[Return]
Posting mode: Reply
Name
E-mail
Subject
Comment
File
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??


  • File : 1307387801.png-(116 KB, 1206x651, Artall.png)
    116 KB Koyani Quest pt. 12 Katsi !9UacgIKB5g 06/06/11(Mon)15:16 No.15176601  
    After a three day hiatus and running an hour late, Koyani Quest is back. You've stormed Veridia and killed the Paladin defending it, with the last remnant of his forces holed up in the keep. Your own forces have been severely weakened by the assault, however, and both you and your champion Molio were nearly killed during the battle with the Paladin.

    >What do you do now?
    >> Katsi !9UacgIKB5g 06/06/11(Mon)15:17 No.15176602
    >Previous threads,
    >http://suptg.thisisnotatrueending.com/archive/14979882/
    >http://suptg.thisisnotatrueending.com/archive/14987008/
    >http://suptg.thisisnotatrueending.com/archive/14992476/
    >http://suptg.thisisnotatrueending.com/archive/15003212/
    >http://suptg.thisisnotatrueending.com/archive/15013979/
    >http://suptg.thisisnotatrueending.com/archive/15024994/
    >http://suptg.thisisnotatrueending.com/archive/15037664/
    >http://suptg.thisisnotatrueending.com/archive/15048506/
    >http://suptg.thisisnotatrueending.com/archive/15071873/
    >http://suptg.thisisnotatrueending.com/archive/15093721/
    >http://suptg.thisisnotatrueending.com/archive/15114855/
    >> Anonymous 06/06/11(Mon)15:33 No.15176709
    Walk to the castle where the survivors are hiding and yell at them in our most terrifying voice (Enhance it possibly) to surrender. Tell them they will be spared if they do.

    If they refuse, begin to make examples out of a few villagers/prisoners through torture, then ask again. If no dice, throw some fireballs and ask for the last time.

    If they are complete idiots and refuse again, sneak in using the same method we used last time we were here.
    >> Anonymous 06/06/11(Mon)15:44 No.15176813
    >>15176709
    Maybe also bring the armor of the paladin we killed to further demoralize them? Showing that we killed their leader should drop their morale even more.

    Also, we could use our imps to sneak inside and try to make them panic.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)15:44 No.15176817
    For several minutes, there is no response to your call to surrender. Then, what looks to be white bedsheets are thrown out through several of the windows, and the doors to the castle open. Inside are almost entirely Gerdo, standing with their hands raised in surrender.
    >> Anonymous 06/06/11(Mon)15:58 No.15176949
    >>15176817
    Order them out into the open, and to throw their arms down into a pile. Have our squads hang back a bit from the castle just in case this is a trap, but to have a very visible presence. Once they throw down their weapon, have them move towards our squads who are still in the houses.

    Once the last weapon has been thrown down, bind any Kef that are still in the ranks.

    Out of curiosity, would killing someone through slow burning gain us any torment? Because we could lead the Gerdo to a flamable building, lock all exits, then set it on fire and listen to them scream.
    >> Anonymous 06/06/11(Mon)15:59 No.15176964
    >>15176949

    We're not killing them. We're escorting them back to base to put in mother fucking torture machines. We need to stop torturing our own people and start torturing theirs.
    >> Anonymous 06/06/11(Mon)16:03 No.15177013
    >>15176964
    Depends on how many Gerdo there are. We need to make sure that the prisoners won't be able to overwhelm us, and the Gerdo aren't worth a lot of torment.

    That's why we should keep the Kef and maybe a few Gerdo, then kill the rest in a manner that we gain some Torment. We have an entire town to gain Torment, after all.
    >> Anonymous 06/06/11(Mon)16:05 No.15177028
    >>15177013
    We could do with some slaves to work agriculture and mines tbh. Considering the amount of soldiers we need we're short on a male population of workers.

    Besides, if there's too many we can always cut some arms and legs off, so the ones that aren't working can't cause any problems.
    >> Anonymous 06/06/11(Mon)16:09 No.15177062
    >>15177028
    True. And horrible working conditions should gain us some Torment.

    OP, how many prisoners and how many of our soldiers remain? That would help in deciding what we have to do.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)16:14 No.15177109
    There are about thirty Gerdo, along with about a half-dozen Kef Guards that the Gerdo have already bound. The Kef apparently refused to surrender, so the Gerdo turned on them.
    >> Anonymous 06/06/11(Mon)16:17 No.15177140
    Imprison them all. Make the meekest slaves, torture the rest.
    >> Anonymous 06/06/11(Mon)16:18 No.15177144
    >>15177109
    ...I like those Gerdo. On second thought, don't execute those. Use them for labor in our mines or something, but they might be useful later on. Maybe tell them that loyalty will be rewarded? They might even be good for meatshields later on.

