[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: 1329789309.jpg-(873 KB, 1200x834, BLOWUP_ansommap_1200.jpg)
    873 KB Erfworld Quest 3rd Run The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)20:55 No.18033291  
    >Current Schmuckers: 3486
    >Present Upkeep: 430 (Jumping to 480 When your Warlord Pops next turn)
    >Present Gross Income: 550 (250 from level 1 Walled Fortress, 300 from six mushroom farms)
    >Net Income: 120 Schmuckers (Dropping to 95 when upkeep kicks in)

    Your raid on the caravan was a success, and the enemy stack was completely wiped out. You lost a Demon Legate in the process, but have seized possession of the caravan in a vicious aerial ambush fueled by magic and subterfuge.

    Your current assets, aside from your brute strength are:
    -Rodrom, Level 1 Capital City (Walled Fortress)
    -Liam, Level 1 Weirdomancer
    -Countess Whisper, Level 1 Warlord
    -Abigail, Level 5 Demon Chieftain
    -12 Bwisps
    -8 Wight-Foots
    -A Cwocodil
    -3 Captured Wagons seemingly powered by Stuffamancy

    Build queue:
    -1 Warlord
    -An undetermined number of troops for guarding the citadel and working the farms

    ********************************************************

    Abigail makes her way over to one of the wagons and opens it up to examine the loot. As she does, you see a look of confusion pass across her face as she looks at what's inside, although you cannot make out what she has discovered from the Bwisp's viewpoint as you are a Hex over.

    Physically you are standing stock still just in front of your keep while Liam is upstairs delving into various mysteries in the Library and Whisper and the Wight-Foots are familiarizing themselves with the defensive layout of your city.

    What's the plan Frank?
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)20:57 No.18033318
    >>18033291

    Correction, total income should read:

    >Dropping to 70 when upkeep kicks on
    >> Anonymous 02/20/12(Mon)21:00 No.18033345
    Grab your sword.
    We're going Cwoc hunting.
    Also, for troops to be created next turn: 2 stacks pikers. 2 stacks archers. A stack being 8.
    We should also look in on getting a mask that gives us more ability to fighting in swamps. A lucha mask.
    >> Anonymous 02/20/12(Mon)21:01 No.18033361
    Okay, long-term plans are to continue raiding caravans that pass by the road, while not letting our existence be known. We will check out the barbarian lands to the east next. Then perhaps conquer the Merpeople to the south making them a protectorate to use as our face. We trade through them plundering certain traders and purposely losing others. We charge a "protected" trade fee to gain even more schmuckers. Then on to the two big kingdoms to the north.

    Remember we can read in the library or go to the training fields to level up ourselves and others.
    >> Anonymous 02/20/12(Mon)21:03 No.18033387
    >>18033291
    last time I believe we decided on 18 archers garrisoned to be popped for the farms and training when not farming.
    >> Anonymous 02/20/12(Mon)21:07 No.18033424
    >>18033345
    Why the troops? They cost us a good deal and we just need farmers.

    >OP
    Have Liam findamance more cwocs using the captured cwoc as a beacon. Go tame said cwocs with Whisper and wights and our own cwoc wrestling self, Frank Marion, the Swamp Fox.

    What's in the caravan?
    >> Anonymous 02/20/12(Mon)21:07 No.18033425
    >Erfworld
    shit died and good riddance, the update speed was atrocious, if the pacing weren't unbearable it might not be too bad.
    >> Anonymous 02/20/12(Mon)21:07 No.18033431
    Did we pick up any prisoners? Princesses clapped in irons? Elf slave wat do?
    >> Anonymous 02/20/12(Mon)21:07 No.18033432
    Considering Liam knows some findamancy can it work both ways and prevent us from being found (at a higher level obviously).
    Also build more wight foots (4 or 5) a stack of archers and inspect the wagons and their cargo and if we have a connection to the magic kingdom maybe we should investigate hiring a unaligned mancer or buying spells for stealth.
    >> Anonymous 02/20/12(Mon)21:09 No.18033456
    At level 1, you can produce:

    Bwisp
    Level 1
    Scout Unit
    Flying, Remote Link, Light
    Cost: 5 Schmuckers
    Upkeep: 1 Schmucker
    Move: 60
    Hits: 1
    Combat: 1
    Defense: 0
    Description: Flying swamp spirit cursed as bad luck by enemy forces, often mistaken for glowing swamp gas.

    Piker
    Level 1
    Infantry
    Swamp-Capable
    Cost: 10 Schmuckers
    Upkeep: 4 Schmuckers
    Move: 10
    Hits: 4
    Combat: 5
    Defense: 2

    Archer
    Level 1
    Infantry
    Swamp-Capable, Archer, Light
    Cost: 15 Schmuckers
    Upkeep: 5 Schmuckers
    Move: 10
    Hits: 2
    Combat: 5
    Defense: 1

    Stabber
    Level 1
    Infantry
    Swamp-Capable, Light
    Cost: 8 Schmuckers
    Upkeep: 3 Schmuckers
    Move: 10
    Hits: 4
    Combat: 4
    Defense: 2

    Slasher
    Level 1
    Infantry
    Swamp-Capable, Light
    Cost: 6 Schmuckers
    Upkeep: 2 Schmuckers
    Move: 12
    Hits: 3
    Combat: 4
    Defense: 2

    Wight-Foot
    Level 1
    Special Infantry
    Swamp Capable, Light
    Cost: 12 Schmuckers
    Upkeep: 4 Schmuckers
    Move: 14
    Hits: 2
    Combat: 3
    Defense: 1
    Special: Gain a bonus to concealment when stacked for stealth or operating alone.
    >> Anonymous 02/20/12(Mon)21:11 No.18033486
    Spidew
    Level 1
    Heavy Mount
    Heavy, Tunnel-Capable, Poison
    Cost: 25 Schmuckers
    Upkeep: 10 Schmuckers
    Hits: 12
    Combat: 6
    Defense: 3


    Cwocodil
    Level 2
    Heavy Mount, Swamp Capable, Water Capable
    Move: 17
    Hits: 15
    Combat: 12
    Defense: 6


    Abigail
    Level 5
    Demon Chieftain
    Knight-Class Flying Infantry
    Upkeep: 60 Schmuckers
    Move: 27
    Hits: 35
    Combat: 20
    Defense: 13

    Other Demons average around this:

    Demon Legate
    Level 3
    Knight-Class Flying Infantry
    Move: ~24
    Hits: 28
    Combat:14-15
    Defense: 9

    Countess Whisper
    Level 1
    Warlord
    Noble, Swamp-Capable, Archer
    Move: 11
    Hits: 10
    Combat: 8
    Defense: 3
    >> Anonymous 02/20/12(Mon)21:13 No.18033511
    What kinds of units can our natural allies build, if we give them funds?
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)21:13 No.18033512
    >>18033424

    The last time the spell was tried this turn it didn't meet with much success other than to say that there is at least one within 30 hexes.

    >>18033431

    You can zip up and check.

    >>18033432

    There is a connection to the Magic Kingdom down in your very sparse basement. Liam can go in and out of it on small errands for you.
    I take it consensus is investigate the caravan more closely?
    >> Anonymous 02/20/12(Mon)21:14 No.18033523
    links for downloading the last two threads' html files

    http://www.mediafire.com/?r57vp033b5ocrhs

    http://www.mediafire.com/?uziwck4w56ol90w
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)21:14 No.18033532
    >>18033511

    You'll have to ask Abigail when she gets back.
    >> Anonymous 02/20/12(Mon)21:16 No.18033552
    >>18033425
    Erfworld is still alive. A new page was posted just today.
    >>18033424
    Well, pikers and archers are our specialties. That and there's no 'farmer' unit available. I just figure it's a way to get two birds with one stone.
    Wight-Foots might do, though.
    Isn't Liam at work in the library, too? I think we tried findamancy this turn.
    >> Anonymous 02/20/12(Mon)21:19 No.18033594
    >>18033512
    Sending Liam into the magic kingdom will alert others to our existence. We should ask Liam what he can enchant for us. Probably something like boots of movement. Maybe a coat of teleportation.

    >>18033552
    Whatever we pick it will be something we will use later for raiding. 18 was the number of people needed to farm. I want to find out what Liam found out about during his studies. We did role very well.
    >> Servant of the Emperor 02/20/12(Mon)21:21 No.18033634
    >>18033512
    Well do so. If we're lucky, and their loyalty is crap, we can even turn some troops, though we need to work on increasing our income. Or, at least begin hunting in the area as well, as killing wild units can gives us rations that'll lessen upkeep (The impression i got from the comic).

    Order's are of course a problem, we're lucky and can see through the eyes of our scout, so make a note to self. Warlords (including Abigale) should carry notepads so that they can address us through 'Message' Wisps. They show the note to the wisp, we see the note through the wisp. On that note, can the Wisps talk?
    >> Anonymous 02/20/12(Mon)21:22 No.18033642
    >>18033594
    Liam stated he can't enchant just yet.
    Keep in mind, he can do either lookamancy or wierdomancy for us. A rod that removes the flight special from flying creatures it is pointed at? Deadly effective. And he can eventually maybe do that, plus stuff like a crystal ball.
    >> Anonymous 02/20/12(Mon)21:22 No.18033644
    We need far more Bwisps. I would like to have at least forty, in the medium term. Given our current very weak state we need every intelligence edge that we can get. We want to be able to keep the swamps fully scouted at all times to pick up randomly popping Cwocs or other monsters that we can then turn, as well as any approaching threats, and still have plenty of them left for exploring and monitoring enemy movement.
    >> Anonymous 02/20/12(Mon)21:24 No.18033677
    >>18033634
    Hat magic. That's how units talk from afar. Send a note threw a hat. Unless we role a thinkamancer.
    Magicians can do other types of magic, it's just harder for them too. We should see if Liam can try making magic hats or trade for them in the magic kingdom.
    >> Anonymous 02/20/12(Mon)21:26 No.18033726
    >>18033644
    I agree. Right now we should have orders standing for our currant bwisps to move to just off the road so we can see what goes up and down it.

    OP we're going to need a map eventually. Can some drawfag get one going?
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)21:27 No.18033732
    While you're deciding on production, you decide to get a closer look at what's in the caravan. You bring your Bwisp in closer to the puzzled Demons standing around the wagons. You pass over bloodless, croaked bodies without worry knowing that by the next day they will simply turn to dust. As you approach, Abigail reaches in and pulls out... a rather large, silvery sword. Then another one. Then another one. You peek over her shoulder to find that the entire wagon is filled with everything from poleaxes to entire suits of plate armor. The demons pop open the other wagons, and this seems to be the case for all of them. The other wagons have bows, axes, and all manner of shields, and a few special suits of chain-mail clearly designed for heavies.

    You ponder the oddity here: normally such things are created through the use of the fabrication ability or pop with one's own units. All units pop with enough armor and weaponry to be functional, and units that randomly have the fabrication ability or unit types with it can craft additional gear as needed. Normally this is enough to provide a small equipment bonus to combat and defense, but there is usually no need for equipment created without magic to be imported.

    Something tells you that these weapons are unusual in some way. A cry goes up, and it seems the Demons have found a strongbox in the lead wagon. Upon prying it open they discover eight large gemstones glistening inside, a possible bounty that can be converted into Schmuckers through natural Moneymancy when it is brought back to you.

