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File: leader.jpg (130 KB, 530x750)
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Rolled 34 (1d100)

Last time trade agreements were made, we finally figured out what the dwarfs been up to, a settlement was constructed, oh and we got invaded by two different armies.

One being a bunch of barbarians from the north while from the south comes an army seeking expansion for its kingdom.

We shall see just how that will likely turn out...maybe.

If you survive long enough that is. What do you expect an easy life in this kind of place?

I mean come on.

Anyway this is seriously need a better name edition. Lack of decent name is killing me.
>>
Rolled 95 (1d100)

>>37662543
>Turn 19
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 5
Currency: 0
>Pop 2000
>Military 1200
>>>>>>>Food: Below Average
>>>>>>>Water: Average
>>>>>>>Morale: High
>>>>>>>Medicine: Low
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Poor
>>>>>>>Tech level: Barbaric
>>>>>>>Reputation: -

>>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>>Defenses:
>>>>>>Beasts:
>>>>>>Power: Windmill
>>>>>>Weapons: Reserves.
>>>>>>armor: Hides. Metal(limited)
>>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Drill Mastery. Crude
>>
>>37662543
Alright, been thinking about this for a while, let me finish up what I have right now.
>>
You know what really bites by the way?

We spent all that money so that we wouldn't have to fight two armies surrounding the dwarves.

And then we end up having to fight two armies anyway.
>>
Rolled 28 (1d100)

>>37662628
The dwarfs weren't surrounded by two armies. The terrain is WAY to fucking terrible for that.

It would just get the armies wiped out.

Problem was they woke up the nearby dead and the monsters were hungry...

Not to mention there are certain facts regarding to the two dispatched forces that you will have to deal with.
>>
>>37662842
> The terrain is WAY to fucking terrible for that.
I spy a potential 3rd base location.

But that's for another time.

Anyway, writing up something. . .something interesting.
>>
File: Sacrifice of the Ghouls.png (1.31 MB, 1200x695)
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Fate is a fickle master. It has deemed our glorious GM to be poor, and for us to face a hammer and an anvil.

If but if this anon can contend with this ruling by making Genie a little less poor, and our odds a little better,

So Prepare yourselves for the Deus Ex Machina.

---

Once there was a great people. No, there was a great person. They were a people as a person, as one, bound together by one mind, one thought, one purpose

And they were mighty beyond measure, the sire and spawn of great heroes and great deeds both good and evil, a master mechanics and bandit warlords, of an army of spiders that persists to this day, of gaining in their ranks a great Queen of Flesh. At their lead, was a great Prophet who told the will of Fate itself, and through him he unified the divided, fought against the terrors that plagued them, and oversaw their great effort to create a place of peace, tolerance, and prosperity in the jungle hell they lived in

But always over them was the great shadow, the hungry girl, she who held in her hands puppet strings from which danced monsters and armies and even the mighty people themselves. Not even the Prophet could have foretold. A god she was, or very close to one, who commanded the legions of the undead who gave her strength. The One who Hungers

Thus, as with all civilizations no matter how great or how small, the Doom fell upon them. The sum toll of their errors and mistakes flooded over them with a death penalty written in stone itself

But they would not go down without a fight. It was not in their nature. Was it not them who inspired the words
>"the cost doesn't matter much any way if you are gonna die anyway, as long as you can completely and utterly destroy your enemy"
of which spoke the Ghouls as they half jungle and their entire people in a fiery blaze, turning their land into a lava hellscape in the face of an overwhelming undead horde?

No, the Memor do not just die. They do no die until a hundred thousand fold the enemy die
>>
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>>37663277
They thought too keep their prophet hidden, to dwell in the most secret place, secure, from whence his mind might manage the great hivemind, and where the last stand would take place to defend him at all costs.

They feared that it was too risky too let him sally forth to battle. That the death of him meant the doom of their kind. They were right, and they were wrong.

For as the end descended upon them on all sides from land, water, the very ground itself and the heavens pouring their wrath, he stood up from his chair to battle for the first, and last time.

Through the anger of him and a dying people came forward a storm not seen since the great Fall, and in their death throws they shook the very foundation of the world itself as cries erupted around the planet in fear and wonder.

A storm of such magnitude as to wipe out countless enemies that day, tearing a scar in the landscape that would not heal, that even as it ended it would not leave this world peacefully and in its coattails brought forth a great Krulsade that ravaged the very continents.

But like all things, his people, his time, had come. The great battle was ended. The survivors scattered. All that remained were a handful of survivors, relics, and memories of his people. And the Prophet was no more.

But though his body died and his essence left the world he called home. . .he existed on! In realms beyond the thoughts of man he did even greater and stranger deeds that perhaps no mortal may ever know the entirety of. He fought the god of darkness, Selgorashish the irresistible, the inexorale, in his realm of darkness alongside the man of light. He rode the great god train whom was worshiped by raiders Snow of Blood. He even conversed with She Who Hungers, and the Gods of all Jungles who demanded blood, whom he had contended with in life.

And it would seem he was never to return to the material realm. . .but it was not to be. For certain gods are not done with their prophet yet.
>>
Rolled 37 (1d100)

I'm here-ish.

I wonder if we could send an envoy to speak with the Mighty (tiny) Slesh the slaughter and maybe trick her into killing the south wave coming to our town.

Otherwise thinking we send the fae to make a forest ambush with the commander's stealth backing it. Sense it's an army expanding our goal is to make this fight cost them to much.

The north just needs to make the raid lose steam or guide them to raid the mining complex to have fun with monsters and undead. I'm sure Richard could sweet talk them with honeyed words.
>>
>>37663595
I'm here trying to write some tasty fluff to go along with my special gift to both players and genie. We're about to see an old friend that only the oldest guard will remember.
>>
>>37663621
Cool, I will look forward to it. ( For now I must work another hour. See you'll later and kick some ass people. )
>>
>>37662568
>Thread 8
>Turn 19
Christ guys... And we are in a slowness spiral and now we have to fight a game ending battle? These fights take forever, God forbid we initate diologue
>>
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>>37663545
He found himself strangely, alive. This was weird, for he was distinctly aware that he was not supposed to be alive or in the realm of the living.

He also found he was aware of many things. He knew that he had been summoned here. And he knew that he would leave here one day, that one day now or thousands of years later, there would come a time when he would die and continue on his great, endless journey through strange worlds. And this seemed to be yet another.

And so he walked, his walking cane in hand and covered in a black cowl that contrasted with his white skin, knowing these things, and a great many things.

If you were to look at him on appearance alone you would be utterly disgusted. His skin was deformed and full of mutation, his eyes large and black, and his body frail.

Strange, for he was the most handsome of his kin, and his kin were known for seducing everything that walked and breathed in a great pleasure house. (It reminded him of a fond but painful memory when that doctor erased a certain large amount of joyful memories.)

But never be deceived by mere appearance.
>>
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>>37663914
For in this old man was a power beyond measure, and when you looked at him you didn't see the ugliness or feel at all disgusted.

No, you felt comforted. . .safe, secure, as though you were being watched and protected by a higher power, by your father, by your grandfather, by your whole family who seemed to back you up just by looking at this man, and his smile melted all your troubles away.

It was how the wood archers and scouts felt when they tried to subdue him, letting him pass with all cordiality and confusion. It was how the armored guards at the gate felt as instead of barring this hideous man, they opened the doors him in as though they let their own father into the city. And it is how an Unnamed Commander, two Advisors, a Centaur, and a Merchant felt as he entered into their very war room, as they stared at him open mouthed and dumb founded, as he took his seat in a chair.

For somehow they knew in their hearts, that the gods, that fate, had sent them help.

In a voice spoken without words that reached them and all in the castle, he spoke the simplest and most basic truth he could.

"I am here to help."

---

I SUMMON FORTH THE PROPHET OF FATE!

Genie check your paypal
>>
Rolled 99 (1d100)

>>37663959
...

well.

Lets see here...

when including the previiously existing credit...would be enough to purchase chosen hero.

bah didn't think about rez rules.

Fuck now I have to see if i can find his old character sheet its been for fucking ever though...
>>
Rolled 12 (1d100)

>>37664027
Nice 99... Would be a shame if somebody linked dice to it and formally declared MADNESS wouldn't it?
Declaring MADNESS
>>
Rolled 50 (1d100)

>>37664027
After some quick rule adjustments...you DO indeed have enough to pull it off.

Bewarned though heroes who 'died' are more costly to bring back.

Also for repeated summons they will get evermore expensive.

As for his character sheet....I have no idea where it is. Though I will admit rereading the last thread of the Memor really brings back some memories...
>>
Rolled 88 (1d100)

>>37664151
Didn't think I would much test psionics for this game. On the other hand I suppose it might encourage you to deal in magic more.

Anyone got his sheet?

>>37663277
>>37663545
>>37663914
>>37663959

ahem so yeah this happens....apparently.
>>
>>37664306
Erm, maybe I can jog your memory? Let me look up stuff.
>>
http://archive.4plebs.org/tg/thread/27054013/#27055227

>Psionic Master Template locked
>Bonus Used

>>37664306
http://archive.4plebs.org/tg/thread/27368841/#27390794
>Prophet of Fate
>Bonus psionic research
>Bonus morale
>Psionic Mastery
>Overseer-maintains the overmind and all hiveminds...solo
>Attuned- can detect problems and anomalies on an unusual level.

Here's an old one, but it's dated by about two months. Let me look for a more recent one.
>>
Rolled 59 (1d100)

>>37664405
eh you kidding he was the VERY first fucking hero.

...man rereading that very last thread of them.

No wonder the old guard largely left...that shit really was magical.
>>
>>37664582
I'm still here at least
I even named him
>>
>>37664582
So is there any more you're writing up right now, or can we get down to business?
>>
>>37663959
Nice, nice.
>>
Now, I know everyone knows that Dialogue has crunched up a HUGE amount of of our playtime, but in light of a recent donation, I would like to spend a turn using the Prophet of Fates abilities to firmly secure the alliance with the Vampires and if we are lucky get them to fight at least one of these two armies.

And then we can focus our efforts on the defense of the one.
>>
Let's just wait and see if Genie has anymore to say before making our next move.
>>
Rolled 98 (1d100)

>>37664707
>>37664929
Not really just hoping for old stat sheet of his...knew he got upgraded at least once.
>>
>>37664810
I will follow this new arc till the end. Plus all this talking and deal making is part of the world.
>>
Rolled 26 (1d100)

>>37664999
Blast it, I'll keep trawing through the archives then.

For now

Action 1
We're caught between an anvil and a hard place. It is not wise for one army to face too.

We need help.

Have the Prophet use his [Attuned] ability to find out what is it that we noticed the Vampires are missing in their idyllic life. Something, anything that could turn them to our side.

War Action
Planning, plans, war plans. Both of our enemies are doing them. The Prophet is no stranger to war.

We need to know more about our enemies methods, composition, tactics, and most of all, fears. What they're afraid of.

Have him delve into the minds of the enemy and the enemy commanders and find out more.
>>
>>37664999
Also do you vaguely remember where or what that upgrade was or at least when? It'd help a lot.

Was it before or after we found Clora? Before the Parasite missile episode? The one where everyone fell asleep for a long time?
>>
Rolled 34 (1d100)

>>37665053
... hm.
>>
Rolled 95 (1d100)

>>37665053
Information is power. Use Richards persuasion abilities too.
>>
>>37664999
I don't believe you ever provided us with an updated list for him even though he got upgraded, Genie. You were a lot more close-lipped about that sort of thing back then.
>>
>>37664999
He did figure out Telikenises
http://archive.4plebs.org/tg/thread/27221371/#27229839

>Prophet of Fate figured out telekenisis and even how to tap into the latent psionic energies of the Memor. Which could be directed, but it can be limited depending on how the Hiveminds are feeling.

And here are the Memors latest mutations, most of which should apply to him.

>>>>>>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive, No Limits. Wrath. Psionic Stealth.
>>>>>>Mutations: Base, Hivemind. Toughness.

So he has the Memor Toughness base mutation and Psionic Stealth. I forget what Wrath does.
>>
>>37665522
But if we could only remember exactly what he upgraded with it would help a lot.

