new custom the Orcs have begun that sets them apart from Lannians.
Available Warps
All new Orcs are created knowing how to fight and to fight well. +1 Brute.
One animal finds a common understanding with Orcs. The Orcs use them as beasts of burden and dogs of war. +1 Numbers.
The Orcs begin to forge vicious weapons of their own design. +1 Clever and +1 Brute.
Orcs fall in love with fire, using it as a weapon of terror and sabotage. +1 Clever.
The Council works with gifted Orcs to develop a system of battle-magic for their use. +1 Clever.
Shifts
The Council may do any or all of these at the end of each chapter starting with Chapter 3, but each only once per chapter:
Make the Orcs larger. Move them up the size scale* by one. +1 Brute. -1 Numbers.
Make the Orcs smaller. Move them down the size scale by one. -1 Brute. +1 Numbers.
Indoctrinate the Orcs. Write one belief you give them. +1 Loyalty. -1 Clever.
Educate the Orcs. Write one skill they learn. -1 Loyalty. +1 Clever.
*Size scale, smallest to larges. Bold = Current size:
Green Goo
Gremlins
Goblins
Diminuitive
Stunted
Lannian
Burly
Hulking
Ogres
Trolls
Giants