    The plot thickens. Also, the captured wagons have a move of 15 on roads. It will take them approximately 7-8 turns to move to your capital along the winding swamp road, though the gems can be carried back through the air.

    Your next move?
    >> Servant of the Emperor 02/20/12(Mon)21:29 No.18033758
    >>18033677
    The hats themselves where magic items!
    We dont have hats, We'd have to act through messengers

    >Captcha
    >Rocks snucurity
    Captchat apparently wants rock golem... snucurity. snusnu? Implications, disturbing.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)21:30 No.18033770
    >>18033634

    Bwisps cannot talk, no. We can give Bwisps mental orders though, but only Bwisps without Thinkamancy.

    >>18033726

    I will make an incredibly poor hex grid.
    >> Anonymous 02/20/12(Mon)21:33 No.18033802
    >>18033758
    We can make hat through stuffamancy. Everybody has that.
    >> Anonymous 02/20/12(Mon)21:36 No.18033829
    >>18033732
    Have Abigail bring the gems back to us.
    Have the demons bring the wagons back at speed.
    Scout the surrounding area with bwisps heavily so no one could track the wagons back to us
    >> Servant of the Emperor 02/20/12(Mon)21:36 No.18033834
    >>18033732
    Do it.
    Perhaps someone is arming a natural ally that typically doesnt use armor? Or is of, lower tech?

    Hopefully Abigal will be start enough to send the gems back by one of her demons and take the cart back herself, incase of attack for her leadership bonus. We cant send any sort of message yet though. I wonder though, the Magic kingdom would now have some sort of portal to our kingdom, wouldnt that be enough? We may need Liam just enter himself and look for some sort of message capable magic items.

    Until then, only our Wight-foot Magically sped up by Liam will need to act as our messagers.
    (Note, you didnt give Spidews a Move.)
    >> Anonymous 02/20/12(Mon)21:36 No.18033836
    >>18033732
    move gems by air and recall Abigail

    Send the wagons full of weapons and armor back along the road.
    >> Anonymous 02/20/12(Mon)21:38 No.18033866
    >>18033732
    Can commanders link with Bwisps, or is that just a ruler thing?

    Construct an additional twenty Bwisps right now. Send them to thoroughly scout out the swamp road and the road that the wagons are currently on, which is presumably different and not leading to our capital. Send a few of them out in other directions to get a better map of the swamp, find any interesting hexes or terrain features, and see about locating other enemies. Put that high Move to work.
    >> Anonymous 02/20/12(Mon)21:39 No.18033887
    >>18033732
    Pop 9 pikers and 9 archers. Have them garrisoned with orders to harvest the fields and train at the training grounds when not doing that.
    >> Anonymous 02/20/12(Mon)21:40 No.18033913
    >>18033732
    Have abigail and 1 demon bring back the gems and as much of the equipment as they can carry then have the rest of the demons escort the wagons with some wights and whisper meeting halfway as an escort. Also have whisper inspect the goods at the meeting for any peculiarites.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)21:41 No.18033922
    >>18033829

    Abigail is acting on her own initiative, but she and three other Demons are winging back your way by their own decision with the gems. Your Bwisps continue scouting. 12d20

    >>18033834

    Liam could always go looking for mercenaries, assuming you don't pop another Caster next turn.

    Spider move is a bit variable, but averages around 20 or so.
    >> Servant of the Emperor 02/20/12(Mon)21:42 No.18033937
    >>18033802
    Not everyone has a hat! Ansam and Jillian had linked hats it seemed, and some sides use Thinkamancers to send messages to troops or eachother. Those without have to send Couriers back and forth with the messages (For a good semblance of realism) .
    Gobwin Knob used their thinkamancer and the 'Battle Map' used by linking those casters. It gave them a Huge edge. After they lost it, they too uses couriers.
    The only reason we'd been able to see that fight is through our remote linked Bwisps nearby.
    >> Anonymous 02/20/12(Mon)21:42 No.18033939
    rolled 13, 19, 13, 16, 4, 2, 8, 12, 13, 11, 4, 20 = 135

    >>18033922
    Rolling.
    >> Anonymous 02/20/12(Mon)21:44 No.18033955
    >>18033913
    don't send whisper and the wights. They can do other things more suited to their abilities. The demons are fine.

    Have whisper and wights go out with us just around the city with enough move to return by night.
    >> Anonymous 02/20/12(Mon)21:45 No.18033969
    >>18033922
    Don't send Liam to the magic kingdom yet. Wait awhile.
    >> Dark Ted 02/20/12(Mon)21:48 No.18034010
    rolled 8 = 8

    >Not making undead rome.
    >> Servant of the Emperor 02/20/12(Mon)21:54 No.18034106
    >>18034010
    Undead Rome wasnt built in a day.
    All we have so far is a Weirdomancer, who seems to be able to 'pop' things if he trains, and also enchant things later on as well. On top of some findamancy, which is mainly a psion.
    We dont have a Croakamancer, nor do most people want to send anyone to the magic kingdom to hire one.
    Maybe we'll pop a croakamancer, or a thinkamancer, or just a hard hitting warlord.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)21:55 No.18034123
    >>18033866

    Bwisps will work like Transylvito's bats: they can be assigned to a native Warlord or Ruler and act in some ways like remote drones. Very dandy.

    >>18033866
    >>18033887

    Calling a vote, if the vote is meh we'll roll off, but I like debate: what will your build queue be for the turn aside from the Warlord?

    >>18033939

    Oh my, interesting...

    North and Northeast: Your Bwisps catch sight of several border patrols, mixed men and elves on foot, some archers and slashers. They seem to be in a state of heightened alert. To the Northeast, a different story: a mostly abandoned and definitely undermanned outpost is spotted, seemingly held by only a handful of elves. You think maybe if they came under attack the elves would simply bolt for a Forest Hex rather than stand and die.

    East/South East: A series of false leads and false starts along odd pathways stymie your exploration, and you learn little.

    South: You manage to spot, from a distance, what may be a Port along the lake belonging to the Southern trading faction.

    West: You learn more of the road network. Off in the distance, one long ranging Bwisp sees something very, very interesting: smoke and fires seemingly indicating a large encampment further West. Patrols by men and marbits seem to be in force. As you approach you feel you are on the verge of entering the edge an ongoing Battlespace.
    >> Anonymous 02/20/12(Mon)22:02 No.18034232
    >>18034123
    Recall the one far out west. Don't want to get caught. The heightened alert ones are probably from the same side as the caravan we hit.

    I vote we pop the full 18 units half archer, have piker and another 20 bwisps.

    OP can we pop two warlords at once? I think we should have 3 total for now.

    Go on a tour of the swamp with Whisper and the wights stacking. If we see any cwocs, capture them.
    >> Anonymous 02/20/12(Mon)22:03 No.18034247
    >>18034123
    >what will your build queue be for the turn aside from the Warlord?
    ...I thought that cities could only pop one sort of unit at a time? The last thread implied that Bwisps could be built instantly, so I figured they were unique.

    >elves
    What kind of elves?

    >a mostly abandoned and definitely undermanned outpost
    What is an "outpost" in terms of stats?

    >As you approach you feel you are on the verge of entering the edge an ongoing Battlespace.
    Do not enter an ongoing Battlespace.


    If you could summarize what enemy factions we've identified, that would be nice.
    >> Anonymous 02/20/12(Mon)22:03 No.18034251
    >>18034123
    For the love of the titans, do not enter that battlespace. They will know, and we will be boned. Better to order our scout to flee.
    >> Anonymous 02/20/12(Mon)22:05 No.18034283
    >>18034232
    I will second this order if the new 20 Bwisps are send east to scout. I really think that thats the best direction to expand in. Also croc hunt if theirs any nearby.
    >> Servant of the Emperor 02/20/12(Mon)22:06 No.18034287
    >>18034123
    Fantastic, there's a hotbed of activity everywhere. Pull back most from the northeast i say, leaving only a scant few to watch the fort. The rest would risk running into a patrol. We need to find out if the fort is a naturally held fort, or one of a faction. If natural, we can either attack or parley.

    The rest i suggest as such
    >We pop enough to work the fields of the farm
    >Keep scouting around our swamps, we want to hunt and capture cwocs, or if killed used as food for upkeep.
    >Our warlords and ourselves will take part in the hunt! Otherwise we'll never level fast enough. We could even use the carts after we empty them to store 'ko'd' cwocs for transport.
    >Slashers, Wight-foots, Or bwisps linked to warlords being in another warlords stack. Warlords share notes via notepads. This way, we can show the note to the bwisp linked to Whipser that is in our stack, Whisper sees the note through the Bwisp, and shows her response to the Bwisp linked to Us in her stack, we see her response.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)22:08 No.18034323
    >>18034232

    1 Warlord at a time.

    >>18034247

    >.I thought that cities could only pop one sort of unit at a time? The last thread implied that Bwisps could be built instantly, so I figured they were unique.

    Big units like Warlords and Heirs can only be popped one at a time. For the first 5 turns you get a break though: Warlords can only be popped one at a time, but take only 1 turn to pop and can be popped with normal infantry units, so long as they aren't heavies or knights.

    >outpost

    Not a city. Mostly just a place built up through a combination of Magic, Fabrication, and slapping wood together to make a crude fort. It provides neither income nor units.

    >What kind of elves?

    Possibly Eager Elves, but it's hard to be sure.
    >> Anonymous 02/20/12(Mon)22:09 No.18034345
    >>18034287
    the bwisp note sounds good if they dont count against the total of the stack. Stacks being limited to 8 at a time for full bonus.

    Yes again to going on a cwoc hunt this turn with Whisper and wights.
    >> Servant of the Emperor 02/20/12(Mon)22:09 No.18034350
    >>18034287
    Slashers and wight-foots also acting as couriers in the stacks is what i mean.

    The danger of the Bwisps is it is like a living telephone. Any combat runs the risk of it dieing cutting off a warlord from the stack.
    >> Anonymous 02/20/12(Mon)22:12 No.18034397
    >>18034123
    For the outpost how far away are any forest hexes. I'm thinking do a small attack barely large enough to make them run and place wight foots in the forest for an ambush focused on capture or kill if not possible (whisper in the most likely hex) then use the turnamancy of the demons to get some free units from the lower ranks then interrogate the mid-level and turn any leader units.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)22:13 No.18034417
    Brb in 30 minutes, picking up a petition. Until then I suggest figuring out production and how you will be organizing your forces. It may be relevant soon!

    /Ominous GM Voice
    >> Anonymous 02/20/12(Mon)22:13 No.18034420
    Since the outpost doesn't supply schmuckers I say there's no point in taking it. Yet at least. We should stay away from any battles between the two big sides to the West and North. Our attentions should turn to the east once we here Liam's findings and South once we have an army capable of taking the merfolk. I vote we hit them hard hopefully before they even know we exist.
    >> Anonymous 02/20/12(Mon)22:14 No.18034439
    >>18034350
    I would hope that our warlords are able to handle themselves for the turn or so that it'll likely take us to get another Bwisp into position. With 60 Move, Bwisps can dart all over the place almost effortlessly.

