On the way back to Reinbruch:

: Where's the beer?!

: You don't want to know.
Kalarion strolls through the marketplace:

:

: Time to visit my close, personal friend the Mayor!
We accept the 3-star hunting contract. The thieves turn out to be close by, just a little jaunt over the mountains:
Thugs, Marksmen and a couple Raiders.

: Easy money, I can see the gems already!

: Nigguh you remember what happened the last time you said easy money?

: ...
Kalarion decides the Marksmen are worth taking into consideration. The Turtles wait for nightfall. Unfortunately the brigands have moved into the hills nearby by the time we catch them.
I then leave the computer for dinner with the fight opened and ready to go for when I come back... but I forgot to turn off OBS. So when I came back I had a 3-hour session capture that consisted of one hour of gameplay, and over two hours of this:
Whoops.
This is an unusually favorable start. We're at the top of a hill and the brigands are all at the bottom. One of the Thugs actually makes it to the hilltop in the first round (Thugs are fast, and I believe they have Pathfinder).
I made some changes to the lineup but forgot to get a pic. In short: Gerey now has Acrux's helmet, asf is back in the line (still with the Saif), Whiteshark has a raider helm (the one with a red bandanna wrapped around it), and Nemesis has taken Whiteshark's old helm. Hauberk and Maidenhaver are still in the reserves.

: Boontaker, sound the charge.

: Really? But what about...

: Pay attention. We have the high ground. I want us to keep it to the maximum extent possible.

: TURTLES! CHARGE!
Boontaker ends his movement as the last Turtle with an Adrenaline Rush:

: Time for some of that rakish gambling magic

: Time for some of that harelipped bowl-cut beauty magic, ja

: ...
In case it's not obvious, Gerey just one-shot the southern Thug!

: Yeah!
The warsword Raider swings twice at Eyestabber and whiffs both (fortunate, since he had a 71% hit chance). Fodder retaliates with a stab that significantly damages the Raider's armor and causes some HP loss. Maidenhaver stays true to form, rushing downhill to the lone Marksman:

: Hello there. I have a friend here who'd like a word
Raider: But you're the only...

: His name is Spikey.
Eyestabber starts making good on his word at Acrux's graveside immediately:

: For Acrux! For Anselm's hookers!

: Anselm's... what?

: I'll tell you later.
The pike Raider steps up to the warsword Raider's spot but misses his attack. Maidenhaver's object of affection (or more precisely, his mace's object of affection) fires off a panicked shot (loaded crossbows can be fired even in melee, but can't be reloaded) that flies wide. Then the AEKRJAWOLEIVNASLDKREUAEWI%)($^&#)IARU#E# Thug CHEATED:

: OW!
Nemesis lands a head-shot on the puncturer in retaliation but it doesn't do much. Whiteshark doesn't even bother trying to attack the kite shield Raider, instead smashing the shield itself twice. One more shot and it will be destroyed. We'll see what that puny pig-sticker the Raider has will do for him then. Asf meanwhile whirls the Saif and slashes mr. Puncture, who is now regretting his life choices:
The Decapitation attempt misses, but now the Thug is bleeding like a stuck pig from the Cleave.

: Take my arm, I take your head.

: asf, take notes.

: ***
Round 3 opens favorably, with Maidenhaver's target missing both dagger attacks, and the mace Raider failing to either push Gerey with a Bash or stun him with a Knock Out. The pike Raider slices through Eyestabber's cheek with a headshot, but Eyestabber is otherwise still able to fight. Gerey coolly goes to work on the mace Raider's armor, landing both shots for a good chunk of armor destruction. Boontaker misses his attack, but Fodder manages to headshot the pike Raider, giving him a taste of his own medicine with a Pierced Cheek!
Fodder: eye for an eye.

: My thanks, brother.

: FODDER DOES NOT-!

: ENOUGH, lord! This churlish behavior is beneath thee!

: <white with fury> We'll be talking later,
Shieldbro.

: So as Spikey was saying.
Nemesis kills the pike Raider's partner, then moves forward to flank.

: Now then, you soft southern puke. I'm still standing, let's see about you.

: <spits> weak, all of you. Jackals preying on sheep. Should have run when you saw the wolves.