Also smartanon does this seem like a sound course of action? >>37665053
>>
Rolled 75 (1d100)

>>37665053
Vote
>>
>>37665561

It's good enough, depending on how much time we properly have before they hit us. We may not have the time though.

I would advise using some of our more...horrifying units to the south, they're a kingdom seeking expansion so if we can persuade them that this land is an extremely hostile one inhabited by terrors without any resources to make up for it...they may redirect.

Meanwhile the northern forces know who we are and where we're from and such. So we're just going to have to straight fight them, they're also the ones who are bearing down on us /right now/.

This all being said, I haven't had the chance lately to read through the quest. Nearly sliced off my finger the other day and needed stitches so I've had stuff to deal with.
>>
Rolled 25 (1d100)

>>37665053
According the Prophet in regards to the vampires...

"While the old ones are sated the younglings are not. They don't know any better and can cause trouble."

DENIED!

A hero can only take part in 1 action per a turn.

>Turn 19
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 5
Currency: 0
>Pop 3200
>Military 2200
>>>>>>>Food: Below Average
>>>>>>>Water: Average
>>>>>>>Morale: High
>>>>>>>Medicine: Low
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Poor
>>>>>>>Tech level: Barbaric
>>>>>>>Reputation: -

>>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>>Defenses:
>>>>>>Beasts:
>>>>>>Power: Windmill
>>>>>>Weapons: Reserves.
>>>>>>armor: Hides. Metal(limited)
>>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Drill Mastery. Crude
>>
>>37665934
>"While the old ones are sated the younglings are not. They don't know any better and can cause trouble."

Ok, we can work with this.

"You know, it would seem to me, our vampire comrades, that in a world of pure isolation, self sustaining and dynamically changing, I can't help but wonder about how you satiate the upmh and rambunctiousness of the youth of your kin.

What do you do when a child starts growing and his world doesn't grow to match and he grows ill of his confined life?"

For some reason I'm getting the image of Tunnel Snake Vampires

>>37665909
I thought as much.

We'll use unconventional methods on the conventional forces to the south.

and have the northern barbarians break upon our ordered lines.
>>
Rolled 44 (1d100)

>>37665934
ANNOUCEMENT!

Due to me shifting gears towards rules for mass combat aka WAR!

I have made a few adjustments.

Units are no longer measured in exact size.

Rather it goes from from tiny to huge accordingly.

The actual rough size of what they are will depend upon the logistics and the faction they are part of.

Obviously a larger civ with good logsitics is much more capable of deploying larger numbers then a small tribe.

Depending on the size of the unit will offer certain bonuses.

Terrain will also have affect.

Each unit will share the same basic stats with a few modifications.

Differing terrain will meanwhile provide simple modifiers for now.
>>
Also this time I'm drawing up actual war plans.

>>37666057
Interesting. Personally, the only exact numbers I care for are for very large units concerning vehicles like mobile forts and giant monsters and such.
>>
>>37666035
Keep in mind that the barbarians are raiding, and all that entails and the strategies they're likely to use because of it. They're not necessarily here to annihilate us like the southern forces are.
>>
>>37666122
Wise words.
>>
>>37665934
I never get why we forget about the 1 hero to an action thing.

>>37666035
Cave Bats Rule

>>37666057
That does make things simpler, I'm just use to numbers from Shogun: Total War and the like.
>>
Rolled 26 (1d100)

Basic 1
While diplomatic treatsies for aid continue, this time the Prophet of fate will proceed to psionically scan our opposing enemy forces and obtain as much information about either side as he can.

In particular focus on the barbarians who are raiding, we need to know their movements ahead of time and relay this to our forces (our commander) via telepath if he can. This is the most vital part we need to anticipate and move ahead of their forces.

Lord Richard comes from the Didrickson family, a family who prides themselves on being as military advisors to kings and emperors, serving as recon forces and absorbing and translating vast amounts of information which is vital to the overall strategy. Like the Prophet, his job is to have a virtual eye in the sky over all the battlefield and organize our defense.

He's used to defense from the earlier civ game, for this reason he'll be placed in charge of our defending forces against the barbarians to do the following war action, while our Unammed commander will proceed to lead the forces on the field.

>con't
>>
>>37666308
.... Richard can lead, but he was no bonuses for it. He is a talker and a data gatherer. We can use that to turn the enemy to our side. He faces the bandits, I would say have him use Identify on the leader of the bandits to gain info and maybe a horde to fight the south.

>Identify: Able to determine rough stats and other info from target. Including possibility of turning them and weaknesses/strengths.
>>
Rolled 6 (1d100)

>>37666308
War Action
The Barbarians are here to raid. They are not here to stand and fight in ordered lines or mean to utterly annihilate our people. This is an effort they believe will be worthwhile and profitable for the amount of effort given to it.

We will have to show them otherwise.

Archers will mount our high positions and defenses proceeding to target and snipe any Barbarians that so much as stick their hairy heads out, creating fields they are well to avoid and try for an easier path. They may attempt to charge and kill our archers, so have scourgers and felled fighters to the front to protect them. I'm sure the undead can handle an arrow to the back far better than a barbarian can handle an arrow to his front.

Deploy our Heavy Infantry to hold fast our most valuables and loot and anything of value the Barbarians could want. They are to hold firm and keep the barbarians pinned and away from our supplies. Bleed them for every scrap of loot, gold, woman, and food and make them pay two fold what they are trying to achieve.

Our Night Knights will be fast moving heavy hitting fists, when the barbarians try to push through our heavy infantry to get to their prizes, they'll ride in and attack them from the rear smashing them from both ends, as well as riding down stragglers and flanking attacks.

Meanwhile, our brave unnamed commander is going to perform a special operation. He and our barbarians are to use disguise sneak through the battle in search of the enemy commander. Ashly and Ted will help guide and hide them through the forest in their search.

Edit: Sir Richard will use Identify on to find and locate the enemy commander so that our unnamed hero can face him down in single combat (if he can get him alone).

>>37666424
True. Well, the Prophet is used to leading forces in war and has a morale bonus, so I'll switch that out.

--

This is just the basic outline, I'll try to edit it based on better opinion.
>>
Rolled 20 (1d100)

>>37666526
More on the war action:

As to the army to the south, they don't seem to be attacking right this very instant, but could at any moment.

This is where trickery and deception will be the better part of valour.

Our Katonines and Veteran Magi's and Puppeteers are to use their magics and tricks and traps to try and fool the enemy as to our methods and means in the south, if they approach. Keep them unknowing where what or how they are being attacked from, and at all costs buy us time to deal with the barbarians to the south.

---

Anyway, that's what I have right now, gonna remake and refine this with more of your suggestions.
>>
Rolled 43 (1d100)

We got the prophet? Sweet fuck how much did he donate?
>>
Rolled 84 (1d100)

>>37666281
I can't do strict numbers for tabletop.

Hence why I ditched them.
>>
Rolled 54 (1d100)

>>37666613
>>37666526
>>37666308
Vote.

In time could the prophet teach the poor traders how to read minds?
>>
Rolled 34 (1d100)

>>37666614
it will get ever more expensive.

Also he didn't have to cover for rez just summons.

If you try to repeat bring back the same heroics it will get ever more expensive for you. Whether they were dead or alive before the summons.

>>37666671
Not unless they are psi capable.
>>
>>37666671
no no no, it's not ready yet. need to fix some stuff, hang on first
>>
>>37666526
Hey was there any other info on the Prophet or just this >>37665541?

... I'm trying to think about the Architect's buildings in the fields north of us. I doubt they will do any good, but they are there.

>>37666637
Yeah it's no easy. I like White Wolf's Exalted style for mass combat. Still could us some work, but it's simple for leading 10,000 undead on people.

>>37666701
I believe in you!
>>
Rolled 78 (1d100)

>>37666701
Ok.
>>37666681
How can we find out? The prophet teaching them any psi ability would help trade a lot. Like that would make a street vender in to beyond wolf of wall street levels.
>>
>>37666613

...Where are the Scourges, anon? The Forbidden Order Knights? Our Hobgoblins? We have more terrifying forces to our name than just Katonines and Puppets.

smartanon is currently coming up on mushrooms, this may or may not be a good thing.
>>
>>37666909
Read >>37666526

I have the knights and the scourges dealing with the barbarians right now, because I'm not sure if the southern forces are attacking rightthisverymoment I don't want to provoke an attack that may not be happening yet.

I could easily move them to face the south, but that would leave the defense of the north entirely up to our heavy knights and archers

I also kind of want them to not know our full potential and capability yet.

The Hobgoblins are currently still garissoned in our secondary settlement and forest around Hunters Bend along with our beasts. I'd like them to attack the enemy from the flank if they start moving.

>>37666681
Would the Levvy's care to come out of civil life and get back into the fight?
>>
Rolled 37 (1d100)

Hold on. How much dose the prophet remember of technology?
Can he psi push info in to other people?
Could he instantly teach the dwarfs about tec?
Industrial revolution anyone?
>>
>>37666986
*Heavy soldiers.
>>
>>37667003
He did have access to the memories of Marcus and he should know shit that shouldn't be age appropriate right now like Pasteurization of milk, electricity, etc.

He's even familiar with magic having had a witch in the Memor land.

I don't know how Genie will handle that.

I just really want some fucking dwarven guns in this game though.
>>
>>37666986
Don't forget the north raders have to pass through the trade towns and merc camps. Those should thin there numbers
>>
>>37667071
Those are east of us and they will probably not get hit by the bandits.

We have also have One barbaric and One civilized from the south army. Maybe we can keep gaining their troops.
>>
Rolled 13 (1d100)

>>37667057
To be honest the prophet is very op at the end of memor. If what I heard can be trusted. He could teach us everything about tec, magic, and unity as we sleep using dreams. Moral would be sky high as would are tec level.
>>
Rolled 32 (1d100)

>>37667226
I remember clearly genie saying that they where in the way of the bandits.
>>
>>37666909
>>37666986
Anyway, got an opinion on what should be changed or should I just wing it and fix what I have now?
>>
Rolled 35 (1d100)

Here should be the fixed actions.

Basic 1
While diplomatic treatsies for aid continue, this time the Prophet of fate will proceed to psionically scan our opposing enemy forces and obtain as much information about either side as he can.

In particular focus on the barbarians who are raiding, we need to know their movements ahead of time and relay this to our forces (our commander) via telepath if he can. This is the most vital part we need to anticipate and move ahead of their forces.

But remember, we are facing two armies not one, and he'll need to keep an eye on both if possible. And if he can give Richard or the Unammed commander any info that could give them the location and guard of the Barbarian commander that would be preferable.
>>
Rolled 53 (1d100)

>>37667003
He knows a bit but wasn't a real specialist...he was sorta familiar with it all.

Not really. He can give am impression but that is about it.

nope.

HAHAH not likely.
>>
>>37667335
... Unless I'm missing it all I got was they started to move south west. The south army is moving north east.
>>
>>37667490
Are the Levvies willing to come out of civilian life and back into the service we need them. Our discipline boon should help right?
>>
Rolled 43 (1d100)

>>37667363
The army of the south is a loyal and dedicated royal army. Fighting for king and country. How hard would it be for the prophet to shift the target of that loyalty? Even just for some of them.
>>
Rolled 43 (1d100)

>>37667523
Levies can easily be produced yes especially if you got the gear and supplies waiting for em.

>>37667530
Depends on how loyal they are.

The prophet had weird powers and mostly spent his time keeping the hivemind working with the odd bit of research on the side.
>>
Rolled 10 (1d100)

>>37667582
But he is not changing the loyalty, just the target. 99% of there mind remains the same but 1% changed can mean all the difference. Like the changing of just one comma can dramatically change the meaning of the sentence
>>
>>37667582
But he should retain the memory of the memor hive mind, including the memories of all of its engineers... Right?
>>
Rolled 68 (1d100)

>>37667682
Even if he can't do that to all of them he should be able to do it to some. A few of his choosing. The generals and commanders of the oncoming army for example.
>>
>>37662543
NEWB here. How are you rolling?
>>
Rolled 26 (1d100)

>>37667470
War Action
Raise levvies, arm them with spears and strong, tall shields unweildy for barbarians but perfect for men at arms.