    Anyway, we definitely need to pop twenty more Bwisps and immediately scout all hexes within our/Countess Whisper's Move of our capital. Find any barbarian units there to train against or capture, then go out and do it; then any Bwisps we didn't need for that scouting continue their runs.
    >> Servant of the Emperor 02/20/12(Mon)22:19 No.18034513
    >>18034345
    We should either move as 1 or 2 separate stacks. (As Frank should go out as well to fight)
    1 warlord, 6 troopers, and 1 Bwight (Linked to the opposite warlord)
    It can act as a good test for the B-Mobile.
    Depending on who we get as another warlord, they'd be out in the marshes if they're a fighter.
    However, in our case, perhaps we should have a Bwisp nearby that is linked to Liam with one of ours back at Rodrom, Just in case.
    >> Anonymous 02/20/12(Mon)22:27 No.18034621
    Ahh well I'm up for this how about 5 more bwisps dedicated to thorough close range (within 20 hexes of the base) scouting so we are always aware of any immediate problems and change the already made bwisps to long range scouting. Then for troops I'm thinking a stack of archers that will be permanently attached to whisper and 1 more to act for other military efforts and the farms, about 15 wights for local defense (ambush anyone that enters the swamp in small groups and reinforce any battles we take part in). and finally a stack of stabbers for our main military force. Although this is more of multiple turn goals and having the bwisps and wight foots take priority.
    >> Anonymous 02/20/12(Mon)22:27 No.18034629
    >>18034513
    We have a full 8 stack of wights. Frank was able to take on a cwoc himself last time.

    I vote for more bwisps going east towards the barbarian cities. the 18 needed for farms. another warlord in addition to the one currently being popped.

    We should have bwisps along the swamp's edges and a few spersed throughout the swamp letting us know when a cwoc pops up. Keep in mind that a scout can see a few hexes over not just the one they're in.

    We should keep to the rule of not letting other sides know we exist. We should ask OP if there will be a way of sending Liam into the magic kingdom without doing that. In the magic kingdom we can buy merc magicians, magic items, and spells.
    >> Anonymous 02/20/12(Mon)22:29 No.18034661
    >>18034621
    instead of stabbers, pikers but otherwise I'm fine.
    >> Anonymous 02/20/12(Mon)22:30 No.18034670
    I just had a thought, not all buildings need to be connected with citys. That means that we could start building farms and defenses in the swamp proper.

    I would like to scope out the swamp for places we could build at E.G. dry bits for farms, good choke points to place defenses at Etc. (This would only be a survey to find out how much land we have to work with)
    >> Anonymous 02/20/12(Mon)22:31 No.18034687
    >>18034661
    I figured for now stabbers to reduce upkeep since we don't have a large income source yet (although those gems may be a nice prize).
    >> Anonymous 02/20/12(Mon)22:32 No.18034702
    >>18034661
    >>18034687
    If you want to reduce upkeep lets make slashers.
    >> Anonymous 02/20/12(Mon)22:33 No.18034718
    >>18034702
    >>18034687
    we have a bonus to pikers though. It's worth it.

    >>18034670
    We should see what kind of buildings we can do. But really I think the road that leads from our city to the main road is the only place enemies will come from. Let's build on that.
    >> Anonymous 02/20/12(Mon)22:33 No.18034724
    Hmm, a thought occurs - is there only a single road into our castle? Our opponents probably won't be swamp-capable, so we could set a guard further down the road, allowing the city to remain undetected if someone sends a force up our way, as well as providing advance warning.
    >> Servant of the Emperor 02/20/12(Mon)22:35 No.18034762
    Awesome Casters
    Thinkamancers: Mind powers to disorient and destroy target's minds, messengers across vast distances (findamancey availible to them as well?)
    Croakamancer: Uncroaked units are great, but little to no upkeep. They degrade. Warlords can be Uncroaked (And also seem to be able to do so after some time. Warchalking's warlord died, and was uncroaked by wanda in gobwin gnob!) and will still act as warlords. This includes warlords of enemy factions!
    Dirtmancer: Raise entire cities, or RAZE them. can craft golems from Shit, Dirt, rock, and even metal! A good one? Is a frightening thing to behold.
    Dollamancer: They can craft fluff golems, able mounts, heavies, or siege weapons. Seem to also be good at crafting magic and special items as well
    >> Anonymous 02/20/12(Mon)22:37 No.18034778
    >>18034724
    yes, there is only the one road, but enemies can still go through swamp, just at a disadvantage. Swamp Capable just means no disadvantage. I don't want to build an outpost on the main road that will just serve as an advertisement to a newly formed side.
    >> Anonymous 02/20/12(Mon)22:37 No.18034792
    >>18034718
    If that road is the only path I think for future defence we should invest in a spell to expand the swamp over the road and use our weirdomancer to give swampcapable effect to any units we turn or create that lack it.
    >> Anonymous 02/20/12(Mon)22:41 No.18034843
    >>18034792
    A working plan. It would be dirtamancy.

    >>18034762
    A dittomancer or foolamancer would also be nice.
    >> Servant of the Emperor 02/20/12(Mon)22:42 No.18034859
    >>18034762
    uncroaked unit's are not great i mean.
    >>18034629
    I just dont want us to run into a large wild stack of units, because we might run into numbers of 2-3. After all, we're going for the non lethal takedown, so it's better to have additional help to deal the hits rather then us trying to wrassle us up some beast while his buddies take a bite out of our ass.
    We're still only a level 1 warlord afterall.
    What was our 'class' anyway? Were we a piker too? a slasher?
    >> Anonymous 02/20/12(Mon)22:43 No.18034868
    >>18034762
    I don't think we need a croakamancer, really. Uncroaked aren't swamp-capable, which would make them a LOT less useful for our faction.
    >> Anonymous 02/20/12(Mon)22:44 No.18034881
    >>18034778
    >>18034792
    I was thinking of defenses like camouflaged blinds where all the units inside would be hidden by natural foolmancy (in help with ambushing), or traps of different kinds.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)22:44 No.18034890
    Back.

    The 20 Bwisps are a go: they pop. If they explore this turn, 20d20

    I take it there will be 18 units of some sort built, the consensus seems to be Pikers.

    >>18034778

    I'm changing this: only swamp capable units can enter into swamps. Deep swamps can also be handled by swamp-capable units, but archers cannot attack flying units in them because of the thickness of trees and mist, but they are easier to hide in.
    >> Anonymous 02/20/12(Mon)22:45 No.18034901
    >>18034859
    We didn't have a weapon. We rastled that sumbitch barehanded. I mention last time on getting one. It would most likely be our choice, whether we wanted archery or closecombat. I vote a pike to go with our theme.
    >> Anonymous 02/20/12(Mon)22:45 No.18034908
    rolled 12, 7, 2, 20, 5, 4, 6, 7, 17, 3, 19, 11, 18, 20, 5, 16, 1, 19, 20, 20 = 232

    >>18034890
    lets do this and hope we find some awesome stuff
    >> Servant of the Emperor 02/20/12(Mon)22:47 No.18034935
    >>18034890
    >>18034868
    It does make our swamp even more AWESOME
    but less-so for croakamancer. Even then though, free units, including Warlords, is awesome. Our Spidews arnt swamp capable but Tunnel Capable as well.
    >> Servant of the Emperor 02/20/12(Mon)22:50 No.18034971
    >>18034901
    Good, there is bows in the wagon. Although, we couldve set aside our spear that was always there and just wrassled the cwoc.
    >> Anonymous 02/20/12(Mon)22:51 No.18034991
    >>18034971
    We don't have a spear. We should get one is what I was saying. Leave archery to the women.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)22:51 No.18034998
    >four 20's
    >only one 1

    Impressive as -boop-, and only one Bwisp is eaten by something nasty that you don't really see.

    You locate a total of roughly 23 Cwocodils and Growlagators, you locate 3 wild Gwiffons packed up nearby with a Megalogwiff, and you spot what appears to be a naturally occurring mine that could be profitable. None of the critters look like they will be going anywhere soon.
    >> Anonymous 02/20/12(Mon)22:54 No.18035043
    >>18034998
    What's the difference between Cwocs and growlagators?

    Our orders are to go on a hunting spree with Whisper and wights, capturing what we can. Send more bwisps to check out the cave and standing orders to go East.
    >> Servant of the Emperor 02/20/12(Mon)22:56 No.18035071
    >>18034998
    Profit!
    When the Demons get back, Lets cash in those gems,and send them out after the Cwocs and Growlagators we've found, while ourself, whisper, and the Wightfoots moveout as well seperately, with the test of the B-Mobile.
    A Bwisp linked to use will tail behind the demons so we can track them. Give her a notepad so she can send messages too. Let her use her own judgement, she'd like that.
    >> Anonymous 02/20/12(Mon)22:56 No.18035076
    >>18034998
    Gotta catch 'em all.

    And you know we want that megalowiff for our King.
    >> Anonymous 02/20/12(Mon)22:57 No.18035085
    >>18035071
    the demons wont get back this turn
    >> Anonymous 02/20/12(Mon)22:57 No.18035093
    >>18035043
    I say this but send abigail or whisper to check out the mine (with a unit of demons) while turning any gators or cwocs along the way and we should go check out the megalogwiff and gwiffs with a ranged unit (if we have any) and capture those
    >> Servant of the Emperor 02/20/12(Mon)22:58 No.18035108
    >>18035085
    Oh right, i just realized that too.
    Leave a note with Liam/the new warlord.
    >> Anonymous 02/20/12(Mon)22:58 No.18035113
    >>18034998
    Sweet, First priority is the mine but I want to wate for more units to take it. If there are any Cwocodils close by lets take them.

    >>18034991
    >>18034971
    How about a javalin(s)? Toss them at range, use them as a short spear in close combat.


    Lastly I segest we send the Wrath-Feet to start scouting the barbarians to the east.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)22:59 No.18035128
    I should point out that none of them are within one turn's move for you.

    >>18035043

    Growlagators aren't as heavy, but have a growl breath weapon.
    >> Anonymous 02/20/12(Mon)23:01 No.18035151
    Okay, if our scouting is done let's end turn for now. The demons and wagons are on a return path and it would be unwise to have everyone leave the capital on hunting expeditions until we have a garrison in place here.
    >> Anonymous 02/20/12(Mon)23:02 No.18035168
    >>18035128
    Ok so lets have whisper and a unit of anything we have available meet with the caravans and have the unit take over for the demons while giving orders to go to the mine with whisper and to gather all turnable creatures along each path (from meeting to mine and from mine to city).
    >> Servant of the Emperor 02/20/12(Mon)23:02 No.18035184
    >>18035151
    Hmmm, you're right. I've lost undefended cities before after clearing out the garrison for an attack.
    >> Anonymous 02/20/12(Mon)23:03 No.18035185
    >>18035113
    no to wights scouting. That's what we have bwisps for. Wights aren't enough to take the city, so sending them does nothing.

    Go with the whole gang cwoc capturing, but only go as far out to be able to make it back to the city by turn's end.

    >>18035128
    Nevermind. Tell Whisper to go with the wights to catch some, trying out the bwisp mobile idea while they're gone. Frank stays at base so to give orders to Liam and the soon poppijg units.
    >> Anonymous 02/20/12(Mon)23:05 No.18035224
    Wight-Foot have 14 Move and are only Swamp-Capable
    Bwisps have 60 Move, Fly, and we can Remote View them

    Wights are not good scouts. They seem more like assassin or ambush units. When and if we take that outpost it will likely be with Wight-Foots. Bwisps are good scouts, and they can cover all terrain. I think we have enough Bwisps for now, we can have ten of these patrol the swamps while the other ten go east. Our 12 out right now will keep exploring in all directions.