: Turtles.

: I don't-! What are turtles!

: ****
With the front line destroyed, asf rushes into melee with the bow Marksman, an evil leer on his face. Whiteshark completes the destruction of the spear Raider's kite shield, who now stands with no protection in front of a gang of very angry Turtles. Kalarion moves to assist Whiteshark. Finally, the bow Raider switches to his club and tries a Knock Out that laughably misses asf.
Round 4 opens with the spear Raider desperately poking at Kalarion, taking every advantage he can get. He lands both shots, but they do ****-all against Kalarion's well-crafted heavy armor. Boontaker moves up to poke at the spear Raider but misses:
Fodder's thrust clangs off the mace Raider's buckler, but Gerey continues landing hit after hit, finally dismantling the Raider's armor.

: Spikey says you're a boring conversationalist.

: <stepping over the marksman> I wonder what kind of food they have...
The bow Marksman actually lands a Knock Out on asf! Asf is stunned for the round and cannot unfortunately call the Marksman a ***.
Kalarion continues head-hunting:
Whiteshark, now freed up, moves south to be in position for general support. Fodder opens round 5 with yet another headshot, slicing a large gash on the mace Raider's neck. The poor bow Marksman is in big trouble, as Nemesis and Maidenhaver both complete his encirclement. Nemesis fails to land a blow (he's on low ground), but asf, now awake and ******, doesn't. The Marksman's sliced artery is too much and he drops to Fleeing state. Gerey casually dispatches the mace Raider. This fight is over.
Loot:
Not bad. In particular another mail coat is always appreciated, and that's a decent-quality crossbow. It's a big upgrade for Hauberk when he's back on his feet. We take our payout from Reinbruch, but we'll have to do a lot more
sucking up civic duties before prices are low enough on trade goods to be profitable. In the mean time we head back over to the Salzfels/Riedland area by way of Waidhof. Along the way:

: Whiteshark. With me.

: Captain?

: Never reprimand me in the middle of a fight again. Am I clear?

: Thou art clear. I will obey, an I am able.

: Leaving yourself an out? I see. When you do it next time I'll throw your *** out of this outfit. I didn't put the Turtles together to get grief from one of my most senior - and one of the strangest, I must say - men.

: Then, too, I will obey. Thy behavior towards Fodder is beneath ye. I will not allow it to go unremarked any longer. So be it.

: IT SHOULD HAVE BEEN HIM! That's what fodder is for, you lily-tongued idiot! I should have stuck him with a shield and put him on the line. Instead I... and now you've given him ideas above his station, and I'm - we're - down a Turtle!

: <muttering> Now I remember why I started jousting. Damned old cripple...

: Lord-

: Stop that! What you say in the woods will slip out in town! Did you think I was joking about swinging from a gibbet? Sweet Anselm, you must really want me dead!

: It is hard to remember, sir. Can ye still not see? Not even an inkling? <muttering> Of course, I had to tell Acrux no, but I thought...

: What are you talking about? Tell Acrux what?

: <shaking his head> It will be clear in time. This crisis, or the next, or the next. I must only have patience, and wait on Anselm's timing.

: Crisis? What? For ****'s sake, maybe I should just throw you out now. You're starting to creep me out.

: <smiling> I shall remind thee of this conversation when the time comes... sir.

: Fine. Whatever. Back in ranks.
Waidhof has a Hunting Season bonus, which normally means various ranged backgrounds (poachers, hunters) appear in greater numbers! Unfortunately it's also got disappearing villagers, which depresses available hires. Let's see if we can fix that by taking the town's contract:

: Webknechts, eh? Great. Well, maybe we'll get some silk out of it.

: What's a webknecht, sir?


: <snigger>

: You'll see. Boontaker, get the men ready to move out.
The Turtles begin hunting:
Note the foot prints on the world map. These show other parties moving around the world. It's possible to tell exactly what passed with certain retinue members (we'll talk about that later). Kalarion starts organizing the men for this type of fight:

: Alright, we're doing something different for our little friends.

: Little...?