The Barbarians are here to raid. They are not here to stand and fight in ordered lines or mean to utterly annihilate our people. This is an effort they believe will be worthwhile and profitable for the amount of effort given to it.

We will have to show them otherwise.

Archers will mount our high positions and defenses proceeding to target and snipe any Barbarians that so much as stick their hairy heads out, creating fields they are well to avoid and try for an easier path. They may attempt to charge and kill our archers on the walls. The Levvies are to lock shields and spears and take the high ground we built for them, spearing any barbarians with locked spears and any that try to take our archers while they get shot at from above. Locked shields raised high should help prevent friendly fire.

Deploy our Heavy Infantry to hold fast our most valuables and loot and anything of value the Barbarians could want. They are to hold firm and keep the barbarians pinned and away from our supplies. Bleed them for every scrap of loot, gold, woman, and food and make them pay two fold what they are trying to achieve.

When they are held strong, have levies not occupied in the defense of the wall smash into their rear and skewer them between their spears and a hard place.

>Con't
>>
>>37667712
Memors end was hard on him. From what I hear I felt every death as if it was his own. Maybe he dose not want to remember. Maybe for the sake of his sanity he put mental walls keeping out all but faint glimpses of his fallen past.
>>
>>37667760
Good. We are in the middle of a battle right now so be carful of what you post and roll, you can vote for actions by rolling dice+1d100, NEVER DELETE A ROLL OF 1. That only makes it worse.
>>
Rolled 84 (1d100)

>>37667712
He can only remember so much...and he was busy with other matters a lot of the time.

>>37667760
d100.

>>37667742
>>37667682
he could try but no promises.
>>
Rolled 64 (1d100)

>>37667763
>>37667470
Meanwhile, our brave unnamed commander is going to perform a special operation. He and our barbarians are to use disguise sneak through the battle in search of the enemy commander. Ashly and Ted will help guide and hide them through the forest in their search.

Richard is to use his [identify] ability to note the barbarian commander and any of his personal guard, as well as watch out for potential traitors in our own barbarians (most should be loyal though).

Our Commander, using Richard's info will activate [Turn] and try to turn any of his suceptible guard to fight and occupy his other guard, while the Commander himself will challenge him in single combat. Use whatever code of strength, pride, and honor these barbarians have.

Truly, why would the barbarians follow a man who cowers in the face of on another man in single combtat?

>con't

>>37667804
Yeah, I can imagine it was like that. Though there is the crystal garden in the forest of spiders (memor spiders). Each cyrstal was like a soul stone, housing the collective memories and experiences of every single memor be they mutant, human, even beast or machine part of the hivemind.

it's guarded by Tabula Rasa, the living Psi crystal golem.
>>
Rolled 38 (1d100)

>>37667856
I'm just throwing out ideas.
>>37667763
>>37667859
Vote. If we don't have him doing anything right now than we should have the prophet try to shift the target of the royal army's loyalty to our nameless general.
>>
Rolled 89 (1d100)

>>37667859
>>37667763
>>37667470
Last part

As for the forces to the south it's time to meet convention with unconventional, and sow chaos into order.

The Prophet should remember this, being a memor, and how they fought unconventionally with an array of different forces all acting as one to the enemies demise.

Oozes are to take up pitfalls where the armies are likely to move their forward elements, snagging and entrapping enemy soldiers, while Scourges and Undead move in to ravage them and add to the terror.

Meanwhile our Katonine and Magi will perform quick moving, fast paced hit and run actions using all the magic bolts and agility at their respective disposal. Wearing our enemy down with small attacks that add up.

Bringing up the Order of the Night Knights, is it not said
>However much to the utter horror of those who pursued them they were as tough to catch as the greatest bands of bandits and fought as well as the mightiest of knights.

They too shall perform strong and powerful hit and run actions, aiding any forces under heavy attack moving away before being trapped and caught and thinning the enemies ranks even more.

On the occasion heavy hitters and line infantry are needed, pull up the Puppeteers and their puppet constructs to be as our strong units.


>>37667969
I would rather he try and sow chaos and havoc on the barbarians who need to break first and foremost, but overmanaging a battle may be tough enough as is.
>>
Rolled 61 (1d100)

>>37667763
>>37667859
Also if it will fit in to the turn have our architect hero work on fixing the keeps defenses.
>>
Rolled 75 (1d100)

>>37667470
>>37667763
>>37667859
>>37668006
>>37668037
Vote!
>>
Rolled 76 (1d100)

>>37668006
Ok I'm good for the prophet do this.
>>
Rolled 31 (1d100)

>>37667470
>>37667763
>>37667859
>>37668006
What an incredibly detailed and thought out plan. I love it!
We should still have a thread survival boon from last thread I think. Should we use it now to help this stuff?
>>
Rolled 80 (1d100)

>>37668192
I say use it now to give everyone a bit more luck in the actions
>>
Rolled 94 (1d100)

>>37668192
Boon burn requested.

Accept or Decline?

Be aware you can also you boons to sabotage your enemies instead of helping yourself...
>>
Rolled 19 (1d100)

>>37668261
Sabotage the enemy. Them being sabotaged should help us in this action as well I think.
>>
Rolled 61 (1d100)

>>37668261
Sabotage the barbarians, we need them to crack first.
>>
Rolled 98 (1d100)

>>37667470
>>37667763
>>37667859
>>37668006
Vote
>>37668037
With this as well
>>37668261
Sabotage them. Food poisoning would be nice.
>>
>>37668316
>>37668330
Sabotage enemy.
>>
>>37668261
Also genie I'd like some *dialogue* from the vampires.

"You know, it would seem to me, our vampire comrades, that in a world of pure isolation, self sustaining and dynamically changing, I can't help but wonder about how you satiate the upmh and rambunctiousness of the youth of your kin which all races have at that age if I'm not mistaken.

What do you do when a child starts growing and his world doesn't grow to match and he grows ill of his confined life?"
>>
Rolled 47 (1d100)

>>37668330
But the royals are more organized and disciplined they pose a bigger threat.
>>37668417
Could both army's have that? Meds are nonexistent and after such a long march exposed to the elements and packed to tightly together any illness would spread like wildfire.
>>
>>37668514
>But the royals are more organized and disciplined they pose a bigger threat.
Yes which means we have to get rid of this thorn in our ass fast so we can focus all our efforts on the bigger threat.

If we go out in full force to fight the southerners now the barbarians they'll raid and burn our city even while we try to defend it.
>>
Rolled 26 (1d100)

>>37668453
"Erhm..."

"Well we sorta let them loose if they are still too rowdy otherwise they are encouraged to calm."

>>37667470
PSionic scan...indicates not a whole lot.

General intention of Barbarians is curiousity and raid.

While the other is more interested in conquest and glory.

>>37667763
Levies have been raised and deployed.

Our formation works gloriously against the barbarians especially when for some reason they got harassed by forces from the lakes...

It would appear the barbarians are merely...probing our defenses.

Their primary focus is towards the east and that is where they largely advanced.

Our heartfelt defenses however have made sure to discourage the current barbaric savages that we aren't such a tempting target for raiding.

>>37667859
Identified Commander.

Chieftain Rignoc.

Double up ability activated Richard is now disabled.

TURN ability as FAILED his personnel guard wont nearly so easily be swayed against him...

"Bah you sneaky cunts believe you can get my own to betray me?"

Our attempt to get him to duel as failed.

Failure reason is the following.

>Trickery

The chieftain is not amused in the slightest and is even a bit offended over it.

Barbaric forces appear to be withdrawing.

>>37668006
The battle goes well our fierce resistance has encouraged the barbarians to seek prey elsewhere...for now.

Their leader though appears to now hold a grudge though.
>>
Rolled 74 (1d100)

>>37668758
Alert
The army from the South has set up encampments and are receiving reinforcements.

NEWS

Hobgoblins have produced two of the following units for you.

War Hogs.

Another unit of hob goblin soldiers.

>Turn 21
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 5
Currency: 0
>Pop 3200
>Military 2200
>>>>>>>Food: Below Average
>>>>>>>Water: Average
>>>>>>>Morale: High
>>>>>>>Medicine: Low
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Poor
>>>>>>>Tech level: Barbaric
>>>>>>>Reputation: -

>>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>>Defenses:
>>>>>>Beasts:
>>>>>>Power: Windmill
>>>>>>Weapons: Reserves.
>>>>>>armor: Hides. Metal(limited)
>>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Drill Mastery. Crude
>>
Rolled 93 (1d100)

>>37668824
TLDR

You did a good job getting rid of the barbarians.

Alas now the other army has time to setup...
>>
>>37668965
>>37668824
Good, now we can focus on the attacking army proper without having to fear raiders fucking us in the ass.

Alright, this is gonna take a bit of planning too. .hmmmm
>>
>>37669047
Sun Tzu would try to set their camp on fire.
>>
>>37669145
Indeed, attrition seems to be the good option here. Perhaps our mages would be of service.
>>
Basic outline but

I think our normal action should be set to shoring up defenses in the south

And war action to harrasing their forces.
>>
>>37669184
Also the runesmiths. Another wise idea would be to ambush and capture their supply line, they already have received one load of reinforcements and supplies, we can't allow that to happen again, once again credit to sun Tzu
>>
>>37668824
Did the Prophet of Fate detect any siege equipment looking through the eyes of the enemy?

Also,

>>37668758
>"Erhm..."
>"Well we sorta let them loose if they are still too rowdy otherwise they are encouraged to calm."
"And are they 'too rowdy' for you right now? I wonder how much effort it does take to calm them."
>>
Rolled 70 (1d100)

>>37668965
Fate point burn to wreck their shit.

I'm like the idea of food poising, I hope they like hunting in the undead forest. We cleared the land of food a while ago for this reason. Maybe we should do it again just in case.

>Action 1
Then we scout/raid. Gather what info we can on them while hitting their camps to weaken them.

>War action
Commander and the most mobile units hit their back lines for the supply wagons and/or anything else that would ruin their day.
>>
Rolled 39 (1d100)

>>37669636
Fate points can't do that anon only boons.

>>37669582
nope.
>>
>>37669636
I'm working on a bit more of a detailed plan which does have the jist of what you're proposing.
>>
>>37669673
>>37669582
Don't forget the dialogue.
>>
Rolled 91 (1d100)

>>37669582
"Hm a few yes but they are always let go to enjoy their 'freedom."
>>
>>37669738
"What exactly does freedom seem to mean to them?"
>>
>>37669673
As in the fate point burn to hurt their defense roll.

Sorry forgot to spoiler that food part, I was thinking out loud.
>>
Rolled 73 (1d100)

>>37669749
"Typically to act out their urges with less control and meaning while without having to worry about profile nearly so much."

"Suffice it to say many of them never do make it back."

>>37669762
as I said before only boons are capable of penalizing the enemy.

If you want to do that sorta thing acquire boons(which you can get for say coming up with an actual civ name starting to get moar then a little desperate here).
>>
Rolled 58 (1d100)

>>37669636
We can use the War Action as a means to scout them, I think we need to use this time to prep ourselves however we can.

Action 1
Have the architect shore up our southern defenses.

He should know that this time we're not fighting mere barbarians. These are harden trained soldiers, armored, discipline, and more than likely with siege equipment.

We'll need the walls to be prepared to hold fast against any kind of attack be it great trebuchets launching boulders, battering rams, or any kind of attack.

Runesmiths will need to assist in strengthening the walls with runic protections.

>Con't
>>
>>37669857
>"Suffice it to say many of them never do make it back."
"And you're okay with this arrangement?

What if I told you they could use their urges more productively?"
>>
Rolled 22 (1d100)

>>37669900
"Hm...you have my attention and the ears of my fellows."
>>
>>37669954
"There is a war camp currently hosted itself just outside our city. One poised to strike at us.

We mean to make their stay. . .uncomfortable.

Now, we're not going to ask you to attack them directly, that would be foolhardy, no duobt they have a perimeter and defenses.

But. . .what if I told you I had the means to transport you directly into their camp in the dead of night when they sleep, past all their defenses, a meal ripe from the taking like a worm eats an apple inside out.