    I don't think we need to be raising our upkeep costs right now, we're barely coming out ahead, and with these extra Bwisps and paying the upkeep of next turn's Pikers and a few more Cwocodils will put us in the negatives again. Building up before we get a stable income is silly, but we do need to send someone to check out that mine to secure our income. I vote the stack of Wight-Foots.
    >> Servant of the Emperor 02/20/12(Mon)23:05 No.18035228
    We're going to need to get the mine operational fast. because gwiffons and all those cwocs are going to kill us in upkeep.
    >> Anonymous 02/20/12(Mon)23:08 No.18035287
    >>18035185
    Wight-Feet are our long range scouts and spys as they can hide really well, so they wont alert any factions or barbarians to the fact that we plan to invade them. Yes they are slow thats why I propose to send them now so they would have plenty of time to get there about back before we are ready to attack.
    >> Anonymous 02/20/12(Mon)23:11 No.18035321
    >>18035287
    no. They aren't scouts. Bwisps hide just fine.
    Whisper and wights go to mine, capturing crocs enroute, using a bwisp and paper to talk to us.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)23:12 No.18035341
         File: 1329797539.jpg-(42 KB, 416x313, conspiracy-3.jpg)
    42 KB
    You wait a bit so the wagons and Demons can finish their move, then end your turn.

    As night comes and you enter the tower, you find Liam with dozens of books open, maps drawn out on paper, connections made across articles with notes scrawled everywhere all over the table. Pic related.

    As you enter, you ask him what he found out. Oh boy. 1d20 for something unrelated.
    >> Anonymous 02/20/12(Mon)23:15 No.18035378
    rolled 10 = 10

    >>18035341
    funny. Liam the weirdomancer is now Charlie.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)23:21 No.18035477
    >>18035378

    "Hi."

    "Hello Liam. What did you find?"

    "I didn't find it, but I know it exists."

    "What exists?"

    "Their capital."

    "Who's capital?"

    "Dinger."

    "Wasn't Dinger destroyed?"

    "Yes. Twice. It's Ruler and Warlords killed both times. But it comes back, and so do they."

    "I'm confused."

    "Aren't we all?"

    "No. Tell me more."

    He proceeds to explain that Dinger is hidden somewhere in a triangular region to the South-West, possibly in a canyon he has highlighted on a map. He postulates that in the Sourthern Region Dinger has been the secret backer behind every conflict's winning side for around 300 turns by supplying weapons, information, schumckers, and mercenary troops in various conflicts. He claims that the only reason they allowed themselves to be perceived as destroyed was to hide from Charlie, who was growing wary of them.
    >> Anonymous 02/20/12(Mon)23:22 No.18035491
    >>18035321
    Yes they are scouts (or at least I would use them as scouts). Now If in your opinion they are unsuitable for scouting please explane why. My postion is their concealment bounce is most useful to scouting units. They (likely) would not have been noticed by the caravan like our Bwisp was. That proved to me that stealth is more important than speed in our scouting. Which is why I want to use the Wraith-Feet instead of Bwisps in scouting the east.
    >> Anonymous 02/20/12(Mon)23:22 No.18035498
    rolled 2 = 2

    >>18035477
    nice. and we just raided them.

    >WELP!
    >> Anonymous 02/20/12(Mon)23:24 No.18035522
    >>18035477

    Who is Charlie?
    >> Anonymous 02/20/12(Mon)23:26 No.18035553
    >>18035491
    14<60
    Our swamp is around 60 hexes to the edge from our capitol. Demons made it to the road with Liam's boost. Wights take too long and are too expensive to be used as scouts. A wight can only see the hex he is in. A scout can see several away.
    >> Anonymous 02/20/12(Mon)23:28 No.18035580
    >>18035477
    We go read in library studying mathamanacy.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)23:28 No.18035585
    >>18035522

    OOC: http://www.erfworld.com/wiki/index.php/Charlie

    IC: You don't know either, so you ask

    "Who is Charlie?"

    "The head of Charlescomm. He can automatically be contacted by Thinkagram by the Ruler of any capital side thanks to the Arkendish, one of the four Arkentools. He will supply mercenaries to anyone who meets his price."

    You muse on this.
    >> Anonymous 02/20/12(Mon)23:29 No.18035592
    >>18035522
    An opportunistic mercenary who has been attuned to the Arkendish, and now has incredible control over Thinkamancy. He only produces Archons, flying knight-class magic units, comparable to demons.
    >> Anonymous 02/20/12(Mon)23:30 No.18035606
    >>18035585
    we don't thinkagram Charlie. We don't want others to know we exist and Charlie would sell that information at a price to anyone. I don't trust him.
    >> Anonymous 02/20/12(Mon)23:30 No.18035612
    >>18035553
    But can and are noticed, It's safer to use Wraiths at least for scout people/faction we really do not want to know we are here.
    >> Servant of the Emperor 02/20/12(Mon)23:32 No.18035634
    >>18035585
    We have units on level of his mercenaries. The Demons.
    However, we still dont know the extent of the demon's powers. We need to find out to see if they have things like Thinkamancy, Findamancy, and Luckamancy at their disposial. Because it just says 'Knight class'
    Do natural allies pop casters?
    >> Anonymous 02/20/12(Mon)23:32 No.18035635
    >>18035612
    no man. sorry. our scout got seen do to a bad roll. Wights aren't cost effective.
    >> Anonymous 02/20/12(Mon)23:33 No.18035645
    >>18035612
    >But Bwisps can and are noticed
    fixed
    >> Anonymous 02/20/12(Mon)23:33 No.18035646
    >>18035634
    they do have natural turnamancy.

    OP is it the next turn now?
    >> Anonymous 02/20/12(Mon)23:35 No.18035661
    >>18035612

    We can send either a fast, cheap, and harmless scout unit that can fly over any terrain and reports back in real time, or we can send a slow, expensive, and threatening infantry unit that might be seen as a declaration of war by anyone it bumps into that has no means of reporting back to us whatsoever save by returning, slogging back on foot.

    It would literally take 5 turns before a Wight-Foot is out of the swamp, meaning an additional 5 turns to report back, assuming it isn't croaked. That means any information we get from it is vastly out of date, it can be croaked by anyone and we wouldn't know it, and if it comes to warn us of an invading army that army shows up next turn.

    They are not scouts, they are niche units meant for ambushes, hit and run, and assassination.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)23:38 No.18035702
    >>18035634

    No, they do not. Demons natural casting beyond Turnamancy that you know of, but you aren't quite sure what they can produce yet. They do, however, pop the turn you pay for them. Instantly.

    >>18035646

    Night time. Next turn comes when you and Liam are done.

    Speaking of which, are you?
    >> Anonymous 02/20/12(Mon)23:39 No.18035715
    >>18035702
    Liam and I continue to study in the library. I study mathamancy.
    >> Servant of the Emperor 02/20/12(Mon)23:40 No.18035727
    >>18035702
    And how much do they cost?
    you didnt put a cost to them. Do they pop as level 3s or level 1s?
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)23:41 No.18035745
    >>18035715

    You read about Mathamancy until you fall asleep. You are learning a great deal, but it is all hypothetical since you are not, in fact, a Mathamancer, though you are becoming a better mathematician. You awaken to your breakfast on the table in front of you, Liam asleep on the window sill for some reason, and a -Pop- as dawn comes.

    3d20
    >> Anonymous 02/20/12(Mon)23:41 No.18035752
    >>18035702
    Yes, we're done. We'll need to be well rested for tomorrow.
    >> Servant of the Emperor 02/20/12(Mon)23:41 No.18035757
    rolled 13, 14, 12 = 39

    >>18035745
    Aww yeah Warlord time!
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)23:42 No.18035767
    >>18035727

    They pop as Level 1's. Questions of cost and unit type can be answered by Abigail or another Demon unit.
    >> Anonymous 02/20/12(Mon)23:46 No.18035804
    I should like to point to anyone who thinks we can take Charlie one itsy bitsy piece of information:
    Charlie has around 5000 Archons, each one a veteran of multiple conflicts(usually), capable of reporting directly back to him the moment things go south. Now, I don't advocate hiding, as Erfworld likes to put you in the spotlight and say "Fresh fucking meat." but we need to ensure that, if anything, we don't cross Charlie. Charlie will wreck our shit.
    >> Anonymous 02/20/12(Mon)23:47 No.18035817
    >>18035757
    Heeeeell yeah!
    >> Anonymous 02/20/12(Mon)23:48 No.18035842
    >>18035804
    >5000 Archons.
    Uuuh, no. Try 600.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)23:49 No.18035849
    >>18035757

    Sitting across from you is... yet another Caster! After Liam you've come to recognize the type really.

    He has some sort of Fu-Manchu going on, and wears a turban and robes which seem to be gray, but when you squint they shift in color.

    "Ahh, hello, you must be the King."

    "Yes, I am King Frank Marion."

    "I see, I see. Yes, this is who you seem to be to me as well."

    "Uh huh. Who are you?"

    "I am Shang-Low-Bil."

    You fell that eccentric casters are raining down upon you as though sent by the Titans themselves.

    Shang-Low-Bill
    Level 1
    Novice Foolomancer
    Move: 8
    Hits: 2
    Combat:1
    Defense: 1
    >> Anonymous 02/20/12(Mon)23:50 No.18035869
    >>18035842
    still too many to fuck with. He's way over our head.

    >>18035849
    SHIT YES A FOOLAMANCER! WE BANDITS NOW!
    >> Anonymous 02/20/12(Mon)23:52 No.18035900
    >>18035849
    I approve of this. Let's see what else popped in the night, and get some scouting going on.
    >> Anonymous 02/20/12(Mon)23:54 No.18035917
    >>18035849
    Set another warlord to pop,

    What of our 18 other units? Did the start farming? If not, tell them to. Send Whisper and the wights to the cave with a bwisp and paper. Make sure to have one bwisp here linked to whisper. Have Liam boost Whisper's stack as much as he can, then go study. Ask Shang what he can do at this level and what he can do to level up.
    >> The Titan's Mandate !6CrZ543I4I 02/20/12(Mon)23:55 No.18035935
    >>18035804
    >>18035869

    OOC: In all honesty you probably aren't ready for a fullscale war yet. Low level Sides with a steady income that are fighting each other typically send two to three warlords, a few hundred infantry, some basic siege, and mix in heavies, fliers, and mounted units with their main invasion force, though not in huge numbers. You can afford to build a force like that and pay for it for some while, but you aren't ready to go tow to toe with something like the Royal Crown Coalition, Gobwin Knob, or Charlie yet.
    >> Servant of the Emperor 02/20/12(Mon)23:55 No.18035936
    >>18035849
    Oh, My, Titans.
    A Foolamancer!
    Illusions, invisibility, fake armies, disguises!

    Send him to the library to say hello to the other caster. They can cryptically talk to eachother whyle we go waile on things. Explain to him to test of the B-Mobile and that we've left a Bwisp here that we can talk to.

    Ah! With a foolamancer, if they're decent enough, we could have the Bwisps be disguised as something so that they dont see them as units.
    Cue up another warlord (because we could use a close quarters fighter.)
    >> Anonymous 02/20/12(Mon)23:55 No.18035943
    guys with a foolamancer we can hide entire cities! No one will know of our existence. We need to level him quick.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:00 No.18036019
    >>18035917
    >>18035900

    The 18 Pikers also popped, and you head out to have them start farming after leaving the two casters to discuss their respective eccentricities.

    You call Whisper in, and explain how the Bwisp system will work. It seems slow and clunky compared to Thinkamancy, but you both agree that it is the best system you have for now. While you are at it, you make her your Chief Warlord in the absence of other candidates.