: Whiteshark, Nemesis, Gerey, take the flanks. Front
and rear. Everyone else, get in close order and stay tight. Whatever you do, don't get separated. That's a quick death. I'd rather not have any more for now, thanks very much.
We found them:

: Everybody! Stick together! You separate, you die. Stay close!

: what the ****...?!
Mood:
These are webknechts. They are, individually, the weakest mobs in the game. They're also comparatively slow. They can move as far as a zombie and only get one attack per round. However unlike Zombies they have Pathfinder, which can result in surprising bursts of speed in tough terrain (such as forests, their favorite battleground). They also have a group morale mechanic - the more of them are on the battlefield, the harder it is to get them to waver and flee.
Webknechts' favored tactic is to rush up against single bros, web them (a debuff which significantly reduces all combat stats), and then start biting. Their bite is not very damaging, but it causes an HP poison, and if the bro is webbed it ignores a significant chunk of armor (similar to, though not as nasty individually, a Puncture attack). The brawniest, most tanky and most difficult to hit bro in a web is going to die fast when three webknechts latch onto him.
Webknecht fights frequently begin with bros out of place and spread out. Now you can see why I set the party up the way I did.
Oh, did I mention they're ******* fast?
Note very carefully the number of enemies on the field right now.
Kalarion's preparations have mostly paid off. The north worries me a bit, especially since we don't have a shielded bro up there to anchor our line. But Kalarion is in place, and hopefully he can one-shot a couple spidders (tehe) to keep things under control.
The first round doesn't go auspiciously. Fodder and Oystersauce together manage to kill one spider:

: FUCKIN spiders! Always crawling around in the larder when I'm tryna make BREAKFAST, no'm sayin?!
Nemesis takes its spot on the high ground, but otherwise it's whiffs and positioning all around. Round 2 gives us a taste of what Webknecht fights are all about:
Nemesis, Kalarion, asf and Gerey are all webbed up in short order.

: <frantically brushing the webs> AHHHHH get them off me! Chittering eight-legged FREAKS go away AUS-teigen!

: Wow. ***.
Kalarion suffers a webbed bite, but thankfully his armor is so beefy that even webbed he doesn't suffer much damage... yet. Maidenhaver, on the other hand, suffers a surprising un-webbed bite (webknechts rarely do this), getting poisoned in the process.
Boontaker gets back in form, scoring a headshot on one of the spidders threatening Kalarion:
Eyestabber spends his actions clearing the webbing off Nemesis. Clearing webbing is only available to bros standing adjacent to webbed characters. It gives a chance that increases with use, based on melee skill, to clear the webs away. Eyestabber succeeds on his second try. Unfortunately that's all he'll be doing this round. Still, an unwebbed Nemesis is much more threatening to the surrounding spidders, and they might waste another turn re-webbing him.
Gerey accidentally clears away asf's webbing first, instead of himself. He succeeds, but fails on his personal clear.

: GAAAAAAAAAAAAAH!
Fodder quietly clears Kalarion's webs.

: ...
Oystersauce pokes another spidder, nearly killing it:

: lil' *******. Glad you comin' to me now, I'll kill erry single ONE a' you.
Maidenhaver misses with Spikey, leaving him in an unenviable position for next round. If he gets webbed and another webknecht reaches him he'll be in serious trouble. Nemesis has better luck, slicing a spidder almost to ribbons with a pair of slashes. Whiteshark calmly reaches down and clears away Gerey's webbing. He stays on his high ground for now, saving fatigue for further web clearing and in case webknechts show up from the south.
Kalarion Swings on the two northern spidders, killing one.
The next round:
Remember how many spidders started this fight? Keep in mind, we've already killed two.
Any fight with webknechts starts with a number of egg clusters scattered around the map. They begin hatching, one after another, starting in the 3rd round. If the bros aren't killing multiple spidders per round at that point, we can get overwhelmed by the fresh reinforcements.
This round starts rough for the Turtles. Maidenhaver takes another two bites to the face, dropping him dangerously low on hp. Kalarion and Gerey get webbed again, and this time the spidders around Gerey bite him as well. Luckily, Nemesis' webknecht misses its bite. Fodder kills one of the spidders on Kalarion:
Oystersauce rushes south to help Maidenhaver. Meanwhile Maidenhaver is finally getting his act together:

: Excuse me, but Spikey does not have many friends. He would appreciate keeping me around. Bugger off.
Nemesis whiffs on his spidder, but Eyestabber is nearby to finish the job. Gerey, having been shocked into a moment of concentration by the bite, rams his sword into a spider and clears off his own webs.
Whiteshark decides now is the time to come down from his perch, smashing a webknecht's armor. Asf steps forward as well, slicing deeply into another spidder and causing bleeding. Fights like this, against low- or un-armored opponents, are where cleavers and swords really shine.
Kalarion risks a swing (with a penalty) instead of clearing away his webs, for a chance at killing the final spidder threatening the top. He succeeds, crushing it like a bug. All in all, the Turtles kill a whopping five spidders!
Next round, a new webknecht pops out of its egg sac. Thankfully Maidenhaver's spidder misses its bite. Hopefully we can kill it this round. Boontaker moves to support Gerey, asf and Whiteshark, popping Adrenaline Rush to be first next round. Fodder and Oyster both move to support Maidenhaver, with Oyster missing on what should have been an easy shot (85% hit chance).
Maidenhaver misses as well! The poison in his system means he probably can't take another hit. This is trouble. Nemesis moves to Kalarion and tries to clear his webbing. He fails, but that's not a problem right now. No webknechts are nearby, and the more the clear webbing action is used on a single web, the easier it becomes to succeed.
Whiteshark takes aim and smashes his axe blade right between the mandibles of his spidder, crushing its snout and dropping two of them to Fleeing. The next attack kills it. Asf follows up with a pair Cleaves, killing the only non-Fleeing webknecht nearby:
If you look carefully you can see part of a hatching egg sac just beneath the combat log. Gerey tries killing the fleeing webknecht but misses. Kalarion clears his webbing. Finally, the fleeing spidder tries to run and gets beheaded for its trouble.
Another egg hatches to start the round, bringing total enemy strength to 7. Good progress. At this point, we've killed enough that the newly-arriving spidders start running. Maidenhaver's is in melee and not fleeing, so it tries once again to bite, but luckily misses again. Fodder and Oyster finish it off.
Next round, some of the spiders decide they'd like another crack at the Turtles. They rush back, going after asf and Whiteshark. Maidenhaver survives the final poison tick with a mere 4 HP! But since none of the damage ever exceeded the injury threshold he should be fine, just needing time to heal HP after the fight. Asf kills the spidder that got close, and the round ends.
This time, the webknechts have truly had enough. They flee, and we finish the fight. Loot:

: Sigh.
****** as expected from a pack of spiders on a hunting contract. The webbing can be used to make reinforced nets, very useful against the stronger monsters such as Unholds. The gland can make HP-damaging poison to coat a weapon for one fight. Note that spider poison is different from goblin poison, which instead reduces initiative and AP.
The Turtles clean up, Gerey getting a little too excited:

: No flammenwerfer?! I'll make zis whole forest flame!

: <gleefully stomping>

: <slapping at his pants> HEY! Watch it ******!

: Boontaker...

: Yes sir. FALL IN! Let's go get paid, you morons!
We get paid, with a nice little BONAZ:
Kalin would be proud.
The contract clears Disappearing Villagers as hoped, but does not unfortunately bring new hires in. Well, maybe Hunting Season will still be going when the next round of recruits is rolled. The Turtles head to Riedland with no further adventures. Time for a visit to the Sisters!
Everyone who's injured gets time with the Sisters:

: Yay!

: Be quick please, ladies.

: What's this? These are the famed Sisters of Anselm's Mercy? I thought I'd be seeing the softest southern delights of the flesh! Pah.

: <walk away, and...>

: That's more like it
We sell off our junk and accept another hunting contract. A minor round of equipment shuffling ensues.

: Hauberk!

: Sir!

: You've done some timely work with that **** bow of yours. But I don't think anyone would say you're going to be some legendary archer some day. On the other hand, you might like something like this:

: It's got sights to assist with aiming, and it'll punch through plate as easily as a hot knife through butter. Give it a try and see what you think.

: I like the feel of it. Good heft. I'll put it through paces, sir.
We also remember that asf is not, in fact, named Waldemar:
And (not pictured) that Fodder's only name is Fodder.
We pick up the hunting contract from Riedland, and head out. After leaving town:

: Men! Form ranks!