    As for the Kef, take them out and march them back to our fortress where the torment engines are. Time for some fun!

    Once this is all taken care of, I guess go through the castle and look for that bishop. Take a fairly heavy squad with us to deal with any traps we might be facing.
    >> Anonymous 06/06/11(Mon)16:48 No.15177439
    >>15177144
    We should definately tie them all up for the time being. Let's explore the castle, hopefully we can find the bishop if he is still alive.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)16:56 No.15177487
    Hidden in the lower levels of the fortress are the Kef civilians, packed into emptied storage rooms. Also down below, you find some Koyani prisoners, but the Bishop Arvarius is not among them. According to the other Koyani, he was executed over a week ago.

    Meanwhile, you've marched your Gerdo and Kef prisoners back to your hidden fortress.

    >What do you intend to do with your newly captured Kef/Gerdo population?
    >> Anonymous 06/06/11(Mon)17:04 No.15177550
    >>15177487
    The Kef are to be placed in the Torment Engines, on a rotating basis. We want to make sure that they are not killed. The Koyani sent to the Torment Engines will now be those that are actually guilty of crimes, rather than trumped up charges; we can explain it as our latest campaign got rid of all of the traitors and now those Koyani that remain are those that have shown that they can be loyal.

    The Gerdo are to be used to work in the fields of V-Y and the quarry of V-G.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)17:30 No.15177742
    Very well. The towns of Veridia, Veridia-Y, and Veridia-G are now populated and under your control. It is the fourth week of September. The growth of Veridia-Y continues to be inhibited by the territorial Sahuiru, and harvests 2d6-1 resources. Veridia-G is newly colonized and underdeveloped, and on top of that is suffering from the raids of a different Sahuiru tribe, harvesting 2d6-4 resources. Veridia itself is harassed by a remnant Kef force, inhibiting its economy, and harvests 2d6-2 resources.

    Roll for assorted resource income.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)17:53 No.15177914
    Or, since we seem to be moving more slowly, I can roll it for you...

    You've a total of fifteen resources to spend. Upgrading a natural or racial resource requires 2+the new level of the resource. Increasing stability requires only the new level of the stability (so increasing from 6 to 7 costs 7). Stability caps out at 10.
    >> Anonymous 06/06/11(Mon)17:56 No.15177941
    >>15177914

    Can you explain the upgrading and stability of a resource? Also what resources do we have & what do we need them for?
    >> Katsi !9UacgIKB5g 06/06/11(Mon)18:12 No.15178056
    Sorry, the current resources and stability of each village/town was supposed to be appended to that post. My mistake.

    Stability is a modifier on an entire territory, not individual resources within it. It's just a measure of how smoothly your economy is running.

    Veridia: Forest lvl0(+0), River lvl1(+1), Kef lvl0(-3), Stability(10)+0
    Veridia-G: Quarry lvl0(+0), Forest lvl0(+0), Sahuiru lvl0(-3), Stability(8)-1
    Veridia-Y: Fields lvl1(+1), Forest lvl0(+0), Sahuiru lvl1(-2), Stability(10)+0
    >> Anonymous 06/06/11(Mon)18:17 No.15178093
    >>15178056

    If we increase the "Kef" resources does that mean we recruit Kef?
    >> Katsi !9UacgIKB5g 06/06/11(Mon)18:27 No.15178172
    >>15178093
    No, you just dedicate more resources to stopping them from making trouble. Recruiting a unit is entirely separate, and right now you can't do it because you have no available racial resources.
    >> Anonymous 06/06/11(Mon)18:30 No.15178200
    >>15178172
    Can we Upgrade Quarry and Fields to level 2 (which I think costs 11) then put the rest into lowering the level of Kef negative?
    >> Katsi !9UacgIKB5g 06/06/11(Mon)18:35 No.15178247
    >>15178200
    Let's see, upgrading Fields to level 2 would be (2+2) 4 resources, upgrading Quarry to level 1 would be (2+1) 3 resources for 7 total, upgrading Quarry to level 2 would be 4 resources again for 11 total, so that's accurate, and then upgrading Kef to level 1 (giving them a -2 bonus) would be 3 more, for 14 total. So, yes, you can do that.
    >> Anonymous 06/06/11(Mon)18:37 No.15178258
    >>15178247
    Do that and save the extra one then. :)
    >> Katsi !9UacgIKB5g 06/06/11(Mon)19:10 No.15178534
    >>15178258
    Very well. You expand the fields at Veridia-Y, filling in every patch of land you can without coming into conflict with the territorial Sahuiru, and with your new Gerdo serfs you build up an outpost near the quarry, along with a workshop to shape the stone into blocks before shipping them to wherever they need to be. You also construct watchtowers near the border with Karn(2), to stop the Kef resistance from receiving any help from that direction.