You could unleash havoc on their camp, and we also have the means of pulling you out of there when things get a little too hot."
>>
>>37669857
Then what is with the whole "You can also burn fates/buffs to harm the enemy too by the way..."? I have to be missing something otherwise.
>>
Rolled 30 (1d100)

>>37670009
"...such carnage would result in a lot of vampire spawn. I don't think that that is nearly such a good idea. Besides we are fed here as is. Why would we pick a fight for your sake hm?"

>>37670055
It was only ever true for boons.

They are much more adaptable then fatepoints.
>>
>>37670075
"Surely even your young know how to finish their food. If you were invincible and undestroyable why need castles and swords? There are ways of eating without siring vampire spawn or eliminating them, are there not?

In any event, it would mean more of your young have a chance to return home, rather than be lost and never return. Surely that is also important to you?"
>>
>>37669869
It cost more to defend and they will have a bigger army most likely. By fighting them head on with their small group, at the moment. We can weaken their overall power and gain loot to better defend on the counter attack.

>>37670075
Then please don't say that we can use fate to hurt them unless we can.
>http://suptg.thisisnotatrueending.com/archive/37512267/#p37557224
There have been other times if I remember correctly as well.
>>
>>37670185
I am using the war action to fight them head on.

It involves using hit and run attacks with our knights to steal their supplies, while trying to draw out their forces.

Their forces having been drawn out we'll use a key to open a doorway directly into their camp and start burning up their supplies as well as sowing chaos.
>>
>>37670237
Well do go on.

I'm sorry for jumping the gun.
>>
Rolled 19 (1d100)

>>37670181
"While they do know that doesn't mean they'll go through with it unfortunately."

"More vampires are only good...under certain circumstances."


>>37670185
...hm shit I could of sworn I only had said it only worked with boons.
>>
Rolled 28 (1d100)

>>37669869
War Action 1
An army marches on their stomach.

We'll have to hit them where it hurts.

Firstly, our armored knights are to start performing quick hit and run actions on their next Supply Convoy, engaging their escorts while our War Hogs and Barbarians try and steal their supplies for themselves, running when the enemy comes in full force to meet them.

While this goes on, if we're lucky the enemy will try to move out in force.

Use our one time key to open a doorway directly into their camp. Have Katonines move in first to kill any watchmen or guards before they can raise the alarm,, looking for their supplies, then move in with barrels of explosives to them.

Pull back, and have our mages stand (from a safe distance) and concentrate a mighty fireball through the door, and then shut it quickly.

The rest of our forces get to shoveling and digging with action 1, particularly the pupeteers and their constructs we need those defenses.
>>
Rolled 84 (1d100)

>>37670373
>>37669869
Oh, and have our builders prepare random doors here and there in our defenses and nearby the river and forest of monsters. Big doors too.

In particular prepare a part of the river to be able to flood a certain door.
>>
>>37670301
"How hard is it to kill an unwanted vampire sireling?

Would a skilled non-vampire be able to do it right after they feast?"
>>
Rolled 90 (1d100)

>>37670301
Yeah...

As for the civ name are you looking for a title for the faction, correct? I like one of the last names from the name pool.
>Stormblessed
Other name thoughts included Rouge Knights of the (Commander's name), Gentile Red, Traders of the Blood lands and Obsidian Prince.

>>37669869
>>37670373
>>37670406
I will back it.
>>
Rolled 93 (1d100)

>>37670373
>>37669869
>>37670406
Yup
>>
Rolled 48 (1d100)

>>37669869
>>37670373
>>37670406
Vote
>>
Rolled 91 (1d100)

>>37669869
The architect and dwarfs do their best to shore up the defenses before the onslaught can begin.

>>37670373
Their supply convoys to their credit was quite heavily protected.

Unluckily for them though they weren't prepared for our flavor particular flavor of knight. While they had been able to fight off our other forces the knights broke them...

Error

You can only perform one thing per an action...

The rest has been denied.

Alert

The enemy has been reinforced.

NEWS
The enemy has failed to be supplied this turn...
>>
Rolled 35 (1d100)

>>37670635
Lost barbarian unit during the raid...

>>Turn 22
>>>>>>>A. Scavenge for supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons.
>>>>>>>D. Research technology.
>>>>>>>E. Research Magic
>>>>>>>F. Explore in a direction/something.
>>>>>>>G. Scavenge for raw materials.
>>>>>>>H. Your choice
>Reserves: 5
>Currency: 0
>>Pop 3000
>>Military 2000
>>>>>>>>Food: Below Average
>>>>>>>>Water: Average
>>>>>>>>Morale: High
>>>>>>>>Medicine: Low
>>>>>>>>Health: Low
>>>>>>>>Armaments: Average
>>>>>>>>Fuel: Poor
>>>>>>>>Tech level: Barbaric
>>>>>>>>Reputation: -
>>>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>>>Defenses:
>>>>>>>Beasts:
>>>>>>>Power: Windmill
>>>>>>>Weapons: Reserves.
>>>>>>>armor: Hides. Metal(limited)
>>>>>>>communications: Word of Mouth.
>>>>>>Technology: Tanning. Drill Mastery. Crude
>>
>>37670635
>You can only perform one thing per an action...
What? But that's all of that was an entire war action.

You let us move two of our armies to attack two different targets, I don't see what the problem is here when we're trying to do the same thing.
>>
>>37670635
Also dwarves? I thought all the dwarves were still trapped in the mountain.
>>
>>37670702
We have a safe path to get there and out, just monsters to deal with.
>>
Rolled 77 (1d100)

>>37669857
Civ name ideas. The companions, the brotherhood, the legion of fate.
>>
Rolled 42 (1d100)

>>37670635
>You can only perform one thing per an action...

I'm calling bull, all of that was a single war action carried out at the same time. One force was meant to distract, while the other would press an attack.
>>
>>37670720
Wait, you mean to say this ENTIRE time we had the dwarves come back?

Well shit there are like a hundred different questions we need to ask them and uses, all this time I thought they weren't even here.
>>
Rolled 11 (1d100)

>>37670739
They way it was written out made appear otherwise. When things are little confusing or doubtful I double check.

Something like that would take 2 actions to perform correctly unless you have some sort of powerfully potent bonus.

>>37670795
They been back for awhile now anon...
>>
>>37670795
Well it was probably best to let them work and defend the mining complex.
>>
>>37670826
Okay, well, I'd like a redo it seemed entirely within the purveiw of a single action yet you didn't inform us and still pushed it through.

>Something like that would take 2 actions to perform correctly unless you have some sort of powerfully potent bonus.
Why though.

How does attacking an enemy take more than one actions?
>>
Rolled 45 (1d100)

>>37670877
I'd rather like to know why that costed two actions in the first place when we've made double attacks before with a single action.
>>
>>37670877
Genie should really tell us the actions are denied and NOT push a turn through with a half assed action.

Just deny it and let us fix it first before it goes through.
>>
Rolled 48 (1d100)

I'm backing the redo, since we weren't informed our action was denied ahead of time.
>>
>>37670963
We we did do good and hurt the enemy.

... I guess we could of added them as the one turn then do the building this turn.
>>
>>37671006
No, it just doesn't make sense though.

The last war action we did several things
1 Had our northern forces set up in defensive position to fight off the barbarian main host
2 Had our commander lead a a group of barbarians to meet and duel the commander himself
3 Had our southern forces try and distract the enemy
4 activated and used numerous hero abilities

All of these fell under the purview of war. War isn't just one action but many actions, or are we expected to defend the gate one turn, and then the next turn defend a part of the wall, and then the turn after defend another part of the wall? We can't fight a battle if we have to do absolutely only one thing at a time.

This seems like an unnecessary schismatics by Genie for what should count as a single war action
>>
>>37670666
>>Pop 3000
Is our pop really 3000?

Shouldn't we have an additional basic action by now?

. . .like, several, this is triple our starting pop.
>>
Rolled 24 (1d100)

>>37671108
...but but I always did it this way.

>>37671227
yeah but most your guys are military.

Your shit is too strained to allow for additional action people ain't got the spare time enough for it.
>>
>>37671266
It's hypocritical Genie and you know it. You don't explain why that would be multiple war actions when it should be a single war action, furthermore that's exactly the type of thing that only costed a single war action before both in this quest and others.
>>
Rolled 66 (1d100)

>>37671266
Can we have the prophet give the enemy terrible nightmares and/or do psychic shit to lower the enemies moral? We might get it low enuf for done to leave.

"Hay Amy any way you can get plants like poison Ivey to grow in the enemies camp?"

What are we getting from the mines?
>>
>>37671266
>yeah but most your guys are military.
>Your shit is too strained to allow for additional action people ain't got the spare time enough for it.
Didn't we fix that with the Uber Boon? Our military are now capable of performing civilian duties too

This is also why I kind of hate the new system. Before basic actions came easy with simple numerical pop growth, now you've not only nerfed pop growth but made it far harder to get additional basic actions.

Didn't you also say we'd get more basic actions the more territory we controlled? We've expanded vastly and even set up a secondary settlement, where's the upshot there?

If anything you just don't want us to have additional actions at all. . .
>>
>>37671330
Chill, the way I see it is the more simple an action the more you can do with one action point. An attack is not simple so it cost the entire point. Yes it would be nice for genie to tell us when stuff won't work more so seeing as we have 2 advisers.
>>
>>37671392
True. With that boon and the pop and the second settlement we should have another action, but still chill man. Genie is still adjusting how the system works in fantasy.
>>
>>37671393
How hard is it to open a door and attack through it? That's a very simple thing to do.

If just opening a door costs us an entire action these things are hardly worthwhile.
>>
Rolled 49 (1d100)

>>37671392
Wait did the uber boon really cover that first part?

As for pop growth its now a flat 20% per a 10 turns with human including modifiers that may adjust it.

As for your second settlement they have almost made the point to offering you that boon.

Problem is you sorta got invaded which fucked with it...

>>37671362
He could try.

"Hm who the fuck is Amy?"

>>37671393
Remember to ask them.

>>37671430
True...
>>
Rolled 76 (1d100)

>>37671266
We still need to investigate the girl from the golem story that showed up. Can we have one of our heroes look for her?
>>
Rolled 74 (1d100)

>>37671461
You could indeed.
>>
>>37671330
Actions work differently during combat, turn length is mostly abstract but time moves in much shorter segments in wartimes.
Outside of combat actions can be month long projects
During combat we can get like 5 actions in a day... So they are less efficient
>>
Rolled 79 (1d100)

>>37671460
Yes. That was the hole point of the uber boon. Making military units able and willing to do civilian jobs with no penalties

I meant the plant girl and the tree guy. Could they make extremely annoying and inconvenient plants grow in the enemies camp to further lower there moral?
>>
>>37671460
http://archive.4plebs.org/tg/thread/37406884/#37407310
>Uber Boon - a MASSIVE bonus to internal cohesion and patriotic discipline. Such to the point that no matter how large our army gets from new or old forces or how bad morale is, we will never have to fear units breaking off or deserting or rebelling, and they'll stomach any civilian duty or lack of action with a smile. This includes mercenaries to a small extent.

I still vote for the redo until Genie explains why that costs multiple actions.

>>37671460
>As for pop growth its now a flat 20% per a 10 turns with human including modifiers that may adjust it.
That's not exactly what I meant.

I meant that by precedence of the last big civ in Memor, we're supposed to get an additional action when we reach 2500.

>>37671501
That still isn't an explanation as to why
>Open a door
>Attack

Costs an action
>>
Rolled 88 (1d100)

>>37671478
... Alright I say we have the Advisers, Valeria & Richard, go visit the girl with hose warming gifts and flowers. Also bring a small guard, just in case.
>Abilities: Lowdown

>War Action
Keep wearing at the enemy camp commander, It's all in your hands. If you can end it, do it, otherwise let make them weaker.
>>
Rolled 83 (1d100)

>>37671522
hm...that only allows for greater morale.

MUCH greater morale.

While your troops will endure civilian duties that doesn't mean you get the required bonuses for it so easily.

>>37671522
Had already explained why that wasn't so.

>>37671512
That they can do...so you gonna unleash the Fae on em?
>>
>>37671623
>Had already explained why that wasn't so.
Why?

Because we have a high military to civilian ratio?