: Aye!

: Boontaker! Report!

: Sir!

: Boontaker, for the last dozen days you've done an exemplary job as my bannerman. You've borne it with distinction in battle, and acted as my right hand in every fight we've gone in to. The Turtles are in top condition because of your work. Now, I can finally give you recognition of the position you've been filling for some time.

: In addition, so that everyone will know to fear you on the field and off, I have sent for your sash of office. Wear it with pride, as you have wielded our banner with pride.

:
The Turtles pick up the trail of the thieves outside town. It's a pack of Thugs. They lead us on a merry chase to the outskirts of Waidhof before we finally catch them up. Hauberk is healed up and back in the line of battle with his shiny new crossbow. Kalarion organizes the men for fighting other humans prior to the fight:
This is something I've never done before. My idea is that the 2-handers will move as a group on the flank, while the shieldbros and light fighters hold the main line of battle. We'll see how it works out.

: A night fight. For my new crossbow. Right.
At any rate, it's a complete massacre. Bodies drop and heads fly throughout round 2. By the end of the round it looks like this:
The loot is total ****. The Turtles head back to get paid. We buy some more repair tools and sell our junk, then check out the second contract. It's a package to delivery to Eichholz. Probably pretty simple, but Kalarion wants to work on faction with Salzfels. We head out to see if any contracts are available there. After leaving town, our next Ambition choice pops:
The Noble contract Ambition is available, so I exercise my prerogative and take it immediately. In Salzfels, we check out the contracts available. One is a caravan escort to Sonstedt. The other is a hunting mission with a high payout. We take the hunting mission.
Heading out to the camp, Whiteshark gets a nice event. Not much, but free stats are free stats:
We catch the Raiders in the swamp near town. Note the size of the enemy party compared to the payout:

: Oh, I know what this means.

: Sir?

: You boys are about to learn today.

: Called it

: You can't see him yet, but he's there. Be ready.

: See him? See who?
Swamps are nasty to fight in. They're some of the toughest terrain to traverse, and in addition the swampy areas impose heavy penalty on melee skill and all defenses:
Our clear first objective is occupying the stretch of dry land directly north of us. The first two rounds are mainly moving into position, distinguished only by Eyestabber getting a javelin to the face:
He starts backing off immediately in round 3. We eat another javelin, this time to Maidenhaver. But this time, Hauberk is actually in position to make good use of his new crossbow:

: Ready... aim...!
Oystersauce steps forward into the swamp water, forgetting that the muck and mire greatly hinders his ability to fight without Pathfinder.

: Sheeeeit! Dis swamp suckin' on muh legs harder than I want the Sistuhs to suck on muh-

: SHUT UP!
Fodder lands a shot on the hammer Raider. Boontaker misses, but the mace Raider doesn't, whacking Maidenhaver in the chest. His armor is almost destroyed and he took a hefty amount of HP damage. Then, the hammer Raider Batters Oystersauce twice, demolishing his armor and piercing his leg. Maidenhaver lands a hammer-blow on the mace Raider in retaliation:
Nemesis rips the hammer Raider apart with a pair of slices. Hauberk shoots the same Raider from last round again, inflicting another injury. Oystersauce tries to get revenge for his ***-whipping but misses. Kalarion lands yet another shot on the Raider shot by Hauberk, who now has three (3)! injuries. Asf finishes the job.
Boontaker opens round 5 by killing the mace Raider. He immediately pops Adrenaline Rush to prep for next round. Then:
This is a Necromancer. They have two abilities related to the undead. Normally they're found in graveyards and mausoleums, tending herds of Wiedergangers and Geists (we'll run into them later). But sometimes (as now) they can be added randomly to otherwise normal fights. They make things... tricky. The party will have to kill these Raiders very fast to outpace the Necromancer's ability to raise them again as Wiedergangers. Luckily the Raiders lose all their fighting skill after being raised (though any undestroyed equipment is still worn).

: <squealing like a girl> EEEE! What the ****!

: I told you to be ready. You haven't even seen the full extent of his power yet.