    Incidentally, I recently lost several of my notes to computer calamity. The bulk of my notes made it through fine, being that the rules and most of the map has been written up for well over two weeks, but some of the details, like names of towns, got shuffled around. Thus, you might see the names of towns 2, 3, or 6 spontaneously change if they were mentioned before (I think 2 and 3 perhaps, but probably not 6).

    Regardless, the two remaining hidden fortresses at Veridia-G and Veridia-V have revealed themselves, Veridia-G because they noticed the quarry starting back up, and Veridia-V because they ran out of food and had to start foraging, which led to their easy discovery by your patrols. All five of your territories are now populated, and you may harvest resources from them.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)19:13 No.15178558
    If you take matters into your own hands and personally deal with the problems facing the expansion of a natural or racial resource (in this region, usually hostile Sahuiru or the Kef resistance), you can upgrade one resource per week for free. Of course, this also entails a certain degree of risk to your person, and it's time consuming.

    Veridia: Forest lvl0(+0), River lvl1(+1), Kef lvl1(-2), Stability(10)+0
    Veridia-R: Forest lvl0(+0), Rocky Ground lvl0(-1), Sahuiru lvl0(-3), Stability(6)-2
    Veridia-G: Quarry lvl2(+2), Forest lvl0(+0), Sahuiru lvl0(-3), Stability(8)-1
    Veridia-V: Rocky Ground lvl0(-1), River lvl0(+0), Koyani lvl2(-2), Stability(10)+0
    Veridia-Y: Fields lvl2(+2), Forest lvl0(+0), Sahuiru lvl1(-2), Stability(10)+0
    >> Anonymous 06/06/11(Mon)19:22 No.15178632
    >>15178558
    I'm up for attacking the Kef resistance. With the Paladins coming in from the North, we need to eliminate as many potential threats as possible.

    Also, do we have any resources that can be put towards placating the Sahuiru? They served well when we used them as mercenaries.
    >> Anonymous 06/06/11(Mon)19:24 No.15178664
    >>15178558
    How is our Torment doing? How about our military units and Kef prisoners?

    Next round of resource allocation, we probably need to start increasing the number of soldiers we have. We will be fighting the Paladins soon, and we need a strong force to face them.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)19:48 No.15178903
    >>15178632

    Currenly, no, you only have one resource left, however you could wait until the end of the first week of October. Keep in mind that if you wait too long, the Paladins will finish the siege in the north and all four of them will be coming for you at once, a battle you have excessively slim odds of winning. Don't rest too long on you laurels.

    >>15178664

    Health: 28/28
    Torment: 33/100
    >> Anonymous 06/06/11(Mon)19:52 No.15178941
    Guys, I think we should start sending harassment patrols and personally showing up near Karn and Karn-Red. We need to prevent those paladins from completing their sieges at 4 and 5, otherwise they'll be able to bring their entire army to bear against us.
    We need to figure out a way to break the sieges in less than a month.
    >> Anonymous 06/06/11(Mon)19:56 No.15178973
    >>15178941
    I agree that a sortie with us at the head to Karn red is in order. If we can capture that, we could potentially funnel troops or supplies to the city itself.

    We might also want to start thinking of plans to draw one or two of the Paladins into ambushes where we can face them.

    Who holds 2, by the way? Some scouts up that way also might be useful
    >> Anonymous 06/06/11(Mon)19:57 No.15178979
    >>15178903
    What's our current military look like?
    As in, how many soldiers (and of those, equipped with Transmuted equipment), Grunts, and Recruits.

    Also, what exactly can we use resource points for, in a military context? Sure, we get food, lumber, and stone, but how does that translate into soldiers equipped, siege engines constructed, baggage trains assembled?
    >> Anonymous 06/06/11(Mon)20:06 No.15179041
    >>15178979
    Thanks for mentioning the equipment, forgot all about that. Before we launch a sortie, we should probably transmute the equipment of most of the people coming with us.
    We don't have many people to sacrifice, so we need to make them as survivable as possible.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)20:12 No.15179086
    >>15178973
    Information is sketchy, since no one high-ranking survived your attack. It looks like it's just held by some random Kef officer, though, no direct Paladin oversight.