The memor had 1600 military to 1900 civilians and that didn't bother them, even if that's a ratio of 84%

We on the otherhand only have 2000 military to 3000 civilians, that's 60% and far less than what they had.

---

One last thing even while I'm still irked about last turn, we don't seem to be getting much use out of the Prophet in regards to psionic scrying. This seems to be the same mistake the Memor did.

Because I would be extremely mad if I threw that purchase down the trash, I suggest we use him for combat and see what he can do, because not using him in combat was a mistake I'd like not to see repeated.

It was costly to buy him and will be costlier still if (when) the civ dies to get him again, so let's get some use out of him while the civ is still alive.
>>
>>37671768
>>37671623
There were also the Guanyins who had a military to civilian of 520/560, that's 92%
>>
Rolled 47 (1d100)

>>37671768
>>37671827
That was a mutant trait.

congrats for figuring out one of their hidden affects.

>>37671768
The prophet can only do so much with different psionics.

also rolls.
>>
>>37671864
Fine, I'll accept that.

But for god's sakes at least explain why opening a door to attack at the same time cost a second action. That's the only thing I want to know out of this whole mess.

That really should NOT have cost another action and you're refusing to explain why.
>>
>>37671522
We get less use out of actions because we get realtime info updates. Combat action are just shorter actions, otherwise we will have over committed on attacking the supply lines while the enemy over runs us.
Actions are in terms of hours right now, just because we couldn't get the whole action done in one turn In This Instance, we can still get it done this "turn"
>>
Rolled 48 (1d100)

>>37671881
It takes time to activate, charge up, and to get organized enough for the attack.
>>
Rolled 46 (1d100)

>>37671882
Pretty much.

When shit happens actions become worth a whole lot less time as it temporarily gets sped up.
>>
>>37671882
>Actions are in terms of hours right now, just because we couldn't get the whole action done in one turn In This Instance, we can still get it done this "turn"

That isn't true either because the enemy was just now reinforced.

>>37671927
Shouldn't it be easy to presume all of this was prepared ahead of time? Remember this attack happened simultaenously one party would carry out the raid, another party would go through the door.

Remember the raiding party too had to organize themselves too. While they were doing that we'd have been prepping the door boarding party.

It was supposed to happen at the same time.

Bah, I could argue this for a week and you'd still never understand. Whatever, I'm putt of from making any extravagant plans anymore and will settle for a nice old fashioned single word "attack". It worked in the early days.
>>
Rolled 24 (1d100)

>>37671542
I'll vote this.

Just go and attack, I don't care anymore.

And bring the prophet with you to battle. Dammit 100$ and half a years worth of savings he better be worth it.
>>
>>37672006
The whole point is it had to happen at exactly the same time.

The Raiders would draw out their forces from the base

And the attackers through the door would attack from within while they are away.

I'd still push for it I can confirm no amount of time has passed since the raid.

It still didn't take two actions to send one force to defend our supplies and another force to attack the enemy leader AT THE SAME TIME
>>
>>37672006
Well at least you plan didn't have a miss type to set fire to a whole forest or just now with housewarming gift.

Ether way you do good work and when it's needed I hope to see your craft again.

>>37671542
>housewarming gift
>>
>>37672039
Exactly how much did you donate?
>>
Rolled 10 (1d100)

>>37672006
Troops were also required for the defense preporations requested.

Hence not as much manpower was available.

This is ESPECIALLY true thanks to the boon you burnt.

IF you had the right amount of civilians then enough troops would of been spared so as to be possible.
>>
>>37672154
>Troops were also required for the defense preporations requested.
Yes, we specifically offered the puppeters and virtually everyone else not participating in the camp raid to help with the defnenses.

The only forces we were sending in through the door were the nine tails who were to plant barrels of explosives around their supplies and then retreat through the door, while the magic launched fireballs into the door and closed it shut.

Is that an extremely complicated action to do?
>>
Rolled 46 (1d100)

>>37672216
I don't recall you purchasing anything like a portal stone or key? How were you planning to exactly use to get there?

Be aware they would have defenses in place.
>>
>>37672154
>>37672216
It was a lot easier than ordering 100 barbarians to follow our unammed commander to try and challenge the enemy to a duel while our forces defended both north and south. A small attack party while a larger one takes place.

Or should that have been it's own war action too?
>>
Rolled 93 (1d100)

>>37672266
Can we just move on? Yes there is fault on both sides and genie needs to explain shit better but what happened wasn't a fail and we can move on now
>>
>>37672255
http://archive.4plebs.org/tg/thread/37358830/#37367272
>Spend
>1 Currency for Booze
>1 Currency for Mining supplies
>3 for the create a door reusable.

>Purchases acquired.

We have three reusable create a door keys. We would use one key to open a door directly into their camp while they were responding to the raiding party, placing explosives, and then lighting them on fire and shutting the door.
>>
Rolled 26 (1d100)

>>37672266
It had a hero attached who offered bonuses.

Believe me I triple checked that one.

Had to let you getaway with it though.

>>37672294
Trying to see if I was in the wrong anon.

>>37672297
...those keys can't create portals or teleport anon.

They just create a door where none were previously.
>>
>>37672322
http://archive.4plebs.org/tg/thread/37358830/#37364812
>"Some of these keys are special capable of opening any lock, creating a door when previously where none stood, allowing one to open even a mighty gateway or creating portals."
>"Our keys both of the ordinary kind and the extraordinary."

Did we just get cheated?

I want our currency back if that's the case, those fucking liars.
>>
Rolled 73 (1d100)

>>37672322
In other words you use them on a surface and it will create a door through it.

Whether you can open the door on the other hand...

>>37672349
Those weren't the keys you bought.
>>
>>37672374
. . .those were exactly the keys we bought.

It's very specific
>creating a door when previously where none stood
>allowing one to open even a mighty gateway or creating portals.

These were the keys we purchased.
>>
Rolled 2 (1d100)

>>37672374
That isn't what was advertised, if I had known that was what we were purchasing I wouldn't supported buying them.
>>
>>37672405
http://archive.4plebs.org/tg/thread/37358830/#q37367272
1 Currency for Booze
1 Currency for Mining supplies
3 for the create a door reusable.

Nope, just the making a door any where key. Which could still work for raiding a camp and locking our exit while the people burn.

Also spy missions, assassinations and so on.
>>
>>37672442
>>37672405
Feisty crowd tonight...
>>
Rolled 63 (1d100)

>>37672405
Not according to what was posted.

You only bought a key that was capable of creating new doors.

That was the only option that was chosen.

Even in the damned link that was given including post number.

It made abundantly clear which type of key you chose.

>>37672464
I know right?

But at least it makes it easier for me to spot any mistakes I may have made by accident.
>>
>>37672471
Do you not see it?

The seller stated that the Create a door key would allow us to open portals and gateways, it's in your own writing.

>"Some of these keys are special. . .creating a door when previously where none stood, allowing one to open even a mighty gateway or creating portals."

The create a door key allows us to open a portal, it's literally said right there.
>>
Rolled 99 (1d100)

>>37672504
Oh come on there were different types of fucking keys.

I gave out a few double checked that too even.
>>
>>37672471
What happens if we use a door key on a spawned door key door? Will it lead to the plane of door key? Do I have unlimited wishes oh great and powerful genie?
>>
>>37672504
>Or

>>37672517
With our luck they would be twisted wishes that back fire.
>>
Rolled 28 (1d100)

>>37672517
I once gave a hero who could grant wishes...

Sadly NONE of the players fell for it.

Those few who mentioned it were shouted down...fucking kill joys.
>>
>>37672527
If I had one true wish to use in the post apoc I would wish that the zombies hunger was finally sated, unless we were bandits, then it would be for a motorcycle
>>
>>37672527
There isn't an or.

It says
>creating a door when previously where none stood, allowing one to open even a mighty gateway or creating portals
>stood, allowing

Meaning the create a door key has the ability to create gateways or portals

Now, if Genie has said
>creating a door when previously where none stood OR allowing one to open even a mighty gateway or creating portals

That changes the sentence meaning signfiicantly. It means that there's a key that creates a door, and there's a different key that creates portals. Not that the create a key allows us to create portals.
>>
Rolled 18 (1d100)

>>37672504
>>37672527
>>37672573
That was what I thought he meant the create a key did too.
all because of single word vs a comma...
>>
Rolled 80 (1d100)

>>37672573
Ok, when I purchased the keys with my crit it was my understanding that the make a portal key and make a door key where 2 different keys, we got make a door. That key when used on solid mater makes a door to the other side of the mass of soled matter. Be it a wall or a cliff.
The make a portal key dose not need to be used on solid mass but only needs the user to have knowledge or idea of the destination.
>>
Rolled 82 (1d100)

>>37672573
Ok compromise. We do the plan with a portal key that runs out of uses once the plan is done leaving us with the make a door keys.
Also those traders we got the keys from are still here. They set up a trade outpost in our bace. Go ask them what's up with the keys.
>>
>>37672573
>gateway or creating

Creating a door when previously where none stood ( , ) allowing one to open even a mighty gateway (or) creating portals.

I'm sure that comma also counts in the or this department, because of multiple abilities.
>It can do fire, water or chicken.

Unless my understanding punctuation is worse than I thought ... I hope it's not.
>>
Rolled 55 (1d100)

>>37672680
You are right. Fuck can we ether redo the action or move on.

Also can it just be understude that all actions involve asking the advisers impute? All of them. So we don't have a problem like this again?
>>
Rolled 97 (1d100)

>>37672632
I think anon and I were victims of a very unfortunate typo.
In English when there is a series it's kind of important to specify between your and's and or's

>>37672680
Usually when it's just a comma, it's presumed to be an "and" not an "or", especially the way the sentence is constructed.

For example
"This knives are sharp, allowing one to cut string or cake"

Does that mean some knife is only able to cut string but not cake and and others are only able to cut cake but not cut knives?
>>
>>37672680
More info one the make a door keys would be useful, like could we use it to make a better way of getting to the mines by just using the key on the ground? Stuff like that
>>
Rolled 61 (1d100)

>>37672727
Damn, now MY English is failing me.

"These knives are sharp, allowing one to cut string or cake"

Does that mean some knves are only able to cut string but not cake, and and others are only able to cut cake but not cut string?
>>
Rolled 14 (1d100)

>>37672727
I suggest we compromise and do >>37672670 and move on. Yes the post was not clear but we should have asked at the time.
>>
>>37672740
No it saying they are sharp and can cut a lot of stuff, the cake and string are examples of what can be cut by that same knife.
>>
Rolled 58 (1d100)

>Genie's failures at grammar fucking him and his players over
So absolutely nothing new then.

Anyway, vote Delim's actions and let's move on. >>37671542
>>
Rolled 39 (1d100)

>>37672670
Vote. We spent too much time on this. No wonder each turn takes forever.
>>
>>37672710
I thought the action was fine with the key as is. We get them to focus on the knights and other attackers. Then use the key to make a back door to wreck there shit with the magi.

>>37672740
I believe that is right, but we have a list of abilities. The comma is used to save time ( in place using or each time ).

I think the problem came from the period pause. ( I could also be wrong, I'm more of a talker than a writer.)

>>37672798
Hehehe.
>>
Rolled 68 (1d100)

>>37672792
Which means:
"Some of these keys are special. . .creating a door when previously where none stood, allowing one to open even a mighty gateway or creating portals."

The key's are special, able to create a door where there were no doors before, and allowing one to open a gateway or a portal.

>>37672798
I concur, let's get over this >>37671542
Backing
>>
>>37672863
The full sentence is
>"Some of these keys are special capable of opening any lock, creating a door when previously where none stood, allowing one to open even a mighty gateway or creating portals."
Which is ambiguous as to if it's a series of inclusive of exclusives. It could mean:

The keys are able to open any lock and create any door and open a gateway or portal.

or

The keys are able to open any lock or create any door or open a gateway or portal.

