((Where exactly are my minions right now, by the way? Or is that in my sheet and I missed it?))
As you had not specified you were raiding with your troops, they were left at the Darklands when you began your raiding. Specifics, I know, but its so people can sneak into an area WITHOUT a massive army.
Turn 13: Trial and ErrorFight all comers
(6 vs. 5) The incoming guards, despite being prepared against possible monster attacks, don't seem ready to defend against your attacks well. (Damage: 6 vs. 3) The guards take large casualties from your attacks, but still seem to have a decent force still standing against your assault (5FHP-3=2). (3) The townsfolk, however, seem to realize that staying near you MIGHT not be the best of ideas, and begin fleeing.
Lead my mooks down the tree and towards the cave.
Mental Stability Roll: (6)
(4) You finally get your troops to navigate the tree and manage to retreat to the cave entrance. The enemy manages to get one more shot before you finally make it inside with your captive. (3 vs. 3) While they manage to miss, you are clearly pinned within the cave. If you intend to fight them again, they would have the advantage.
Climb the church,and try to leap onto the airship,if I manage to get onto it then cause havoc with my axe. (cause I never mentioned what weapon I had and using my fist's is dumb)
(6) You easily climb the church, and from it high tower, make a mighty leap toward the airship. Despite all odds, you manage to cleave your axe into the side of the ship, using the strength from the swing to haul yourself onto the ship. (Damage Roll: 1 vs. 3) The ship, however, doesn't seem affected by this feat.
What you could call a crew immediately move against your boarding. They don't seem to be prepared against the action, and seem unready to meet your axe head on. Your axe... wait where's your axe?
You look behind to see your axe is stuck on the side of the ship. Easy for you to pull out, but it will give your enemy some free attacks on you. (-1 to damage rolls until axe is retrieved)
((This army is worth 4 levels worth of xp. We just need to survive and we'll be good.))
Order all friendly forces in the battle to fall back to the palisade, if they can do so without going through the enemy army.
Start casting minor illusions to help allied troops on the front line (blur and such). Use 10 of my own HP to improve the spell.
The golems join the battle.
Hire my second kobold army for 2/0.
Conjure a hailstorm above the enemy army 0/1. With big hail.
Order troops to move towards palisade, join them and cast Dark Magic bolts at enemy forces
Unlucky Roll: (4)
(0/1 Resource consumed) (5) You successfully conjure a hailstorm over your enemy. The hail is sufficiently large to harm. (1 vs 6) The enemy somehow dodges the hail, probably because the sudden storm literally appeared from nowhere, making them ready to evade. The storm will last 2 turns, but will only affect anyone in the enemies current position.
The Overlord attempts to use some magic to assist the troops, using the start of his blood magic, (5) Making the troops blurred into the mountain. Not enough to throw anyone off track, but enough to effect accuracy (-2 to enemy attack.)
(6) The troops stationed alongside the pass immediately move to the palisade. The one which the enemy is trying to break down. They are still protected by it, and will assist in defending it once the enemy breaks through. On the flip side, now they have to wait for the enemy to break through before they can attack. (2 vs. 1-1) The few archers on the enemy's side fail to take advantage of this though, however.
Speaking of which, the enemy immediately attempts to break through the first palisade. (3 vs 3) The palisade manages to hold against the assault. The golems and other various troops are now at the palisade.
Garland, seeing a chance to attack, (3 vs. 5) manages to fling a dark bolt into the mountainside. Smooth.
think fast...
I bow slightly as I speak, but maintain eye contact.
"Because of why I'm doing this. I've come here to try to stop a great peril before it comes to pass. I admit to not being a sister of your order, but I was traveling with one in an attempt to investigate rumors of a new overlord in the Darklands. One that was able to unite the Darklands and possibly conquer all the lands surrounding it. We discovered that there is far more truth to those rumors than one would expect. The Overlord there is far stronger than we had heard, and he has been culling any attempts to spread word of his true power. His methods are... thorough. More thorough than we were ready for. We were struck down, our warning taken with us to our graves. I... When death came, I had a choice. I could allow the natural order to take its course, or I could try to set things right. I want justice done for Seira's death. I want her murder to not go unpunished. So I came here to try to form a group to make it happen, and took this appearance to hide the truth of what had happened to me. I understand how my presence would unsettle you, that's why I took this disguise in the first place. I'm willing to make an agreement with you. Join me on my mission to right this wrong, and after we succeed I will turn myself over to you to decide my fate. Refuse, and you won't learn the secrets of the overlord's defenses, nor where Seira's body, and my own, is so that she can be properly laid to rest."
(Man, IE really hates this post for some reason)(5) The women, despite being obviously skeptical of your story, does seem to calm down.
"If your story is true, then I have no reason to kill you. I am willing to investigate these claims, but understand that you WILL be struck down if you have lied. Suddenly, you hear some panic out in the streets.
Your companions immediately rush out to investigate. The undead-hunter follows suit, promising that you two will talk about this incident later.
The Overlord's Village is now a town, and guaranteed to produce 1/0 every turn, but still is vulnerable to population loss. 5 points of Blood magic can be drained from it now.Also, as a small reminder, the Overlord still does not technically know about Valyrie. The amount the overlord specified for blood magic is actually not the amount required, but as the change was made without mention (around turn 3, if you are wondering) I will keep it to the 'original' until this battle ends.
And as always, point out any mistakes. I wasn't as into this one, so I'm sure they are abound.