    >>15178979
    At this point, I've stopped keeping track of exactly how many of each kind of unit you have. Instead, you've just got a pair of mixed units that average out to Koyani Grunts, one on Veridia-V and the other on Veridia itself. Each of them fights at a +2 in mass combats if the battle is important enough to play out on a tactical level. If it's purely strategic, they simply count as a simple +1 Power bonus to the territory, whether they're attacking or defending. Resource points can be translated into troops pretty much through magic, so long as you have the pre-requisite Racial and (sometimes) Natural Resources to make them. For example, making pretty much any kind of Soldier requires an Iron Mine, while just about every unit has a pre-requisite Racial Resource as well.
    >> Anonymous 06/06/11(Mon)20:23 No.15179186
    >>15179086
    Can we get a listing of what Racial Resources are required for what unit types?

    Also, question Marvell and any surviving merchants/traders/blacksmiths on where they used to get their iron. We need to capture ourselves an iron mine if we're to win this war.
    >> Anonymous 06/06/11(Mon)20:25 No.15179201
    >>15179086
    What can we do to increase the bonuses that our military units get? Transmuted equipment, better training, expending Resource Points?

    Also, is there a way to create just a garrison force which will be enough to keep the Gerdo workers in line, while pulling the actual trained soldiers for a raiding force to attack some towns to the north, or clear out Kef resistance groups?
    >> Anonymous 06/06/11(Mon)20:26 No.15179207
    >>15179086
    Then we should definately scout around Karn and Karn red.

    Depending on what we find, I think that an assault using one of our units with us at the head is in order.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)20:56 No.15179458
         File1307408211.png-(21 KB, 600x800, Unit RPSLS.png)
    21 KB
    Alright. An explanation of units...

    Each race generally has four units: Recruits, Grunts, Soldiers, and Elites. Each unit has a total of six values: Attack, Defense, Size, and Morale used in battle, Cost and Power used at the strategic level.

    Every time one unit attacks another unit, it rolls a number of dice equal to its Attack. Every die that is equal to or greater than the enemy's Defense is a hit. Every hit reduces Size by one. At Size of 0, the unit is destroyed. We'll get to Morale in a bit.

    Power is used to conduct battles purely at the strategic levels and in determining Morale. When running battles at the strategic level, you simply make an opposed Power check between one province and another. Generally speaking, Recruits have Power of 1/4, Grunts of 1/3, Soldiers of 1/2, and Elites of 1, and units are typically bought in a set such that they equal a full Power. Koyani are higher than most, with Recruits of 1/3, Grunts of 1/2, etc. etc. Morale is either 0, 1/4, 1/2, or 3/4. At the beginning of a mass combat, you calculate how much total Power is on each side, and then calculate at which point they'll dip below 3/4, 1/2, or 1/4 (if you bring 4 Power to a battle, it's nice and easy). Whenever your Power dips below one of those thresholds, all units with that Morale level will immediately flee. Thus, low Morale is good, and a unit with Morale 0 will never flee the battlefield. Note that if a unit's Size is reduced to 1 but you then have it retreat, it won't count against you for purposes of morale. Strategic retreats can be extremely valuable.

    I think this post is long enough already. Continued in next post.
    >> Anonymous 06/06/11(Mon)21:09 No.15179554
    >>15179207
    To clarify, I mean an attack on Karn red for now.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)21:11 No.15179569
    The image uploaded at >>15179458 was thrown together hastily when I realized I still hadn't made it, yet, which is why I forgot to put arrows on it. Oops. Regardless, it goes clockwise. Slashing trumps Shooting and Stabbing, Shooting trumps Stabbing and Smashing, and etc. This ignores the fact that, for example, Shooting will probably get two or three attacks on melee units before the fight even starts. When a unit has a type advantage over an enemy unit, they get an Attack bonus, but not a Defense bonus. And that whole thing might see some tweaking as time goes on, because I'm entirely unsatisfied with it, and not just because it hasn't got arrows.

    The Cost of a unit is typically 2 for Recruits, 4 for Grunts, 6 for Soldiers, and 9 for Elites. Recruits require only that the Racial Resource be available, Grunts also require Food and Wood or Iron, Soldiers require Food and Iron specifically, and Elites require Food and a rare resource that varies from race to race. For Koyani, it's Mithril.