Only now in context is it clear Genie meant the latter, but it'd be easy to make that mistake at first glance.
>>
Rolled 10 (1d100)

>>37671542
Backing.
Can we get a boon or fate point from ambiguous error on everyone's part regarding last action and the keys?
>>
https://www.youtube.com/watch?v=RPoBE-E8VOc
>>
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Rolled 25 (1d100)

>>37672925
Ambiguous error boon.
New hero unlocked
The key master.
Error missing half of a hero pair
Error hero ability stunted until pair is united
"I am the key master are you the gate keeper?"
>>
Rolled 92 (1d100)

>>37672988
Warning
Roll and linked post id match
Warning dubs detected
Warning causality is making shit up and you can't stop me
>>
>>37673021
Christ where did we find this guy? I thought I was the group weirdo..

Rock on causey, I'm sure your on to something there
>>
Rolled 30 (1d100)

>>37672557
You still there man? Don't tell me your done for the day. I just got off work I'm good to got for hours more.
>>
Rolled 66 (1d100)

>>37673043
I was found in the blackwoods. Birthed by the mutant zombie centaur that killed everyone.
Fear me
>>
Rolled 26 (1d100)

>>37673063
I'm good to go for hours also. Genie you still there? I don't care if we re do the turn I just want the dam game to move on. I don't want this game day to result in one fucking turn.
>>
>>37673118
Two turns actually, though we did repulse those barbarians.
>>
>>37673118
At this rate the thread counter will eclipse the turn counter... Wonder if that will unlock anything interesting.
>>
Rolled 74 (1d100)

>>37672988
Kek. It would be fun for this to happen.
>>37671542
Vote. Let's move on.

Also how big dose our military need to be before we get 2 war actions? Isn't it for every 1000 military or civilians another action is unlocked.
>>
Rolled 72, 56 = 128 (2d100)

>>37673043
New Challenger Appears!

Gozilla: Madness Wielder Vs. Causality: Number Rider!

The fate of worlds line in the outcome. Make peace with the, lords, gods or things, you wish to.
>>
Rolled 92 (1d100)

>>37673134
It will result is someone else reaching the end game win state I bet.
Where is genie? I want to play a game...
>>
Rolled 98, 74 = 172 (2d100)

>>37673154
You will never win. Yours is the maddens of insanity. Mine is the whispers of a too deep meaning behind numbers and reality. But together we can make fucked up shit happen!
>>
Rolled 98, 9 = 107 (2d100)

>>37673213
Causality got the 222 post in a cube thread where he was ranting about numbers and shit for the second time in a row. What dose this mean? Is the gate keeper going to show up?
>>
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Rolled 12 (1d100)

>>37673235
Bro, do you even dice?
Get out of my face.
>>
Rolled 56 (1d100)

>>37673377
A dub of dubs.
Well played sir. You may have won this round but not the war.
>>
Rolled 88 (1d100)

>>37672798
That hurts anon...but eh is true so cannot deny.

>>37673172
What game?
>>
Rolled 4 (1d100)

>>37673437
a game of thrones.
No but this game.
So are we moving on or redoing it's up to you now.
Also what do you think of this? >>37672988
Funny no?
>>
Rolled 88 (1d100)

>>37673475
Could do game of thrones...but I doubt anyone would want me handling that.

I wasn't gonna say anything because I thought you might of figured something out...apparently not so.

You are no smart anon who makes the Genie sweat causing dew to appear the spider web that is deceit, plot, background and setting.
>>
>>37673475
No point in redoing since the key doesn't work the way some of us thought.

We just have to move on with >>37671542

>>37673506
Be sure the Commander brings the Prophet with him. We never did get to see how he fights. I hope telekinesis and psionic stealth still apply to him.
>>
Rolled 19 (1d100)

>>37673506
I might not be smart anon, but I can see into your system if the madness was not in the way. Besides with how much fluff I donate and with how much of it gets used (like the very intro to this civ) the setting is like 1% me or something.
>>37673560
Ya lets move on.

I'm still holding out for a ambiguous error boon tho
>>
>>37673601
There is a little bit of the system in all of us.. Now settle down and take your meds... we are 70 posts from bump limit and have done almost nothing.
>>
Rolled 13 (1d100)

>>37673649
I fucking know! That's why I want us to move on with the game! Last time 4chan was fucked and the game day wasted this time we spent forever doing fuck all. Dam it! I want shit to move on to the point where I have enuf info to write another special unit in to existence!.
>>
>>37671542
This is consensus bump
>>
Rolled 95 (1d100)

2 game days of doing fuck all. I'm getting civ blue balls here.
Also bump
>>
Morning bump
>>
More bumps
>>
File: English.png (49 KB, 700x800)
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>>37672680
>It can do fire, water or chicken.
That still means it can do all of those things.

"These cooking machines are strong! They can do fire, water or chicken."

You've got yourselves some multipurpose cooking machines right there that aren't gonna get burned, drowned, or clogged with chicken.

Now if you say:

"These cooking machines are strong! One can do fire, another water, and another chicken."

Now you have to choose if you want the cooking machine that can handle fire, the one that can handle water, and the other that can handle chicken. Ironically, it's the one with the 'and' and not the 'or' that becomes exclusive instead of inclusive.

Bumping with English.
>>
>>37676915
It's this or that, not this and that.

It can do water and fire, that would be both. It can do one or the other, is how or works.

... man I need to back to school if I have been doing this wrong. That or school house rock is full of lies.
>>
>>37677809
>It's this or that, not this and that.
It's still both.

Remember
"This knife is sharp, it can cut this string or it can cut that cake"

The knife is still capable of cutting both the string and the cake, the or simply acts as a conjugation to separate the two examples of what the knife can do, but it is still completely capable of doing both.
>>
You should be archiving these.
>>
>>37677985
... I just woke up and showered, so I could be out of it. I sure it's more "I would like to go to the movies. But there is a problem, I would like to see them all. Like the action movie, comedy and horror today. Problem is there's not enough time. So I could see the horror and the action or I could see the comedy and horror."

It's a shame I like action and comedies, but today is comedy or an action movie not both. O well ... and another one and another one and another one bites the dust ...
>>
>>37677985
>>37677809
The issue here is English is not a precise language.

Mathematics has OR and XOR, where OR must be inclusive and XOR must be exclusive.

But with English you need to rely context clues.

Inclusive:
"She couldn't read or write" (she can't do both)
“Help yourself to chicken or ribs or chili or whatever strikes your fancy” (you can all of those things if you want)
"I like Clinton better than Bush, Obama, or Reagan" (he likes Clinton better than all of them)
"Superman can melt mountains, bend steel, or juggle freight trains" (he can do all of those things)

Exclusive:
"The waiter said we can order mashed potatoes or french fries with our steak" (but not both)
"This light-bulb is on or off" (it can't be both on and off)
"This seed will become a tree, or a bush, or a flower" (it won't become all three)

>>37678485
Or how about your case with the movies:
Inclusive:
"At the movies we can watch a comedy, an action, or a horror" (we can do all of those things)

Exclusives:
"When we go to the movies we will watch a comedy, an action, or a horror" (we have to pick one of those things, but not all)
>>
Rolled 96, 70, 42, 1, 65 = 274 (5d100)

>>37678625
Ok, I asked a friend who is an English teacher which meaning the sentence had.

According to him it can go both ways and fuck who wrote it.

God damit. That dose not help at all
>>
Bamp
>>
>>37678625
Good old English, the problem child of the languages.

But dam it this whole time I been treating them as their own thing. It makes things so much easier! But it's what I get for not writing much until past year or so.

Good thing we are a diverse bunch, it allows good growth and change. Well back to work.
>>
Rolled 57 (1d100)

>>37680051
So not that we know a fuck up of English did happen will we get reprisal from genie?
Hopefully next game day we actually do things.
>>
>>37680238
No causey... I have seen this before. We are in a slow spiral. It happens when we have too many projects/quest hooks in the air at once. If we survive the encroaching army, which is unlikely, we still have to deal with the golems in the woods, the vampires, the dwarf mine, and several other things I am forgetting. Each of these things will require a few hours of diolouge and an info dump...
>>
Rolled 29 (1d100)

>>37681218
I didn't donate 300 for us to die from this army. We will live. We will win.
>>
Rolled 14 (1d100)

>>37678887
tfw my writing so fucking terrible anons had to go to an english teacher for help...

and anons are debating about english.

My god this sorta reminds me of the old days but over english instead of in game stuff.

That means this time i can actually complain about it!

Last time I couldn't say shit due to it being game related.

>>37680238
I don't know...
>>
>>37681327
I will fight tooth and nail for the survival of this faction, simply because I can't wait to see the adventure didrickson come back and see his grandpa
>>
>>37681371
I'm surprise you don't talk through the heroes if they have somethings to add.

I can get the not doing a shit slapper. But maybe a hero was listening and wanted to add in their theories on the topic. With this one we have a crap ton of hidden things, like the assassin, plus officers. Maybe they would like to jump in and add their crackpot ideas into the mix.
>>
Rolled 63 (1d100)

>>37682183
We need to ask them it looks like. If not asked they won't add impute.
>>
>>37682337
Yeah, it does seem like it.

After the visit and attack on the camp. Maybe we can have another party, with tea.
>>
Rolled 32 (1d100)

>>37681371
Adventure dice bump
>>
bamp
>>
Rolled 64 (1d100)

>>37683595
>>37681371
One more for adventure!
>>
Rolled 100 (1d128)

>>37683595
>>37685656
I think causey is rubbing off on me...
>>
>>37686744
You got my hopes up and then I saw the dice type.
>>
Rolled 2 (1d100)

>>37686744
Real dice adventure bump.
Dammit where are they edition
>>
Rolled 53 (1d100)

>>37687832
>>37681371
Nothin personal kid..
>>
Rolled 94 (1d100)

>>37689263
Dice roll to help adventure party bump.
Whoukd this roll do anything? Like would it factore in to some background rolls that effect how they are doing?
>>
>>37690227
Probably, all depends if Genie is paying attention or not. Plus the topic discussed with said roll.
>>
Bump
>>
Probably a good idea to get our faction name dealt with before game time tomorrow.

We so far got Causality's >>37670727 and my ideas >>37670455.
>>
Rolled 28 (1d100)

Dice roll is for adventuring party

>>37695194
I'll list all the current ideas plus some more I thought up. Genie feel free to use them to name any faction in the game.

The Stormblessed
The Companions
The Brotherhood
The legion of fate
The knights radiant
The windbreakers
The forsaken
The stone sworn

Vote for which one you want or suggest more.


Question. How big dose out population or military need to be to get another action? Would for every 1000 military unlock another military action and for every 1000 civilians unlock another civ action make sense? Other factors would play in to it of corse.

Has the last 25$ I donated been spent yet?

What are the mines producing? And how much?
>>
>>37695950
the starshine friendship upstarts
>>
Rolled 36 (1d100)

>>37696247
That's just silly.
>>37695950
I have been stricken by a bolt of inspiration regarding the name the knights radiant. I have a plan that should net us some sweet shit. With our moral being high and Ashly using awestruck and the prophet doing what he can to make the generals words hold even more weight in the minds of all the civ and with the effects of the uber boon this should not only work but should shine.

I'll post all once the fluff is done.
>>
Rolled 19 (1d100)

>>37696655
I'll post fluff in the morning. Bump
>>
>>37697740
Could be fun, bump.
>>
Rolled 36 (1d100)

>>37681371
Adventure!
>>
>>37701240
Bmp
>>
Rolled 37 (1d100)

>>37696655
The General without a name sat thinking. The enemy was at the gate, and the future seemed grim. If he was to have any hope to lead his men to surviving this than they needed to be unified. They needed not only to be willing to follow him to hell and back but willing to follow each other there as well. After a knight of strange dreams he had an idea. An idea that would make them shine.

"Val, I need you to gather Ashly and her tree, the prophet, Richardson, and yourself here. We have a plan to discuss."

The next day everyone was gathered around the main tower of the keep. The general standing high on it so his voice could be heard.

"Today I look on you and see not fear, for even with the enemy at the gate you fear them not!"

At this point Ashly started to do her part of the plan. She used her powers to slowly creat a feeling of exaltation among the growing in strength as the speech went on.

"I do not see despair, for even in a weary land of death and ruin you have not lost hope!"

Richardson was watching the crowd seeing who needed more treatment from Ashly.

"I see light in your eyes. The light of hope. The light of diligence. The light of unity! For together we are more. Together we are Radiant!"