    It seems that the Bwisp she attunes to must stack with her, then leave the stack without joining yours. Something like that is just a mechanical technicality though: it just means the Bwisps won't be getting any stack bonuses.

    She gets the Wight-Foots assembled in short order as two nearby Bwisps pull back to your location.

    You also queue up a Warlord.

    Actions?
    >> Anonymous 02/21/12(Tue)00:01 No.18036026
    rolled 16, 16, 9, 9, 3, 6, 12, 11, 5, 11, 20, 8, 20, 5, 18, 6, 11, 5, 11, 5, 8, 16, 12, 4, 7 = 254

    >>18035935
    Rolling for all our bwisps. I'd like to look for areas of the swamp that we can put farms. It was said earlier that building can exist outside cities. Also I'd like to ask what are all the buildings we can currently make?
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:03 No.18036059
    >>18036026

    I'm leaning toward the notion that those pop as you make mass construction and armament endeavors as part of the cost of raising units and siege weaponry en masse.

    Also you need 3 more dice, you have 31 Bwisps but two are committed to communications.
    >> Anonymous 02/21/12(Tue)00:04 No.18036066
    >>18036019
    Do the demons (the flying ones, I know the others will take some time before returning) show up?

    In the meanwhile, Frank goes to the training fields.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:05 No.18036092
    >>18036059
    >>18036026

    For now though, you can make Mines for something like gemstones or other resources you may find, farms (limited by land type), lumber mills will pop when you build siege, and you could, if near water, build a docks.
    >> Anonymous 02/21/12(Tue)00:06 No.18036099
    rolled 8, 13, 2 = 23

    >>18036059
    here. can we make extra farms out in the swamp?
    >> Servant of the Emperor 02/21/12(Tue)00:06 No.18036106
    rolled 9, 18, 13 = 40

    >>18036059
    for three more Bwisps!
    >>18036066
    Frank i still say marches on as well. Beating up cwocs and growlodiles will get us much needed experience.
    >> Anonymous 02/21/12(Tue)00:07 No.18036109
    I don't know that it's wise to send out Countess Whisper with some infantry to go croc-hunting; she doesn't have stats that spectacular and neither do our troops.

    Hrm. Mount the Foolamancer on our Cwocodil and have him accompany her. He should make enough of a difference, and I'd like for him to start gaining some experience.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:07 No.18036111
    >>18036066

    They all fly, but none show up and aren't expected back for another two turns or so.
    >> Anonymous 02/21/12(Tue)00:08 No.18036124
    >>18036092
    just wondering can docks be made for deep swamp?
    >> Anonymous 02/21/12(Tue)00:08 No.18036131
    >>18036109
    she isn't going croc hunting, she's going to set up our mine.
    >> Anonymous 02/21/12(Tue)00:08 No.18036132
    Our goal shouldn't be Cwoc hunting, it should be building up a stable resource base. Send Whisper and the Wight-Foots to scout the mine and communicate back. That's it. Nothing more is needed for now.
    >> Anonymous 02/21/12(Tue)00:09 No.18036146
    >>18036131
    Ah. Missed that somehow. Do we have any planned way for her, and our infantry, to gain experience? Relying on training them up seems impractical, though it might be able to work.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:09 No.18036148
    >>18036124

    They cannot.

    >>18036099

    You cannot.
    >> Psyker Ted 02/21/12(Tue)00:11 No.18036165
    rolled 19 = 19

    Is there a chatroom for this?
    >> Anonymous 02/21/12(Tue)00:13 No.18036191
    Considering we havent done much about it how about we pop some pikers next turn and head towards the outpost sending whisper and some demons along for protection and experience and set wights to ambush in the forest
    >> Anonymous 02/21/12(Tue)00:14 No.18036212
    >>18036191
    whisper and wights currently headed to the mine. Outpost would give us nothing. It doesn't make money. Attacking it would only anger a side alerting them to us.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:15 No.18036229
    >>18036165

    There is not, no.
    >> Anonymous 02/21/12(Tue)00:17 No.18036245
    Soooo. . . What's our plan here? Are we gonna get involved in that war to the west, do some more raiding east, or what? 'Cause I'm all for raiding under the cover of foolamancy.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:18 No.18036259
    >>18036099
    >>18036026

    This is taking a fuck ton of time to write up, you find out a LOT.

    Anything you want to do while I'm writing this, go ahead btw.
    >> Anonymous 02/21/12(Tue)00:18 No.18036261
    >>18036245
    Say hidden, build up, and start taking over the uninhabited east. (short to mid term goals)
    >> Anonymous 02/21/12(Tue)00:20 No.18036275
    >>18036245
    Were sending most of our forces to build up a resource base within the swamps to get the mine and build experience. Also we are popping another warlord (which i hope is a more serious or ofensive oriented caster) but overall we want a strong close combat warrior.
    >> Anonymous 02/21/12(Tue)00:20 No.18036276
    >>18036245
    so far, we want to raid along the south-western road.
    Make the southern merfolk our protectorate so we can act through them.
    Maybe check out the east. It could be a bigger city there that we can't take over.
    >> Servant of the Emperor 02/21/12(Tue)00:20 No.18036277
    >>18036259
    Then let's start up a chatroom while we wait!
    suptg irc, lets say #TitansWill
    >> Anonymous 02/21/12(Tue)00:27 No.18036368
    >>18036277
    Eh I could never get Irc to work for me.
    >> Anonymous 02/21/12(Tue)00:29 No.18036396
    I'm pretty sure that the demons have enough move to reach us this turn.

    Wait for them to arrive and get us those gems. If they have enough money in them to upgrade our capital, it could open up a wealth of new options.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:37 No.18036479
    >>18036259

    North: Your Bwisps find an opening in the patrols and slip through. You note small roads going from outpost to outpost and allowing the human units to move about, these outposts providing choke points with forest to either side of them. It seems like they are heavily reinforcing the Western border. You identify Eager Elves, Woodsy Elves, Bawdy Elves, and Lofty Elves. Not only are divisions of foot on their way over, but you spot a stack or three of heavies moving down the paths. A big engagement must be expected.

    North-East: You poke around a bit more, finding what may or may not be the border of the Doomenorians.

    East: Oooh boy. You find the remnants of what appear to be a neutral city, it's leader long dead, tucked away in the lowlands near the mountains. Exploration reveals a handful of paths through the mountains, and your Bwisps that push on past spot what may or may not be other scouts far off in the distance. You also discover a road from the mountains that goes south and curves toward the Lake country. So yes, abandoned city, seems unclaimed.

    (field too long)
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:38 No.18036497
    >>18036479

    South: Critical success. Your Bwisp is privy to a lengthy conversation between a couple of Gillies (Erfworld mermen) that fail a spot check. They are discussing possible war profiteering, and high income from pearl diving. On your turn you manage to slip a Bwisp right up to the city's gates unnoticed. There seems to be all kinds of hustle and bustle as traders from every which way try to figure out who's turn it is outside of the gates, so that the next side can move on through. You hear snippets of conversation about the war to the West, and all kinds of rampant speculation. You gather that the war is with a power that isn't local to the region, and some think that if the coalition loses the invasion might come here next. Others scoff at the idea of the Western Coalition losing, but go on to say that they love how the war is driving up prices so they hope it continues. Most of the other conversations are too personal to mean anything to you.

    West: You get a good look at the conflict from a high vantage point: it appears that a large number of mounted units wearing Green and Orange are positioned behind a handful of Pikers on foot, and look like they are making camp. From the burning camp fires on both sides in the distance, it seems that this is just a skirmish between forward positions. On one side seems to be a mix of units, on the other Hobgobwins seem to dominate, in fact you don't spot anything other than Hobgobwins on the Green and Orange side.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:39 No.18036508
    >>18036396

    They won't arrive for at least 2 turns.

    >>18036277

    I'll jump in perhaps.
    >> Anonymous 02/21/12(Tue)00:42 No.18036559
    >>18036497
    pull back from the West, South, North, and Northeast. Keep the Eastern ones. Don't want to be caught. Keep them at swamps' edge.

    Leave the two magicians to study, Frank's going cwoc hunting. Have Liam boost your moving and go after the nearest one with intents to capture.
    >> Servant of the Emperor 02/21/12(Tue)00:43 No.18036576
    >>18036479
    >>18036497

    I saw pull those scouts out of there. Seems like this is not a place we want to be spotted moving around.

    Unclaimed city though, tempting... Strange why the conqueror would leave the city alone?
    >> Anonymous 02/21/12(Tue)00:45 No.18036589
    >>18036576
    They died due to money mismanagement.
    >> Anonymous 02/21/12(Tue)00:47 No.18036615
    >>18036497
    I guess have liam give some kind of boost to wight movement and send them towards the ruins along with bwisps with orders to explore the ruins and spy on the other scouts and explore the local area for resources.
    >> Anonymous 02/21/12(Tue)00:48 No.18036632
    >>18036615
    wights went with whisper to the mine already.
    >> Anonymous 02/21/12(Tue)00:49 No.18036643
    Annoying questions:

    Are we going to use subhexes for battles we are present at?
    Do fighting stacks co-ocupy space?
    How many units can you fit in a stack?
    How many units can you fit in a hex?
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)00:53 No.18036678
    >>18036643

    >Hexes
    If you are in a battle, there will be a Hex Map made up for strategic purposes.

    >Do fighting stacks co-ocupy space?
    Multiple stacks from multiple sides can be in the same Hex, but if your numbers are in the thousands you will be forced into Columns (a larger unit) and there is an upper limit to the number of forces you may have in a stack. Working that out, but we won't hit it for a while.

    >How many units can you fit in a stack?
    Let's say about 80. Stack bonuses max out at +8 with 8 units though.

    >How many units can you fit in a hex?
    Uncertain in cannon, but a lot.
    >> Anonymous 02/21/12(Tue)00:59 No.18036727
    >>18036678
    so...
    how long befere whisper gets there?
    Do we go cwoc hunting after getting boosted by Liam?
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:02 No.18036751
    >>18036678

    Riddled with typos, ugghh.

    >>18036275
    >>18036261
    >>18036632

    With a little Juice from Liam, they arrive this turn. You monitor their progress through Bwisp. They arrive in short order at the natural shaft, and slip down into the mine. The inside is dark but the Bwisp has a slight luminescent glow, allowing you to see around.

    Peat seems to be prominent in piles near the entrance, and a bit further in the walls jut with cole, but deeper inside you see... gemstones! It appears that this mine is home to some naturally occurring gemstones. If you pop some mining equipment here, and possibly a few units with Dig or Dirtamancy, you can expand your operation, but for now this shaft has enough gemstones for you to begin carting them back home once you build the manpower to bring them back en masse.
    >> Anonymous 02/21/12(Tue)01:05 No.18036781
    >>18036751
    message whisper through bwisp to pop everything she can to get started. What units have dig? How many troops to have the mine fully operational? Frank gets boosted by Liam and goes cwoc wrestling.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:09 No.18036837
    >>18036781

    Sappers, Dwarfies, Marbits, Gobwins. You have none of the above at the moment.

    You jot a quick note indicating that they should grap some gems and bring them back asap. And show it to the Bwisp. After a few minutes she remembers to check her mail, then gets to it. She may be back in 1-2 turns.