    When a race is at lvl0, you can't recruit any units of its type, not even Recruits. At lvl1, you can recruit only one unit, ever. At lvl2, you can recruit one per week. At lvl3 or higher, you can recruit as many as you can afford. This is a general rule, some races (specifically, Kef) are harder to recruit, and others (specifically, Koyani) are easier.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)21:29 No.15179763
    Also, if you have no plans to use mass combat (i.e. combat with at least 4 full units on either side) anytime soon, I'll refrain from providing specific unit stats for the time being, so that I can mathhammer out all of the factions. Right now, the Koyani and Kef are balanced against each other, but if they prove to be out of balance with the other races, they could have substantial chunks of their units rewritten.
    >> Anonymous 06/06/11(Mon)21:30 No.15179774
    O
    >> Anonymous 06/06/11(Mon)21:34 No.15179827
    >>15179763
    Alright, how can we increase the Racial Resource so that we can start recruiting more soldiers? Incentives for couples to marry and produce children? Turning captured Kef females into Axlotl Tanks to produce Kef-Koyani hybrid soldiers?
    >> Katsi !9UacgIKB5g 06/06/11(Mon)21:46 No.15179940
    >>15179827
    In the shortterm, racial resources can be upgraded just like anything else. They're a measure not of how many there are total, but of how many you can recruit without causing the local economy to implode. If you want to replace one race with another race, you'd have to get a bit more creative.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)21:48 No.15179962
    >Kef-Koyani hybrid soldiers
    Also, I thought about how the various and sundry factions in the KoyQue multiverse would react to that. I'm drawing a blank on pretty much every one.
    >> Anonymous 06/06/11(Mon)22:12 No.15180188
    >>15179962
    Malpraxis is, despite being a Demon of Wrath, an eminently practical and pragmatic demon. If it will benefit him in the long run, contribute to his ultimate victory, then he is willing to do anything and everything, up to and including creating abominations that would disturb even half of Hell.

    Well, Kef-Koyani hybrids wouldn't exactly be abominations. I imagine them as being raised more like the fighting Uruk-Hai: merciless and unrelenting fighters without equal, indoctrinated to serve their master unswervingly. Combining the strengths of both the Kef and the Koyani into a single fearsome package.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)22:20 No.15180252
    >>15180188
    Well, actually, I'm not drawing a blank on all of them. There's quite a few, including the vast majority of Hell, that I can tell you just won't care one way or another. Ashtoreth, though, I'm not sure if she'd be delighted or enraged, and how would the five brothers react? With Ashtoreth I can probably just roll dice, though.
    >> Anonymous 06/06/11(Mon)22:41 No.15180405
    >>15180252
    So we need enough Torment to make Ashtoreth happy enough that she won't simply unmake our demonic soul?
    >> Katsi !9UacgIKB5g 06/06/11(Mon)22:50 No.15180481
    >>15180405
    Well. Ashtoreth will seriously not even notice a gift of Torment unless it's something like a thousand. But she's not likely to annihilate her champion on a whim. That's extreme even for her. Incidentally, I'm still waiting on a course of action for the immediate present.
    >> Anonymous 06/06/11(Mon)22:55 No.15180531
    >>15180481
    Put together a Unit of Soldiers, with Transmuted equipment (plate, maces, swords, regular composite bows), a Transmuted sword for ourself (in case we fight against Elite Kef again), and our bound stealth imp for scouting.
    We're going to crush the Kef insurgents and then attack K-R, I believe.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)23:03 No.15180620
    >>15180531
    How exactly were you planning on crushing the Kef insurgents? Also, how big exactly was this unit you were planning on bringing? A unit in terms of mass combat is typically about a hundred, and you don't have anything close to that number of Koyani Soldiers.
    >> Anonymous 06/06/11(Mon)23:21 No.15180792
    >>15180620
    From records, do we know how big K-R is?
    Is it a small village, a town, or something in between?

    For the insurgents, we need to capture some of them and extract the information of their base.
    If it takes too long, though, I think we'll have to ignore them for now and concentrate on the paladins and distracting them.

    As for a unit, could we make a Unit of 100 made from Soldiers, Grunts, and Recruits? Or would that severely drain our guards and open our villages to Sahuiru and Kef raids?
    >> Anonymous 06/06/11(Mon)23:38 No.15180953
    >>15180620
    I'm thinking a scouting in force with one of our mixed units led by us on Karn Red. Use our imp and some grunts to scout the position while we bring up our other troops, then either smash into it or raid it depending on what we find.
    >> Katsi !9UacgIKB5g 06/06/11(Mon)23:47 No.15181017
    >>15180792
    Karn-R isn't quite as big as Veridia, but it's pretty close. Karn itself is far larger than Veridia, and walled as well. It's on the same route as Veridia itself is, following the same river along to Karn. You have two units of Grunts (averaged, Recruits and Soldiers are mixed in there as well). For purposes of making war parties, you have as many Soldiers as you need, however.
    >> Anonymous 06/06/11(Mon)23:51 No.15181051
    >>15181017
    Would a Unit of Grunts being taken away to assault K-R significantly lower the defenses of our villages?
    How much would it cost to Transmute their equipment to increase their chances of survival?
    >> Katsi !9UacgIKB5g 06/06/11(Mon)23:59 No.15181109
    >>15181051
    It would halve their defenses, but the Kef resistance doesn't have the forces and the Sahuiru tribes don't have the desire to occupy anything. Unless the Kef have impeccable timing and attacks while you're gone, you should be fine.