The prophet of fate was working the minds of all. Making what was said take hold and the feelings now to become galvanized in them. So that thy never forget this great day.

"Life before death. The Radiant seeks to defend life, always. He never kills unnecessarily, and never risks his own life for frivolous reasons. Living is harder than dying. The Radiant's duty is to live.

Strength before weakness. All men are weak at some time in their lives. The Radiant protects those who are weak, and uses his strength for others. Strength does not make one capable of rule; it makes one capable of service.
>>
Rolled 43 (1d100)

>>37703575
Journey before destination. There are always several ways to achieve a goal. Failure is preferable to winning through unjust means. Protecting ten innocents is not worth killing one. In the end, all men die. How you lived will be far more important to the Almighty than what you accomplished.

Trust in your leader. The world is uncertain place. Only together can we prevail. The almighty have given some the strength and ability to guide, follow them and the future will shine.

Such are the words we will live by. It maters not who or what you are. It maters not what you have done in the past. What matters is that we are one. We are The Knights Radiant, and together we shine."


Thats it. It's not long but it should do
>>
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Rolled 8 (1d100)

>>37703575
Have a pic as part of the fluff. What could all this get is I wonder.
>>
Afternoon bump
>>
Rolled 37 (1d100)

>>37703609
I like it, but I'm not cool with the save 10 not worth killing 1 part. This is war. Shit like that will happen.
>>
Rolled 4 (1d100)

>>37703575
>>37703609
Sounds good, what dose genie think of it?
>>
Rolled 44 (1d100)

>>37706181
about what?

>>37671542
Lowdown activated...sons of bitches.

----

So...hey guys?"

"Yeah?"

"Where did the commander go?"

"I thought he went with them to go see that one girl?"

"Yeah but he didn't go so where he at?"

"Hey guys..."

"Yeah?"

"Found a spy who wasn't dead under strange circumstances..."

"...what teh fuark is going on?"

Meanwhile at a certain enemy camp.

"I is genius," thought the commander in his brand spanking new disguise. For no one knows it is I...after all its just such a ludicrous idea...which is why its genius.

Meanwhile in the shadows watching the figure a certain someone was shaking her head in confusion before bashing against a post.

Lowdown:

You are Richard and right now you are apparently going to give some hose warming gifts(which you didn't even know were a thing so go figure) and the ever popular flowers.

Sadly you were spared only a small garden...and so you entered the quarry and later into the garden heading towards a certain home.
>>
Rolled 82 (1d100)

>>37707418
bah meant small guard.

Sadly though by the time you got there...it would appear the miss was gone.

In her place though stood a certain fellow..."

Cousin? I thought you were dead!"

"OH I am not so easily killed!"

"Puwahah what you doing here?"

"Uh...gifts for owner of house?"

"Oh her she gone."

"...shit."

"Yeah you waited to long."

"So how was your adventure?"

"we got lost..."

"Hm?"

"like repeatedly."

"How many times exactly?"

"...like 5 times."

"...wow got any good adventures or loot."

"No not really."

"...shameful cousin."

"Heheh maybes for others but not ones like us!"

"OH nice..."

"What about you?"

"Goblins hob ones to be precise."

"Hm not bad."

"Any news?"

"Considering how hard we got lost no not really oh we DO have some info on the Commander though."

"Oh pray tell."

"He was a skilled commander and fighter with a surprising talent for stealth and had magical potential."

"Uhuh anything new?"

"He had a fiance."

"Hm...really? How the hell did THAT happen. I thought the fucker was way too cluele-oh I get it now."

"Yeah pretty much that."

So...how do you two know each other," butt in Valeria.

"Oh we like cousins or something," they both claimed.

"So you want to go back?"

"Eh...but aren't you busy being invaded?"

"...how long you been here."

"We WERE gonna return when things settled down."

"...you are the worst," claimed Valeria.

"Well we DID sorta fail pretty hard."

"Besides being lost and getting laid right cousin?"

"Yup."
>>
Rolled 78 (1d100)

>>37707812
"Well later cousin."

"You sure you wanna try your luck again cousin? Supposedly the Commander knows how to fight but he is...most poor at certain matters."

"Hm...we shall see cousin we shall see."

>>>Turn 23
>>>>>>>>A. Scavenge for supplies.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve weapons.
>>>>>>>>D. Research technology.
>>>>>>>>E. Research Magic
>>>>>>>>F. Explore in a direction/something.
>>>>>>>>G. Scavenge for raw materials.
>>>>>>>>H. Your choice
>>Reserves: 5
>>Currency: 0
>>>Pop 3000
>>>Military 2000
>>>>>>>>>Food: Below Average
>>>>>>>>>Water: Average
>>>>>>>>>Morale: High
>>>>>>>>>Medicine: Low
>>>>>>>>>Health: Low
>>>>>>>>>Armaments: Average
>>>>>>>>>Fuel: Poor
>>>>>>>>>Tech level: Barbaric
>>>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>>>>Defenses:
>>>>>>>>Beasts:
>>>>>>>>Power: Windmill
>>>>>>>>Weapons: Reserves.
>>>>>>>>armor: Hides. Metal(limited)
>>>>>>>>communications: Word of Mouth.
>>>>>>>Technology: Tanning. Drill Mastery. Crude
>>
>>37708053
"Bluff. Calling it. You did not just get lost in the woods and get laid. Cough up the magic doodad ya jerk"
>>
Rolled 14 (1d100)

>>37708361
"hey we got some magic but ain't none of it be teleporting crap. Besides we really WERE lost as fuck."
>>
>>37708869
"Obviously you didn't find teleportation magic, you took so bloody long.. Come now, there must be SOMETHING of note that we should know about"
>>
Rolled 90 (1d100)

>>37708053
Dam I thought as much. We always wait to long or are put in a rock and a hard place when this stuff happens.

"Before we go any chance you know when the owner will be back?"

Well I guess this turn we keep working on the defenses.

Action1
Architect and 'demostructor' improve the defenses where you can. Our keep should be good, so make the new town and mining complex your main targets.

If you have some free time see about siege weapons to mount in the keep and for the battle field.

>War
Well I guess keep doing what your doing commander.
>>
Rolled 75 (1d100)

>>37709018
>>
Rolled 4 (1d100)

>>37708962
"Hm...the one warlord that knew the boss before? He isn't as hostile as one would think."

"Beyond that though...stay away from the underground. All the death from the constant fighting and wars sinks down there...bad things happen."

"Mountains and hills to the north are fiercly split and fought over. Unless you got some real heavy fortifications kiss your ass goodbye if you want something over there."

"The lands to the south are full of rich plains with plenty of food. Alas they lack in much else but thanks to the food they got plenty of people to wage war with."

>>37709018
"She went off somewhere South or North not sure which way though."
>>
Rolled 41 (1d100)

>>37709341
Hay genie what do you think of this?
>>37703575
>>37703609
>>37704398
I even have art to spice up the fluff. Together we shine. Together we are Radiant!
>>
Rolled 59 (1d100)

>>37709018
Vote.
How big dose our military need to be before we get 2 war actions?
>>
Rolled 18 (1d100)

>>37708053
You should as the pub and the elf gear to the supply's we have. I think you said we did get that stuff
>>
Rolled 90 (1d100)

>>37709501
Depends on how other anons view it and if they'll accept it or not.

>>37709601
You don't get bonus actions very easily...
>>
Rolled 87 (1d100)

>>37709684
But do you and the advisers feel about it? I'm trying a new think and I need some impute.
>>
Rolled 72 (1d100)

>>37709684
With such high moral and the effect of the uber boon and the second settlement, and this size of civ we should get another action of some kind at this point.
>>
Rolled 6 (1d100)

>>37709018
Vote, we need a new thread soon.
>>
Rolled 42 (1d100)

>>37709018
As it turned out the hobgoblins have already did some work on fortifying the new town but now with certain heroes to aide them things really improved to an astounding degree.

Walls were raised, fortifications were blended, and a devastating maze all arose from the ground seemingly from thin air with the way it all came together.

Meanwhile at a certain camp...

Today...no one has found out who I am.

Yesterday I got a promotion.

Tomorrow...I think I will find something to do.

One thing I can say though the numbers are ever increasing and they are getting supplied successfully now.

When or if I get back I really need to yell at my troops. At this rate things ain't looking so good...

Already they have a number of units available to them.

Infantry, ranged, calvary, magi, and even priests.

If this keeps up they will soon be deploying the more exotic troops...I heard word of tamers and magic knights.

As of now they have 4 blocks of infrantry, 2 blocks of archers, 1 block of crossbow, and 1 block of knights, magi along with clerics.

Infantry wise they got a mixture.

They also have a few others but they do not come to camp. If I had to guess they must be something more then just mere scouts...

>>Turn 24
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Research Magic
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>Reserves: 5
>Currency: 0
>>Pop 3000
>>Military 2000
>>>>>Food: Below Average
>>>>>Water: Average
>>>>>Morale: High
>>>>>Medicine: Low
>>>>>Health: Low
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: -
>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>Defenses:
>>>>>Beasts:
>>>>>>>Power: Windmill
>>>>>>>Weapons: Reserves.
>>>>>>>armor: Hides. Metal(limited)
>>>>>>>communications: Word of Mouth.
>>>>>>Technology: Tanning. Drill Mastery. Crude
>>
>>37710725
>One thing I can say though the numbers are ever increasing and they are getting supplied successfully now.
C'mon commander didn't we emphasize how important it was to choke off our enemy and bleed them dry?

At this rate we should just preemptively attack right now before they get any stronger.

Tell me the commander is at least being productive in his attacks right?
>>
>>37710725
"Commander report, how are your war skirmishes doing? The enemy seems to be pouring in reinforcements, have you at least been able to wear them down?"
>>
Rolled 55 (1d100)

>>37710823
I wonder is he could usurp the camp if he gets promoted to the right position. Down side is if the head guy catches on ... Problems.

>>37710924
Don't forget the commander is us (Twisted - Allows player control and insight on madness.) We probably just need to think about it more than talk to our selves.

>>37710725
... alright with this turn thinking we have Richard turn another unit to our side with Identify.

>Action 1
Scouting/raiding Party. Richard and the knights plus any other fast units, I assume the War Hogs could help. Go out and see what the enemy is up to and attack supple lines if we can. Also try to turn a unit to help gather information.

>War
Go Commander, Go Us!
>>
Rolled 67 (1d100)

>>37710924
"Hm...their reinforcement routes are unpredictable except for one their supplies. The escorts they send with them tend to stay serving as both escort and later additional troops."
>>
I'm actually considering making a "counter siege", surrounding the enemy camp and then laying our own inward defenses and closing the fist.

It worked wonders for Julius Caesar.
>>
>>37711167
Use twisted insight to make a map of the compound and surrounding area.
>>
Rolled 82 (1d100)

>>37711177
Th...that post id. Pleas tell me they must mean something.


Any way. What about challenging the enemy commander to a duel?

>>37711117
Also have the prophet keep tampering with the minds of the enemy. Lower there moral, make them easier to turn. Push all the pain of memors fall in to there minds.

Have Ashly and tree make inconvenient plants grow in the enemy base.

We should have the heroes doing something every turn.
>>
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Rolled 64 (1d100)

War Action.

It's time to learn history motherfuckers. How many of you are familiar with Caesars most famous battle, Alesia?

We're going to follow his example.

In the dead of night, move our Katonines archers and crossbowmen behind the enemy camp directly in the way of their supply routes, taking out scouts and warning agents.

Night Knights go with them and run down any runners who try to escape, I'm sure working in darkness will be just their specialty.

Use the Prophet to make sure no enemy scouts escape and pointing out wherever they happen to be.

Once we have completely blinded our enemy move in the dwarves and our architect hero. They are to create a long wall directly opposite the enemy camp on their backsides.

Heavies will go there with them to hold the line and protect them while they build walls towers and ditches and tunnels around the enemy camp and away from their sight.

We're actually going to need two walls with some space in between, one to repulse enemy reinforcements, and another distanced apart facing the opposite direction to prevent the campers from making a breakthrough.