    Not much else to do except set build queue.
    >> Anonymous 02/21/12(Tue)01:12 No.18036858
    >>18036837
    Go cwoc until turn end. What buildings can we make again?
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:13 No.18036870
    >>18036858

    None are really helpful to you right now.
    >> Anonymous 02/21/12(Tue)01:15 No.18036883
    >>18036870
    then get boosted and hunt down a cwoc. bring it back, let everyone complete their move while training in the field with the farmers and end turn.
    >> Anonymous 02/21/12(Tue)01:17 No.18036903
    >>18036870
    how many turns till Abigail gets back? Maybe we can upgrade the city with the money from the gems. Then we might be able to pop sappers. We'll need them for sieges anyway.
    >> Anonymous 02/21/12(Tue)01:17 No.18036904
    >>18036883

    I don't know that we should be capturing Cwocs right now. I think that we should be a bit more certain of our resource base before we dash around adding units to our upkeep.
    >> Anonymous 02/21/12(Tue)01:18 No.18036915
    >>18036904
    a single unit, a single cwoc, wont break the bank. We don't even know its upkeep.
    >> Anonymous 02/21/12(Tue)01:19 No.18036923
    >Sending our ruler and pc out to solo a Heavy unit

    Bad, bad, bad, bad idea. Why would you do this? That's like sending your King in Chess to go fight a Rook. Let's at least pop an heir before we do that shit.
    >> Anonymous 02/21/12(Tue)01:20 No.18036941
    >>18036923
    We've already done it. Pay attention. We kick his ass.
    >> Servant of the Emperor 02/21/12(Tue)01:21 No.18036951
    >>18036923
    Thats why i said send us in a STACK.
    we can take wightfoots ourselves with a B-mobile on thats linked to Abagail. If we're in trouble, we can pull out of the fight (As we're a warlord and can retreat at will rather then fight till the end as unled stacks to) and she can send a move boosted demon over to extract us.
    >> Anonymous 02/21/12(Tue)01:22 No.18036954
    >>18036923
    Frank is a god on the battlefield. He can take a cwoc. Frank's stats are high.
    >> Anonymous 02/21/12(Tue)01:22 No.18036962
    >>18036951
    we don't have anything other than garrisoned farmers. The Swamp Fox can take a cwoc.
    >> Anonymous 02/21/12(Tue)01:23 No.18036974
    >>18036951

    Except that we don't have Abigail or Wight-Foots, and even if we did we don't know for sure they could get there in time to bail us out when we are actively fighting. In fact, we don't even know if Demons can use Bwisps.
    >> Anonymous 02/21/12(Tue)01:24 No.18036982
    >>18036974
    Abigail can. She's a warlord basically. But really as long as it's one cwoc, we're fine.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:25 No.18036989
    You go out Cwoc hunting. 2d20
    >> Servant of the Emperor 02/21/12(Tue)01:25 No.18037000
    I had an idea to get us some diggers.
    All rulers can access Charlescomm. Charlescom doesnt directly attack nations, just, sells out his work. He could sell us Thinkagrams to marbit, dwarfy, gobwin, or sapper chieftains. Ontop of a Wirdomancy teleport to us if we can establish an alliance. Charlescomm doesnt seem malicious all in all.
    He does have a reputation to uphold afterall, he wouldnt sell out a new kingdom.
    >> Servant of the Emperor 02/21/12(Tue)01:26 No.18037010
    rolled 2, 16 = 18

    >>18036989
    Rolling to punch out that Cwoc!
    >> Anonymous 02/21/12(Tue)01:27 No.18037016
    rolled 8, 2 = 10

    >>18036989
    rolling

    Did we ever decide on franks main weapon? I still vote javalin/spear
    >> Anonymous 02/21/12(Tue)01:27 No.18037022
    >>18037000
    bullshit he wouldn't sell us out. He might offer us a chance to pay more than the other guy first, but we wouldnt win a bidding war.
    >> Anonymous 02/21/12(Tue)01:28 No.18037033
    >>18037000
    no contact with others. Nobody should know we're here.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:29 No.18037041
    >>18037010

    This time the Cwoc finds you. As you slip through the swamplands what you mistook for a log snatches you from behind! One arm is pinned to your side and you are tossed back and forth, Cwoc jaws sinking into flesh bloodlessly as the Cwocodil dives into the water!

    17/25 hits left

    What will you do?
    >> Anonymous 02/21/12(Tue)01:29 No.18037053
    rolled 1, 20 = 21

    >>18037041
    bad start. Kick his ass.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:31 No.18037068
    >>18037053

    You try to bust free and kick it's ass... instead it just mauls you. Badly.

    7/25 hits left!
    >> Anonymous 02/21/12(Tue)01:31 No.18037078
    rolled 11, 12 = 23

    >>18037068
    It's been a bad day, let just flee
    >> Anonymous 02/21/12(Tue)01:32 No.18037084
    >>18037068
    fuck those are some bad rolls.
    run away for now.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:33 No.18037092
    >>18037078

    You churn around in the water managing to avoid teeth, nearly drowning, and being thrashed around in a stalemate!

    3d20 now.
    >> Anonymous 02/21/12(Tue)01:36 No.18037126
    rolled 14, 18, 11 = 43

    Let's never do this again.
    >> Anonymous 02/21/12(Tue)01:37 No.18037135
    guys we forgot to bring our cwoc mount
    >> Anonymous 02/21/12(Tue)01:37 No.18037140
    rolled 19, 4, 4 = 27

    >>18037121
    oh titans
    >> Servant of the Emperor 02/21/12(Tue)01:37 No.18037143
    >>18037126
    Without a stack.
    Honestly, we said go out with a stack.
    Hell, dont we have a Bwisp with us for the B-Mobile, Whispers one? Can it jump in?
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:38 No.18037144
    >>18037121

    The stalemate continues, when out of nowhere dives one of your Bwisps that was patrolling nearby! It buzzes down and strikes the Cwocodil about the eyes and head, giving you a small opening to slip away as the dazzled and disoriented Cwoc turns it's attention to what seems to be the greater threat.
    >> Anonymous 02/21/12(Tue)01:40 No.18037186
    >>18037144
    POUNCE BACK ON!

    Just kidding run away back to the capitol.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:40 No.18037187
    (Yes, 3d20 again)
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:44 No.18037229
    Do you fear to roll?
    >> Anonymous 02/21/12(Tue)01:44 No.18037233
    rolled 15, 11, 10 = 36

    >>18037229
    HAAAAAAAAA
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:47 No.18037274
    >>18037233

    You manage to crawl desperately out of the Hex while an epic battle continues... for about three seconds, whereupon the Cwocodil chomps your Bwisp, then rushes to the Hex border where it lounges, frustrated it cannot reach you.

    You are not going to be able to reach Rodrom this turn, so you are going to have to camp in the wild for the night for the first time in your life.
    >> Anonymous 02/21/12(Tue)01:48 No.18037280
         File: 1329806883.jpg-(167 KB, 663x1000, 1314565017055.jpg)
    167 KB
    >>18037233
    how does one roll
    >> Anonymous 02/21/12(Tue)01:48 No.18037285
    >>18037274
    that's alright. head back tomorrow. Frank Marion takes no shit. end turn.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:49 No.18037289
    >>18037280

    Place "dice+xdy" in the email field. So for 3d20 it would be "dice+3d20", removing the quotes.
    >> dice=3d20 Anonymous 02/21/12(Tue)01:51 No.18037298
         File: 1329807096.gif-(1.48 MB, 368x265, 2cz1p2t.gif)
    1.48 MB
    >>18037289
    ok then i will try if not dubs
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:52 No.18037304
    >>18037285

    You fall asleep, and wake at dawn. You now have the move required to reach Rodrom again!
    >> Anonymous 02/21/12(Tue)01:52 No.18037308
    rolled 19, 4, 17 = 40

    >>18037298
    oops -_-
    >> Anonymous 02/21/12(Tue)01:53 No.18037311
    >>18037298
    noko then a space then dice+xdy
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:53 No.18037318
    >>18037298

    + instead of =, and email field instead of subject field.
    >> Anonymous 02/21/12(Tue)01:54 No.18037324
    rolled 6, 12, 9 = 27

    >>18037304
    thx does this work for something like /b/
    >> Servant of the Emperor 02/21/12(Tue)01:55 No.18037329
    >>18037304
    Book it! Use our knowledge of where previous cwocs where to avoid them all together and rush back to our gates.

    Maybe we should take up the bow.

    After we get back to the Capital, setting in, find out who our new warlord is, the other things we've popped, and check in on Whisper and Abigale via the B-Mobile Bwisps.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)01:56 No.18037342
    >>18037324

    Not unless things have been changed for that board, no.

    >>18037329

    You proceed to scamper back home!

    3d20
    >> Anonymous 02/21/12(Tue)01:57 No.18037352
    rolled 15, 13, 8 = 36

    dicks
    >> Anonymous 02/21/12(Tue)01:59 No.18037367
    rolled 1, 14, 6 = 21

    >>18037342
    ok then i will let you continue you game because i have no clue what you guys are playing
    >> Servant of the Emperor 02/21/12(Tue)01:59 No.18037370
    rolled 6, 19, 18 = 43

    >>18037342
    Do we have a fighter?
    Or maybe a Thinkamancer, a croakamancer? carnymancy? Doolamancer? Healamancer?
    Fuck there's a lotta casters.
    >> Anonymous 02/21/12(Tue)02:00 No.18037374
    >>18037370
    No to all of those. We will heal at the dawn.
    >> Anonymous 02/21/12(Tue)02:06 No.18037429
    >>18037342
    so?
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:08 No.18037447
         File: 1329808128.jpg-(18 KB, 319x450, austin-powers-cocktail-glass-4(...).jpg)
    18 KB
    >>18037352

    As you stumble in the front door, you encounter what appears to be... pic related romancing two of your Pikers.

    "I'm trying to tell you guys, we have chemistry baby, I can feel it, yeah!"

    You seem to have popped another highly eccentric caster.

    "Now you two birds hop along, I have to mingle with my Lord now you now. Very quick now darlings, yeah!"

    He turns to you leaning as though quite badly affected by Hippiemancy of some sort.

    "Hello hello, I'm Halston Flowers, Date-a-Mancer, just popped but always ready to pop, if you know what I mean."

    Halston Flowers
    Level 1
    Novice Date-a-Mancer
    Move: 8
    Hits: 2
    Combat: 1
    Defense: 1
    >> Anonymous 02/21/12(Tue)02:10 No.18037462
    >>18037447
    crazy. Put another warlord on the burner. Ask him what he can do and introduce to the others. Have abigail and whisper move.
    >> Servant of the Emperor 02/21/12(Tue)02:11 No.18037468
    >>18037447
    ...
    What is it, that you do Halston?
    What exactly is a Date-A-mancer?
    >> Servant of the Emperor 02/21/12(Tue)02:12 No.18037481
    >>18037468
    yes, and still.
    Bwisp update! Let's look at what our warlords are up to.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:12 No.18037483
    >>18037462

    "I can do all sorts of things. Mostly I can feel how things go together no matter which way you mix them though, it's very groovy."