    Transmuting an entire unit's equipment costs 100 Torment.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)00:45 No.15181558
    >What will you do now?
    >> Anonymous 06/07/11(Tue)00:48 No.15181598
    >>15181109
    That's still out of our price range.

    Alright, a direct attack and occupation of Karn and its satellite towns seems impossible right now. We may want to consider instead, taking a band of 20 well equipped soldiers and raising Hell in the countryside, enough to get the Paladins to chase our shadows and give the cities in the north a reprieve.
    >> Anonymous 06/07/11(Tue)00:56 No.15181678
    >>15181558
    Is our Imp still bound to a rat? Or did it get killed?

    If it's unbound, I'd like to Bind it to a bird for better recon.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)00:59 No.15181705
    >>15181678
    The rat familiar is still around, but you can easily kill it and summon another.
    >> Anonymous 06/07/11(Tue)01:05 No.15181750
    >>15181705
    Is our point of Control for Minions free?
    We may as well use it to Bind a raven or some other bird we can capture and use, rather than using up a perfectly good rat.

    Get a bird bound with an Imp, and have it drop off the rat imp to start spreading disease and destroying food stores used in Karn-Red. If they can find out where the paladins' armies are, they're to destroy their food stores while on the march.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)01:14 No.15181817
    >>15181750
    No, you don't have any Control free. You have both the rat familiar and your zombie Gerdo familiar, taking up both points of Control.
    >> Anonymous 06/07/11(Tue)01:31 No.15181938
    >>15181817
    Well, we can at least begin our terror tactics again with our two familiars. The usual sneaking in and destruction to make them freak out and make them more open to surrender.

    We should take one unit with us to probe the defenses of Karn Red and to see if we can intimidate them into surrender.
    >> Anonymous 06/07/11(Tue)01:35 No.15181967
    >>15181817
    Alright.
    I think we should take both familiars, a group of 20 soldiers with transmuted plate, swords, and composite bows, and a transmuted sword for ourselves, and go raiding near Karn.
    We have heavy patrols meeting us halfway between K-Red and Veridia-V so that we can receive reports from them, and send them any prisoners we capture for questioning and torment.
    Then, if we either sufficiently distract the paladins enough that one of them comes down here to investigate, we can get a message back to Veridia to get a war host ready to destroy the paladin's force.

    Does this plan sound good?
    >> Anonymous 06/07/11(Tue)02:00 No.15182149
    >>15181967
    >>15181938
    I think our two plans are pretty much the same, and should work together.

    Okay, I have to go to sleep now, so I leave things up to other posters to get stuff done. That means it's up to you lurkers.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)02:07 No.15182216
    You gather up a band of Grunts, Recruits, and what Soldiers still remain and head off to Karn-R, keeping to the forests but keeping the river in sight as you move along.

    When you begin nearing Karn-R, you make camp and send your familiars ahead to scout, the rat remaining to wreak havoc while the less stealthy Gerdo returns to report what he's found.

    The Gerdo familiar returns to give his report early the next morning. Both he and the rat got in successfully, as of last report, the rat is still merrily killing people and setting fires. Karn-R isn't as heavily defended as Veridia was, but stronger than the outlying villages like Veridia-R had been.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)02:21 No.15182333
    Note: Getting off soon-ish. Thread archived here: http://suptg.thisisnotatrueending.com/archive/15176601/

    Remember that high votes will help prevent Koyani Quest from being wiped from the archives during the server move.
    >> Anonymous 06/07/11(Tue)02:26 No.15182370
    >>15182216
    Well, this is grand news indeed. I think we can storm this place. We move in as close as possible without detection, then once spotted start throwing fireballs at any collection of enemy soldiers and be as menacing as possible.

    Before we go off, though, ask the scout if there are any barracks or other miltary structures. We can hit those first with fireballs.

    If we can be scary enough, we might be able to get them to capitulate.
    >> Anonymous 06/07/11(Tue)02:35 No.15182452
    >>15182370
    Maybe.
    If we don't have maces, any Heavy Kef we face are going to be a bitch to handle.
    We need to work with alacrity, yes, considering the progress of the paladins. But we shouldn't rush into things, either.
    We need a status update on Torment, and what kind of opposition we'll be facing (force composition), and trying to make the situation favor us as much as possible before we strike.
    >> Anonymous 06/07/11(Tue)02:39 No.15182486
    >>15182452
    We have a mace for dealing with those buggers, and we have 33 Torment. I would say this would be sufficient to carry the day.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)02:42 No.15182515
    >>15182452
    The exact force composition is random, but you can expect Heavy Kef and, occasionally, Elite Kef. You have 33/100 Torment.
    >> Anonymous 06/07/11(Tue)02:49 No.15182567
    >>15182515
    How much torment would it take to transmute a couple maces? Or does our force carry a few maces?
    >> Katsi !9UacgIKB5g 06/07/11(Tue)02:52 No.15182589
    >>15182567
    To transmute them out of nothing? That wouldn't be Transmutation, that would be Conjuration, and it would require your Conjuration to be two levels higher than it is. To transmute a normal mace into fine steel masterwork is one Torment a piece, however, since transmutation works by transmuting everything wielded by a single unit.
    >> Anonymous 06/07/11(Tue)02:55 No.15182618
    >>15182589
    Fair enough, though the question about what weapons our force carries still stands.