: <scarlet with fury> SORCERER! VILE AND ACCURSED! Ye yank the dead from their rest! Anselm guide my axe to split thee in twain!
Nemesis slashes the newly-raised wiederganger, doing negligible damage for now. Maidenhaver smashes the life out of the sword Raider. Asf suddenly understands why Whiteshark and Gerey were quietly moving along the north side of the mire:

: Hunting time.
Hauberk also moves north, trying to get a flanking position on the Raider and wiederganger grinding on our line of battle. He misses his shot, unfortunately. Eyestabber finds some bushes to hide in. Kalarion steps out into the mire in order to foign:
Freed from melee control, Oystersauce quick-times to the rear. Then:

: ...why are its eyes glowing red?
Necromancer: Hello, Boontaker.

: EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
The other ability Necromancers have is called Possession. They may possess one undead per round, turning it into a death machine, with large bonuses to stats and up to three (3)! attacks per round. The possessed undead also gains access to any special weapon attacks. This possessed mace Raider is extremely dangerous if we can't kill it before the Necromancer gets a chance to use it.
Boontaker opens round 6 by stabbing the wiederganger. A javelin Raider has been throwing them left and right but missing, and he doesn't stop now. The sword-and-board Raider shield bashes Nemesis back into the swamp. Meanwhile, the trio of Gerey, Whiteshark and asf continue moving towards the Necromancer. The Necromancer changes tack, dropping his possession in order to raise two of the dead Raiders. Maidenhaver immediately finishes off the previously-possessed wiederganger. Nemesis headshots the sword-and-board Raider, dropping him to Fleeing state. Hauberk lands a shot on the northern wiederganger, not doing much but setting the wiederganger up for Kalarion. Unfortunately, Kalarion headshots, which means the wiederganger's helm protects him.
The Necromancer opens the next round with a raise and possession. But now he's vulnerable, and the bros move in. Boontaker kills the posessed wiederganger, and Maidenhaver kills the other. The field is almost totally under Turtle control:
Nemesis swings twice and misses. It's not a problem though. Kalarion steps south and beheads the sword-and-board Raider.
The (seemingly) lone Raider begins retreating. Fodder, thinking that the field is open, charges forward:

: ****!
The trio come to battle. Gerey slashes the Necromancer, then asf executes him in a spray of blood:
Whiteshark chases down the fleeing Raider. He gets off a shield split.

: <snarling> Those who abet abomination will perish. Thy doom is sure, miscreant.
Here, Kalarion makes another massive tactical mistake. We're offered the chance to end the fight, but Kalarion, as furious as Whiteshark, wants blood. Instead of Fodder being allowed to get out of his bind with no consequences, he's now right next to a Raider alone and scared shitless, with nothing to lose:
Fodder: nnngh!

: Keep it together! We're coming.
Boontaker steps forward and misses his attack, immediately popping Adrenaline Rush to pre-empt the Raider next round. Gerey steps up to the last Raider to secure the flank. Whiteshark destroys his shield, then smashes his axe into the Raider's armor, nearly destroying it.

: Thou wilt burn for what ye consorted with today.
Nemesis, Kalarion and Boontaker all miss their swings. The sword-and-board and Raider does not:

: Dammit!
Asf completes the enclosure of the sword-and-board Raider. Meanwhile Whiteshark continues pounding at the far Raider in his fury, opening up his stomach. Guts start leaking out.

: THOU WILT BURN!
Asf and Nemesis together slice Fodder's killer to ribbons, dropping him to Fleeing. Next round, Gerey finishes off Whiteshark's target while Boontaker kills the fleeing Raider.

HE LIVES! His affliction is Traumatized, which inflicts a heavy penalty to initiative and resolve.
Loot:
Not bad. More decent armor, three kite shields and two Arming Swords! They'll be nice upgrades for Gerey and Nemesis. The Turtles head back to Salzfels for a hefty payout:
Fodder levels up.

: FODDER!
Fodder: Sir.

: It should have been you.
Fodder: ...

: But it wasn't. Anselm spoke. You've served with distinction since joining the Turtles. You're an expert with your weapon. Choose your surname and rejoin the ranks.
Fodder: <rejoins ranks without a word>.