    Abigail is out of your line of sight at the moment, and it seems Whisper is already on her way.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:14 No.18037491
    >>18037481

    Would you guys care to roll... 22d20 for Bwisp exploration?
    >> Anonymous 02/21/12(Tue)02:14 No.18037499
    rolled 9, 8, 6, 9, 7, 2, 15, 18, 18, 2, 15, 10, 18, 10, 15, 11, 17, 14, 13, 11, 6, 9 = 243

    from the wiki

    Among other things, Hippiemancy is the magic of relationships: detecting and altering the forces of opposition and attraction which bind people or units. Date-a-mancy is the oddest branch of Hippiemancy, in that it follows the Numbers which underlie all action. Date-a-mancy tries to quantify the intangible, things like leadership and compatibility and morale and Loyalty and Duty and even love, by means of match-ups. This can be very useful in warfare and logistics, but tends to wreak havoc among personal and political relationships. Sides tend not to keep their Date-a-mancers very long, because knowing the cold truth behind our interpersonal relationships only causes grief.
    >> Servant of the Emperor 02/21/12(Tue)02:15 No.18037500
    >>18037483
    Allow me to rephrase.
    Tell me what you are capable of Mister Flowers! I did not have a pleasant night, and i dont need anything ruining my new morning, understand?
    >> Anonymous 02/21/12(Tue)02:15 No.18037503
    rolled 9, 4, 16, 7, 15, 4, 7, 16, 2, 4, 4, 17, 2, 13, 3, 18, 12, 12, 19, 16, 17, 18 = 235

    >>18037491
    >> Anonymous 02/21/12(Tue)02:19 No.18037533
    >>18037483
    pop a full stack of archers. also, the armory from the first thread. We might need to upgrade the armor we just stole.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:20 No.18037536
    >>18037500

    "You need to relax man, there's nothing to stress about. I can tell you about relationships, intuit things. You know, who'd win in a fight, who's allied with who, who's likely to ally with who and against who, when an alliance will be broken, when someone will have an internal division."

    "Really? Right now?"

    "Well, hypothetically. In general terms for now, but I'm sure I'll get better over time."
    >> Anonymous 02/21/12(Tue)02:23 No.18037556
    >>18037536
    introduce him to the others and let him inspect everyone to make sure they're loyal. Ask Liam to check what he can findamance again. Ask Shang to make our cwoc fooled to check out his powers. We are healed no?
    >> Anonymous 02/21/12(Tue)02:24 No.18037568
    >>18037536
    what do the bwisps see?
    >> Servant of the Emperor 02/21/12(Tue)02:26 No.18037579
    >>18037536
    Then what use are you to me now?
    Do you have any sort of knowledge of turns and sides now, or would you need to learn about them first? Must you contact people, because in case you hadnt notice, we're a little short staffed on everything from troopers to warlords. I'm up to my ears in casters, and with little means to pay for them all!

    There's plenty to be stressed about, Im trying to run an entire Kingdom! A kingdom of a few dozen men and an entire skies worth of hot air!
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:29 No.18037607
    >>18037499

    Northish: Nothing new but some additional troop movements you cannot really read much into. Exploration reveals little.

    East: The city you have discovered appears to be a mining city, from a distance you recognize that fact. Heraldry matches something you read in a history book: they were likely a new city freshly built by that side that fell hundreds of turns ago. They are all alone in the world, potentially wealthy, and frozen in time. A big opportunity.

    South: You learn that Londor calls for aid from it's southern neighbors against the forces from the far west. You poke around a bit more, and spot a few openings in the city's defenses that are likely bets if you are going to try and scale the walls, dig under them, or bring up siege equipment through cover.

    West: Your Bwisp saw come of the battle: hobgobwin archers rode up mounted and volleyed, entered the hex and engaged for a short time at range, then turned and fled back behind their pikers. The coalition forces suffered fairly heavy losses, but have responded by shifting tactics: they have heavy units in the same Hexes as crossbowmen with pavises, positioned to shield their forces from the brunt of enemy fire. Pikers guard their flanks, and it seems that mounted assistance has arrived in the form of some stabbers and slashers on sourmanders.
    >> Anonymous 02/21/12(Tue)02:33 No.18037634
    >>18037607
    Bring back the West South and North. Leave the East. Don't want to get caught. Have a warlord and stack of archers pop. Wait for Abigail while training in the fields.
    >> Anonymous 02/21/12(Tue)02:34 No.18037643
    >>18037607

    Do this >>18037556 and then nothing I guess. Bring back the bwisps.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:37 No.18037661
    >>18037579

    "I can make some decent predictions if I can get the information. In fact I can get more information if you give me a target."

    For this, 1d20.

    >>18037556

    Liam is fairly confident he can find the general area something would be located in, perhaps a few facts about, and perhaps a few more tangibles and intangibles specific to something.

    1d20 for the Foolomancy practice.
    >> Anonymous 02/21/12(Tue)02:37 No.18037666
    Que up some slashers to man the farms, theyre low cost in creation and upkeep, and have the same defense as pikers.

    What would it take to take over the city? and how many hexes away is it.

    Also pop however many wisps we need to get back to an even 20.
    >> Anonymous 02/21/12(Tue)02:38 No.18037667
    >>18037607
    Send the magicians into the magic kingdom. Stress to them they are to revel nothing of our side and tell them to stick together and use foolamancy if they need to escape. Learn what they can and check on a dirtamance spell that would turn the road into swamp. Maybe some magic hats.
    >> Anonymous 02/21/12(Tue)02:38 No.18037672
    rolled 14, 13 = 27

    >>18037661
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:39 No.18037677
    >>18037634

    You pull the at risk Bwisps back.

    >>18037462
    >>18037533

    You queue up another warlord and eight archers.

    Abigail is unlikely to be back this turn, but Whisper should be.
    >> Anonymous 02/21/12(Tue)02:40 No.18037683
    >>18037661
    Have a close bwisp link up with Flowers. Then have him send it to the city in the east. The barbarian one. Use foolamancy on the cwoc we have. Pop a stack of archers.
    >> Anonymous 02/21/12(Tue)02:41 No.18037689
    >>18037666
    no slashers we already have farmers.
    >> Anonymous 02/21/12(Tue)02:43 No.18037700
    >>18037683
    A bwisp linked to Halston would let him tell us if we could conquer the city right?

    When Whisper gets back mount our cwoc and stack with her and wights and go cwoc hunting.
    >> Servant of the Emperor 02/21/12(Tue)02:43 No.18037707
    >>18037661
    We've a library with some information on what faction's we know of, Make use of it. Try not to annoy the other caster's if you can.
    >>18037667
    The Magic Hats were made by a Jetstone Dollamancer, i dont even know if they're mainstream, as it doesnt seem that way. We'd want to try and get those nifty chirpy Eye Books. they seem more of a usual thing.
    >> Servant of the Emperor 02/21/12(Tue)02:45 No.18037722
    >>18037677
    March to the capital gates and greet Whisper there. Then we can spar for a bit in the training ground, we could both use the combat experience.
    >> Anonymous 02/21/12(Tue)02:46 No.18037726
    >>18037667
    >>18037683
    >>18037700
    do these
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:46 No.18037732
    >>18037666

    >666

    Every thread. Every single thread. 777 is next.

    The city is somewhere in the 100-130 range of distance, though much of that is water so you would need to use one of the bridges leading to it, which would take another 2-3 turns.

    To take it you would need some kind of Siege to bust in or some clever plan to get past the gates. Once in maybe 100-200 troops would be sufficient to take it and hold it.

    >>18037672

    "Mmmmm... that Western Coalition is shaky. I think they're stressed, and their nerves are fraying. Those Doomenorians are sweating too, I think, they have a love-hat thing with the West, very not feng shui. Those southern ports are too tangled up in everything to be able to do much of anything. That little pad to the east, the neutral one, I think you would get along great with those people, they're lonely and want some company baby, yeah!"

    The foolomancy goes well: your Cwocodil thinks it is swimming while belly up on the practice field.

    Liam thinks he can find general answers to broad questions: ask away, d20 for each one.
    >> Anonymous 02/21/12(Tue)02:50 No.18037755
    rolled 12, 11 = 23

    >>18037732
    Do you know where the city that's playing dead is? How far?

    Do you know where any mercs are?
    >> Servant of the Emperor 02/21/12(Tue)02:50 No.18037759
    >>18037732
    If we dont get a warlord from the next pop, we might as well hire one from in the ranks.
    I know its expensive, but how much does it cost?

    and, since we have a Foolamancer, he could pick the best out of the batch couldnt he?
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:51 No.18037771
    >>18037755

    He does not: it is possible the city is hidden with Foolamancy.

    There are a bunch of barbarian mercenaries converging to the south. Charlescomm forces are looming somewhere to the north.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:53 No.18037785
    >>18037759

    The Weirdomancer/Findamancer and Date-a-Mancer both could. Cost is... about twice as much buying a new one, but is instant.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:54 No.18037792
    >>18037785
    >>18037771

    >No 7777

    We dodged the convergence.
    >> Anonymous 02/21/12(Tue)02:54 No.18037796
    >>18037771
    Mount the cwoc and go cwoc hunting with Countess Whisper's group. Go now if there will be any in between her and Rodrom.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)02:57 No.18037813
    Whisper is arriving momentarily. What I have order/queue wise is:

    -Warlord and a stack of archers
    -Send casters to ask around for likely mercs and leads in the Magic Kingdom
    -Meet, possibly train with or go cwoc croaking with Whisper, if she has the move.

    Correct?
    >> Anonymous 02/21/12(Tue)02:57 No.18037815
    >>18037796
    okay, but stack up this time. Capture any and spend the night out but close enough to reach Rodrom by tomorrow.
    >> Anonymous 02/21/12(Tue)02:58 No.18037824
    >>18037813
    sounds good. Make sure the magicians know to keep us a secret.
    >> Servant of the Emperor 02/21/12(Tue)02:58 No.18037829
    >>18037785
    and how much does that cost again?
    >> Anonymous 02/21/12(Tue)03:01 No.18037845
    >>18037829
    don't do it this turn wait to see. Magicians are great.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:01 No.18037852
    >>18037829

    600 Schmuckers for the promotion. Quality is not assured, but your Date-a-Mancer can probably say who has the most "chemistry" with the position, or at least try to.
    >> Anonymous 02/21/12(Tue)03:03 No.18037856
    >>18037813
    No to the casters going to the magic kingdom.
    We have stressed this before, we must remain hidden and that is not a good way to do it.
    Yes to everything else.
    >> Anonymous 02/21/12(Tue)03:03 No.18037857
    >>18037852
    too expensive. Let's keep trying the old fashioned way.
    >> Servant of the Emperor 02/21/12(Tue)03:04 No.18037873
    OH TITANS.
    We'd completely forgotten.

    Weirdomancers can temporarily Add Natural Magic.

    We can have him give us Diggers! We can have the manpower to mine the gems!
    >> Anonymous 02/21/12(Tue)03:06 No.18037882
    >>18037857
    >>18037852
    Yeah, too expensive.

    Can we get a list with our current assets?
    >> Anonymous 02/21/12(Tue)03:06 No.18037884
    >>18037852
    cwoc hunting time.

    Frank Marion, the Swamp Fox mounted on a Cwocodile
    Countess Whisper
    A stack of Wight-Foots

    you know what, take the magicians too. Keep them in the back, but have them spend their juice to aid our battles. Spend the night out there, but stay closwe enogh that you can return tomorrow.
    >> Anonymous 02/21/12(Tue)03:09 No.18037904
    >>18037884
    anyone oppose the magicians going? If they stay in the back?
    >> Servant of the Emperor 02/21/12(Tue)03:11 No.18037914
    >>18037904
    I say no. they'll do less harm in capital. Better they stay in the library of practice their magic on some garrison troops.