    Also, did we get any more information out of our scout? Where the enemy soldiers are, barracks, places to attack? If we can attack a space with a lot of soldiers with a fireball or something, we could make our fight much easier.

    We'll just have to keep this fight short and nasty, and not be afraid to throw some torment around to deal with any heavy units we find.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)03:16 No.15182806
    >>15182618
    The Kef are mostly spread out through guardhouses and various buildings near the outskirts hastily converted into guardhouses. There are about a dozen total of these buildings, each housing about ten assorted Kef and Gerdo, assuming they aren't out on duty or just enjoying the town off-duty. Obviously, the guardhouses are generally closer to full at night. Your Koyani Soldiers carry a sword and a shield, with a bow as a backup weapon.

    Your scout also reports a Koyani named Consir held in the town's prison. Apparently he had once been a powerful guildmaster, brilliant with the local economy. He was not important or young enough to be executed, nor was he a woman or a child to be carted off to wherever it is the Kef are taking all the women and children, so he is held in the town still.
    >> Anonymous 06/07/11(Tue)03:28 No.15182870
    >>15182806
    Wait until night then, have our guys sneak forward and try to butcher some of the guards in their sleep (Maybe half of the guard shacks), and when the alarm sounds start chucking fireballs at the other half.

    With that much shock and awe, making the survivors surrender should be easy.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)03:56 No.15183007
    >>15182870
    Your soldiers sneak into the town under cover of night while you observe from a nearby hilltop. The town is on high alert due to the havoc wrought by your familiars, and four out of the six groups you send in are caught by enemy patrols, beginning a melee in the streets. Most of the enemy patrols, comprised of typical Kef and Gerdo, are little match for your Koyani forces, and you take only light casualties, however the alarm has gone up and much more powerful foes are now on their way, while panicking civilians fill the streets, adding to the chaos.

    Chaos which only gets worse once you start throwing fireballs. You spend a total of 18 Torment to launch six separate fireballs at each of the guardhouses on the far side of town in rapid succession. You first target the three that were converted from regular guild halls or townhouses, where the fire quickly spreads to consume the entire building and then to its neighbors. The last three were guardhouses from the start, as much stone as wood, and do not light as quickly, but nonetheless you're able to net a few casualties with each ball.

    The battle is now going very well for your forces, but with more Heavy and Elite Kef filling the streets near the main square for a final stand, you may take some more significant losses.

    >What do you do?
    >> Anonymous 06/07/11(Tue)04:00 No.15183032
    >>15182806
    >>15182870

    I'd put priority on a sneak assault (led by us) to secure the prisoner before we do anything. Someone to help maintain our economy would be useful, and he might known what's going on elsewhere if he used to have influence here it's likely he might know people in other towns.
    >> Anonymous 06/07/11(Tue)04:03 No.15183050
    >>15183007

    Kettle the remaining Kef in the main square? Blockading the roads around it so we can pick them off with arrows?

    Can we still secure the prisoner? If so, do it.
    >> Anonymous 06/07/11(Tue)04:09 No.15183073
    >>15183050
    This. Very much this. Hit them at range with arrows and our fireballs. No need to engage if we don't have to.

    So, have our troops push all the enemy to the central square, then pick at them with arrows and throw a fireball in for spice.

    Then demand their surrender. If that doesn't break their morale, I don't know what will.
    >> Anonymous 06/07/11(Tue)04:11 No.15183078
    >>15183073

    If we could weaponise Kef children. That would break their morale.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)04:21 No.15183107
    >>15183050
    You enter the outskirts of the town to direct your soldiers to surround the fleeing Kef civilians and push them into the square, blocking them in with the Heavy and Elite Kef making their stand there. You begin to take losses from the precision of the Heavy and Elite Kef at range, but that comes swiftly to a halt when you toss another pair of fireballs into their midst from atop one of the captured buildings, killing not only a few of their combatants, but a almost every civilian in the wide range of the fireballs as well. The leader of the remnant Kef looks to you with an arrow notched in his bow, sees you prepare another fireball, and then, with a glance to the civilians around him, announces their surrender.
    >> Anonymous 06/07/11(Tue)04:26 No.15183129
    >>15183107
    Are there any convenient big buildings we acn use as a prison while we search the town?

    Disarm and tie up everyone, the keep them all covered. As soon as we're sure noone is escaping send out groups of troops to scout the town for anyone (of any race) and anything useful left behind.

    Any word on Consir?
    >> Anonymous 06/07/11(Tue)04:31 No.15183144
    >>15183107
    Bow gracefully, commend the leader for making the choice that prevented unnecessary death, then order your more expendable soldiers (recruits) to go in and take their weapons and armor. Truss the bastards up thoroughly, and keep them seperated in small groups watched over by a strong guard.

    These are their best, no need to take chances. Once this is done, go free the prisoners and look for the guildmaster. We are a wrath daemon, after all. Financing is below us.

    ...Well that and he probably knows where all the important resources are.
    >> Anonymous 06/07/11(Tue)04:41 No.15183186
    >>15183144
    Have them throw down their weapons, first. That is kind of important, no need for them to start fighting when we wouldn't be able to throw a fireball without killing our own troops.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)04:48 No.15183230
    >>15183129
    Well, there's the prison.

    Speaking of which, while your troops are clearing out the prison and preparing it to hold the Kef, you find several captured Koyani, including Consir. The bulk of your troops are busy containing the fires you started in the battle before they cause too much damage to the town. Consir strides out into the square and, were it not for his very obviously shabby clothes and the reddened skin around his wrists from much too long in manacles, you'd probably not know he'd been in prison for weeks. He surveys the town with a calculating look, as though he's trying to find some way to turn a profit on the ash. He's probably about to get in on what is sure to be a booming reconstruction industry.
    >> Katsi !9UacgIKB5g 06/07/11(Tue)04:50 No.15183240
    Now that your empire is beginning to expand, you will soon have to appoint prefects. Every numbered town is the capitol of a county, run by a prefect (who is also, traditionally, a count). Different prefects will confer different bonuses to the town and villages they rule over. You can also slot spare prefects as the mayor of a village, and they will confer their bonus to that village specifically (for as long as we're still tracking the income of individual villages, at least). The counties are, themselves, grouped into provinces. For example, Veridia and Karn form a province, as does Talmadan(3), Pallum(4), and Rydis(5). Provinces are ruled by governors, and of course the entire kingdom is run by a king.

    Regardless, your named followers almost all have at least one descriptor that confers certain bonuses. For example, Consir is Opportunistic. All negative natural resources (like Rocky Ground) are automatically increased by one level while he's governing the area. It's possible to increase them past their maximum level this way, so Consir can actually turn a small profit off of what would be a hindrance to others.

    Benif is Efficient, which is a one level bonus to all positive natural resources. Marvell is Spiritual, which gives a one level bonus to all racial resources. Molio is Lawful, which gives a one level bonus to Stability. Descriptors held by none of your current followers are Diplomatic (decreased cost to recruiting all units), Bold (increases the distance of trade), Economic (decreases the cost of upgrading resources and stability), and Strategic (increases the Power of all cities, towns, and villages by one during attack and defense).
    >> Katsi !9UacgIKB5g 06/07/11(Tue)05:05 No.15183333
    And this has run an hour longer than it should've. Trade hasn't been explained yet, but you don't have any Bold followers nor do you have two cities to trade between, so it doesn't matter for now.

    Karn-R is now yours. Hopefully, this thread will still be around when I take things up tomorrow, if not, there's the archive. Feel free to roll up and allocate resources for the first week of October over the night. Current income for your holdings is 2d6+the number in parentheses next to their name on the list.

    Veridia(-1): Forest lvl0(+0), River lvl1(+1), Kef lvl1(-2), Stability(10)+0
    Veridia-R(-6): Forest lvl0(+0), Rocky Ground lvl0(-1), Sahuiru lvl0(-3), Stability(6)-2
    Veridia-G(-2): Quarry lvl2(+2), Forest lvl0(+0), Sahuiru lvl0(-3), Stability(8)-1
    Veridia-V(-3): Rocky Ground lvl0(-1), River lvl0(+0), Koyani lvl2(-2), Stability(10)+0
    Veridia-Y(+0): Fields lvl2(+2), Forest lvl0(+0), Sahuiru lvl1(-2), Stability(10)+0
    Karn-R(-4): Forest lvl0(+0), River lvl1(+1), Kef lvl0(-3), Stability(6)-2

    Note: It is possible to get negative income from a territory if you're unlucky. Or if it's just really a wreck.



    [Return]
    Delete Post [File Only]
    Password
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]