    Liam should really try working on his natural magic giving ability. I want pikers floating or digging underground by the time we get back.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:11 No.18037915
    >>18037873

    Now you're thinkin.

    >>18037882

    I've got to tally it up, but you're still in the clear I think income wise, but not by much.

    Lemme write up Whisper's arrival, you have Schmuckers incoming.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:14 No.18037940
    Whisper makes it through the gates a short time after your magical hijinks ensue.

    "Hello, what have you got for me?"

    She says nothing, merely emptying her cloak, pockets, and clothing of gems as the Wight-Foots follow suit. A smile pile of gemstones quickly forms.

    +2000 Schmuckers!
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:16 No.18037960
    >>18037940

    For some reason I thought that would be longer, huh...

    >>18037884

    It's unlikely Whisper and her stack will have the move for Cwoc hunting this turn. You can go with your Cwoc, and that would probably be quite viable.
    >> Servant of the Emperor 02/21/12(Tue)03:17 No.18037962
    >>18037940
    ...
    Should we upgrade the city now? That was what, 500 to upgrade it?

    "Something bothering you Countess?"
    >> Anonymous 02/21/12(Tue)03:18 No.18037970
    >>18037940
    shit yes!
    Go the direction of Abigail with the whole gang. magicians, Frank, Whisper, wights. No farmers.

    Look for cwoc and gators
    >> Anonymous 02/21/12(Tue)03:18 No.18037977
    >>18037962
    10000
    >> Anonymous 02/21/12(Tue)03:19 No.18037985
    >>18037960
    Hey OP, i think this is getting a bit slow here. Would you mind wrapping up and continue tomorrow maybe?
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:20 No.18037988
    >>18037962

    10,000 schmuckers. Abigail has gems as well though. You have roughly 3,000 plus this 2,000 and whatever Abby's raid brings in. You'll need something like that mine to make it work out.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:21 No.18037996
    >>18037985

    Indeed.

    If no one minds shall we call it a turn? Abigail arrives with the jewels next turn, and we can get things rolling in force next time. It will be turn six.
    >> Anonymous 02/21/12(Tue)03:22 No.18038002
    >>18037996
    Hmm.. have us train some at least.
    >> Servant of the Emperor 02/21/12(Tue)03:23 No.18038016
    rolled 16, 12, 10 = 38

    >>18037996
    Practice in the training field. Then call it a turn
    Least we have a nice bunch of stuffamancy wagons.

    I might as well roll for the new warlord while we wait.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:26 No.18038044
    >>18038016

    Oh boy... you have a fun one coming.

    >>18038002

    You will get in some training, yes.
    >> Anonymous 02/21/12(Tue)03:35 No.18038106
    >>18038044
    So when next?
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:38 No.18038130
    >>18038106

    I'm thinking maybe tomorrow, same time? Or maybe not. Yeah, I think tomorrow at 9PM EST, 8PM Central again.

    [spoiler alert]YougotaLookomancer[spoiler alert]
    >> Anonymous 02/21/12(Tue)03:40 No.18038145
    >>18038130
    it's just spoiler man.
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:41 No.18038152
    >>18038145

    Yeah, but spoilers don't work unless something got changed.
    >> Anonymous 02/21/12(Tue)03:41 No.18038155
    >>18038130
    thanks look forward to it but will be at work again so no dice rolling.
    >> Anonymous 02/21/12(Tue)03:42 No.18038163
    >>18038152
    [spoiler]Really? Never noticed that.[/spoiler]

    Good quest OP
    >> The Titan's Mandate !6CrZ543I4I 02/21/12(Tue)03:44 No.18038176
    >>18038163
    >>18038155

    Thanks.
    >> Servant of the Emperor 02/21/12(Tue)03:52 No.18038241
    >>18038130
    Well thats good.
    We could set up a 'Dispatch' in the Capital.

    If the lookamancer can 'see' the map and our units. then we can map the rough map of our capital and surrounding area in a war room of sorts. a scale model of the fort and miniatures to represent our forces. Since if you want it it seems to happen in erfworld.
    With linked bwisps, Warlord linked ones in the capital (In nice little glass cases or something), and Lookamancer linked ones trailing behind the warlord in the field, we can dispatch messages back and forth from warlords to the Lookamancer would can update the map as things happen.

    Just at the OP picture is, but maybe with actually little piker minis and such.
    >> Anonymous 02/21/12(Tue)04:02 No.18038288
    So, planning out our defenses post game. I think we should prioritize and do this in segments.

    >The Road

    Infantry is cheap, heavies and siege seem to be mostly ground based excepting megalogwiffs and dwagons. If someone is taking a shot at us they'll probably march up that road. Maybe we could build something like those outposts in doom-numenor, like have stacks of pikers behind a big wooden barricade and some trenches. With archers and wights in the swamps it seems like a neat way to pick apart an enemy.

    >Airspace

    I think stacks of archers and magic work best here. Maybe a weirdomancy spell that causes all units in our airspace to lose the flight trait on command and a foolamancy spell that caused all units suffering from falls to be too disoriented to fight when the landed would settle things neatly.

    >Swamps

    This shouldn't be a priority, but being able to defend our assets in the swamps would probably mean defense from flying units.
    >> Anonymous 02/21/12(Tue)04:06 No.18038307
    >>18038288
    foolamancy is also hiding.

    Send the magicians into the magic kingdom to get a spell that makes the road a swamp. BOOM! no problems of any kind our capital is nigh impregnable.
    >> Servant of the Emperor 02/21/12(Tue)04:10 No.18038324
    >>18038241
    On that note, i think we should recruit a warlord from the ranks with Halston's advice
    Scant 600 smuckers, we got that 2000 in loot last time.
    We can promote one of the pikers preferably.
    After we've got him/her settled, we can organize an outting to the Mine, with Liam, a stack or 2 of pikers, Bwisp, and new warlord. Liam can give the troopers Dig, so we can mine those shiny gemstones!

    Enough to eventually upgrade Rostrom to a level 2 city!
    >> Anonymous 02/21/12(Tue)04:13 No.18038337
    >>18038324
    no man. We can wait. It'll be a good 3 turns before even the wagon get back. We need 2 maybe 3 more warlords. We can't get many more magic users each one you have makes them less likely to show up. We already have more than most. Besides a promoted warlord stat's are much worse than a promoted one's.
    >> Anonymous 02/21/12(Tue)04:14 No.18038341
    >>18038324
    that's more than a freaking third of what we got from the mines!
    >> Anonymous 02/21/12(Tue)04:18 No.18038365
    The math for an invasion force comes out with one hundred and fifty pikers costing fifteen-hundred schmuckers, with fifty archers costing seven hundred and seventy five schmuckers. That plus a small advanced guard of wights.

    We could send the wights in first and once they are in position we can have them seize the gates so that we can march our troops right inside the city. No siege needed.
    >> Anonymous 02/21/12(Tue)04:21 No.18038384
    >>18038365
    I dont' know wights are able to scale walls. We also need a good amount of mounts which for us mean cwocs. And siege engines.
    >> Anonymous 02/21/12(Tue)04:26 No.18038401
    >>18038365
    Frank should go, but not be at the front of battle.

    The foolamancer should go, but not fight.
    The Weirdomancer should go to boost speed, but not fight. He might be able to teleport some units inside.
    The Date-a-mancer should go if he can't tell us if we'd win from afar. We only attack with his go ahead.
    The Lookamancer shouldn't go. She can see from afar.

    We need to build a war room with bwisps link to leaders in it to look at a table with a map that the look-a-mancer updates. Everybody on our side sees evreything.
    >> Anonymous 02/21/12(Tue)10:20 No.18040537
    *polite bump*
    >> Anonymous 02/21/12(Tue)10:33 No.18040596
    i would not say no to an map for this for you know the scale of things
    >> Anonymous 02/21/12(Tue)11:16 No.18040801
         File: 1329840971.png-(88 KB, 2500x2500, Ye Mappe.png)
    88 KB
    >>18040596
    The map would be utterly enormous.
    >> Anonymous 02/21/12(Tue)11:22 No.18040844
    But the Erfworld rpg/wargame exist or what? And if it exist, can some kind anon post the link to download?
    >> Anonymous 02/21/12(Tue)11:23 No.18040855
    >>18040844
    its The titans mandate that simply do this, hes awesome
    >> Anonymous 02/21/12(Tue)11:25 No.18040880
    TM, can you post your random warlord generation tables? If not, you should prolly redo them: we're getting WAAAY too many casters. They're supposed to be rare.
    >> Anonymous 02/21/12(Tue)11:26 No.18040893
    >>18040801
    >We know only a little about where various Cities and Sides are located, relative to each other. As yet there has been no large-scale map of Erfworld in the comic. However, we do know a little about locations.
    >
    >There are a few locations known by their hex coordinates. One, location X: -1214 Y: 455, is presumably quite near to Gobwin Knob. There are six or seven hundred mountain hexes within range of a 56-move Dwagon based at Gobwin Knob. That's counting valley hexes as one move, mountain hexes as two moves, and high mountain hexes as three moves.summer-updates-035
    >
    >Faq is north of Transylvito and is relatively close to it. The seaport city of Aqua Velva is part of Transylvito. To the southwest of Faq lies the city of of Carport. Jitterati is to its northwest and Gobwin Knob is to its east.
    >
    >Unaroyal bordered on Gobwin Knob's east until its conquest, and was the side to take Warchalking, which is slightly east of Gobwin Knob. It also shared a border with Jetstone. The city of Unabrow is near the capital City of Unaroyal, and about 200 hexes from the capital city of Gobwin Knob.
    Worldmap is HUEG. At least +-1214.
    >> Anonymous 02/21/12(Tue)11:26 No.18040894
    >>18040855
    ...Then we have to do the manual, don't you think? Seems than The Titan's mandate has some very cool start, alas can be a good for the Next military quest and all that. Heck, a /tg/ based manual for quest can be incredible cool.
    >> Anonymous 02/21/12(Tue)11:35 No.18040945
    >>18038401
    Hire thinkmancer and you have a combo Goblin Knob had (foolmancer + lookmancer) - 3D battlefield display.
    >> Anonymous 02/21/12(Tue)11:40 No.18040971
    >>18040893
    Fuck world map. Our immediate vicinity is already gigantic and we're only on turn 4. I mean, it's 100-130 hexes to the ruined city. Shit wouldn't fit on the proto-map in >>18040801.

    BTW, do we have any more precise locations of objects other than our shroom farms?
    >> Servant of the Emperor 02/21/12(Tue)11:47 No.18041027
    >>18040945
    Fuck that!
    We have like nothing for caster level, and the Gobwin Knob battle map was made by higher a level Lookamancer, thinkamancer, and foolamancer. We have two level ones, who barely know what they can do.

    We're much better off training them, and using them individually, instead just using a Scale model of Rodrom and the surrounding area as we've seen capital's do in the past. Scale models and Miniatures.
    >> Anonymous 02/21/12(Tue)13:26 No.18041883
    >>18041027
    Tell them your idea with the bwisp/lookamancer war room.

    The lookamancer has all bwisps linked up to her and stays in the war room where we have a scale map and minitures. Each warlord and Frank has a single linked bwisp in the war room looking at the map. Lookamancer has a servant constantly updating the map with new information for our scouts and her own juice. Everybody sees everything. Servants watch bwisps for motion and we communicate through the lookamancer using already established bwisp-mobile.



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