Slowly, we'll surround our enemy and completely shut them off from all aid.
>>
>>37711167
"Hay Ashly, do you know any good poison?"
Also ask out assassin if he knows any. We can poison the enemy easily seeing as we are infiltrating them so easily
>>
Mmkay, lemme read what's going on in this thread real quick and check out the proposed plans...
>>
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>>37711426
The double walls will create a natural protected causeway where we can quickly move troops around where the fighting is thickest and needed most.

Clerics will assist in healing our heavy soldiers as they fight, while gelatinous cubes, scourgers, and undead will bog them down and cause attrition, slowing the enemy forces for help to arrive.

Hob Goblins and levvies, such as they are, will be our stock troops, versatile and able to move around where they are needed most. Because we know the War Hogs just love to get in a fight at every opportunity, and they will.

Have our Architect Activate [Design] for the surrounding wooden walls and earthen embankements, we need this to go down just like it did for the Romans.
>>
Rolled 53 (1d100)

>>37711426
I love it!
How manny fate points do we have? We should burn one on.

What do the advisers say about this plan?
I don't think the last 25$ of what I have donated has been spent yet. I say we use it on getting a poison in to the enemy food/water. The general can put it in because he is already undercover. The poison needs to be strong because it will be diluted a lot and spread thin.
>>
Rolled 35 (1d100)

>>37711426
>>37711559
I assume we would need to make this a full round action (War + normal action).

With them surround our sappers and magic units could do some real damage. Then we have the hero unit's ability {Boom Bang} for more power. Also as a back up we can use Richard's Identify to turn any scouts we can't stop.

... what else ... Ashly's Awestruck Aroma could hurt their morale or even make some stop fighting altogether. Then if there is trees around we can combo Ted's Tree Time to give one hell of a high.
>>
Rolled 78 (1d100)

>>37711620
Ah yes of course, use the forest to our advantage with the help of [Ashly's Awestruck Aroma] and Ted's [Tree Time]. Drawing our enemy into the forest where the undead and gelatinous cubes await, and away from our builders.
>>
Rolled 88 (1d100)

>>37711426
>>37711559
Vote. I also want to point out that the post first suggesting this action was >>37711177
Just look at that post id. It has got to add something.

>>37711389
I like the poison idea but lets do that next turn. We have a full one already.

But still burn a fate point.
>>37711620
Yes let's have Ashly do that.


Use thread survival boon on this also.

What do the advisers say?
>>
>>37711559
>>37711426
I...wouldn't advise that. The circumstances at Alesia were different. Most importantly, reinforcements weren't actively arriving every day.

I'd just advise an all-out annihilation attack on the camp while burning a fate point to sabotage their defense against it. Have the Commander challenge their Commander or slay their mages for flair.
>>
Rolled 37 (1d100)

>>37711426
>>37711559
With the commander at a upgraded rank in the enemy bace he could do stuff to keep them distracted.
>>
>>37711782
>Smartanon speaks.

This is also a possibility I'd like to entertain, we could find a point in the wall where their archers will have a hard time defending and use our magic key to create a door there.

Let me draw up that war plan and then we'll have our advisors weigh the two.
>>
Rolled 4 (1d100)

>>37711426
>>37711559
What do the advisers say.
>>
Rolled 47 (1d100)

>>37711782
You don't have the boons to allow for a sabotage of the enemy.

You could earn one real quick though...but it would require consensus on certain matters.
>>
>>37711905
>>37711899
Yes, what do our advisors say?

One the one hand we have our counter siege idea. here >>37711426

On the other we've got a plan to make an all out attack, possibly using the keys to open a breech in the wall where Katonines will move in followed by War Hogs and other special troops to take down the enemy defenses from the inside out and open the way for our heavy forces to move in and attack the camp. Kind of like the fall of Troy.

What do they think of either plan?
>>
Rolled 76 (1d100)

>>37711905
We have the thread survival boon.
>>
>>37711855
Remember Ramona, sun.

Genie just dropped a heavy hint about their 'scouts'.
See: saboteurs or infiltrators?

Make a plan that has the Prophet going around with some dudes murdering/detecting their 'scouts' (i really want to see him in combat. Keep in mind they might've infiltrated us), while having other forces move to cut off their supply lines.

All the reinforcements in the world don't matter if they don't have food to eat at the camp.

Mind the fact that any forces trying to cut off the supplies/reinforcements could face a pincer-maneuver if the camp's forces sally out.

>>37711905
What was that you've fed us several times about being able to burn fate points to sabotage enemies then?
>>
>>37711981
>Make a plan that has the Prophet going around with some dudes murdering/detecting their 'scouts' (i really want to see him in combat. Keep in mind they might've infiltrated us), while having other forces move to cut off their supply lines.
>All the reinforcements in the world don't matter if they don't have food to eat at the camp.
>Mind the fact that any forces trying to cut off the supplies/reinforcements could face a pincer-maneuver if the camp's forces sally out.

But all of that is present in >>37711559, we have no way of effectively cutting off their supply lines as is because they've got so many possible routes.
>>
Rolled 61 (1d100)

>>37695950
Stormblessed gets my vote.

Reaching consensus gets us a boon.
>>
Rolled 68 (1d100)

>>37711953
hm...fuck forgot about that one.

Fair enough.

>>37711981
I got them mixed up with boons...
>>
>>37711905
http://suptg.thisisnotatrueending.com/archive/37512267/
Post: 37557224
"You can also burn fates/buffs to harm the enemy too by the way..."
37557395
"Actually it works by decreasing whatever their action was gonna be."

Lemme look for more.
>>
Rolled 35 (1d100)

>>37712019
The lines are cut off by the wall. The trees will kill them if they try the forest. Undead get them from the other
>>
Rolled 37 (1d100)

>>37712036
I'm likeing this also. It gets my vote.
>>
>>37711905
Well we got a list ( >>37695950 ) of names here.

>>37712061
.... yeah I got up in Genie's business earlier about that as well. There was a mess up is all.
>>
>>37712082
Yes, but that is in the proposed Alesia counter siege.

What Smartanon is proposing is an all out attack into the enemy camp.

But then I'm not sure what he's trying to say about "cutting of enemy supplies to starve them" which is what the Alesia plan details.
>>
Rolled 99 (1d100)

>>37712036
>>37711426
>>37711559
Vote
>>
>>37711981
>>37711782
Anyway, as I value your opinion higher than myself and others, please list out every part of your alternative plan so I can put it together in something cohesive
>>
Rolled 66 (1d100)

>>37712190
If I remember right a boon can be used to add a bit to each roll of an action. If we use the thread survival boon than this should become a nat 100
>>
>>37712142
Yes, the Alesia plan details cutting off their supplies but not in a way that can practically be done. They're not /stuck/ up in their camp like the barbarians were and their reinforcements aren't months away either. Any attempt to construct a wall around their camp is just going to get pincer-ed. Not to mention the Romans didn't have to contend with magi or knights.
>>
>>37711426
If this is going to happen I hope
>Use the Prophet to make sure no enemy scouts escape and pointing out wherever they happen to be.
Is interpreted as the Prophet going down on the ground and actually being there to fight, because I too want to see what he's capable of.

Don't forget his abilities will likely be stronger when he is there in person.
>Bonus morale
>Attuned- can detect problems and anomalies on an unusual level.
>>
Rolled 42 (1d100)

>>37712223
Boons are actually very adaptable.

You don't have to use them for just that...better off using fate points for something like that.

>>37712127
yes but one of them must be accepted first of all by a consensus.

THen you get boon.

>>37712061
I suppose you could use a boon to penalize the enemy roll...but it wouldn't be quite as nasty as using a boon to screw them over with.
>>
>>37712240
>Any attempt to construct a wall around their camp is just going to get pincer-ed.
To be fair, the romans were pincer-ed. That's kind of why they built two walls.

Anyway, I understand but how do you propse we cut off their supplies without a wall? We don't have the manpower to fully defend all their routes, even the commander was unable too. They seem to be able to move around us.
>>
Rolled 59 (1d100)

>>37712240
But if >>37712223 is true then we have a nat 100 for that action.
We already shone that we can build walls fast so I think it can work.
>>
>>37712278
Genie, we still need the Advisors opinion on some of the proposed ideas.

>>37712308
We do have our UBER BOON CONSTRUCTION dwarves and Nat100 Architecht hero to boot.
>>
Rolled 26 (1d100)

>>37712278
Very well I say we use a fate point to make >>37712190 a nat 100. With the already high rolls for the action we should do greate.
>>
>>37712347
I'm still in favor of more discussion and planning, but IF this is going to happen I would back the fatepoint.
>>
>>37712287
Indeed they do. Seems a little odd, doesn't it? That they can move through this terrain that we're more familiar with nigh-impunity? Basically rendering our pursuit of them invalid?

And keep in mind Genie's hint about scouts...
>>
>>37712397
I concur.
>>
>>37712407
Right right right.

Anyway, just please compile everything you can think of down to the smallest detail in a post. The faster you do that, the faster I can try and turn it into a plan.
>>
Rolled 4 (1d100)

>>37711426
>>37711559
Should we also try a trogon horse thing eventually?
>>
>>37712467
>>37712407
By that I mean the steps to be carried out.
>>
Rolled 44 (1d100)

>>37712469
No. If the situation was reversed then maybe
>>
Rolled 37 (1d100)

>>37711426
>>37711559
Dammit I need to go back to work. I still support this plan. If new stuff comes us try adding to this plan because I want to keep the potential nat 100.
There should still be at least 2 fate points and 25$ and a survival boon to use. Also stormblessed dose sound cool as a name
>>
Rolled 85 (1d100)

>>37712467
If a new idea is made that is just an alteration the the old one, can the rolls of the old one carry over the the new clarified post?
>>
>>37712604
It depends if its a modification or an outright new action plan.
>>
Rolled 51 (1d100)

>>37712614
It's a new post to that is a combination of all the alteration of the old plan. Would the rolls carry over then? I do want to keep the potential 100
>>
>>37712647
No idea.
>>
>>37712486
>>37712467

>Their scouts are out there doing things that are undoubtedly bad for us.
>Even normal scouts being out there would be a bad thing, but it's been hinted that these scouts are special somehow.
>They likely are connected to enemy reinforcements being able to evade our forces (alternatively, the enemy mages are scrying us).
>Any attack we initiate while enemy scouts are still out will almost certainly be hindered or countered due to enemy knowledge of our actions.

So we either need to do a double-feint plan or eliminate the scouts. Or both.

The enemy also most likely has some better form of troop communication than we do, so any plan we implement needs to be...able to adapt to unexpected developments with little/no communication between our troops while they have as much communication as they want.

Now let's see...you say our Commander couldn't even find their scouts? It's possible that they know our Commander ain't no one to fuck with. It also indicates that they're avoiding combat for some reason, so they're likely executing some sort of plan.

Continued...
>>
>>37712720
>The enemy also most likely has some better form of troop communication than we do, so any plan we implement needs to be...able to adapt to unexpected developments with little/no communication between our troops while they have as much communication as they want.
Man, isn't that a darn shame, and we have the Prophet of fate too.

I think he needs to work on some kind of hivemind alternative.
>>
>>37710725
How many troops do they have, roughly? Do they outnumber us?
>>
>>37712761
We could use the Thread survival boon to shut down whatever form of communication they have during whatever turn we use to attack.
>>
>>37712559
Unless I messed up our fate points are still at 5. You bought 3 when things got us down to two fate points.

>>37712278
I will back stormblessed like these >>37712036, >>37712114 two did.

Sorry about the linking it was to show the current list for everyone.

>>37712761
Magic!
>>
Rolled 20 (1d100)

>>37712768
I am going by 'units' so if you want to know if you are then count them and your own.

The unit thing is experimental but I will have it be the same for now.
>>
>>37712909
Or you could just say "well, you've got about as many men as they do"
>>
>>37712720

We ought to keep in mind that we have an expert combatant INSIDE the enemy camp, this can be used to exquisite effect if we're careful and thoughtful. Perhaps he should perform a Walk Around before we plan anything further? Information on the enemy camp can do us nothing but good.

Ashly and our Ent can be used to great effect making the enemy trying to move anywhere hell. Genie's also fairly dying for us to unleash the damned Fae on them. He wants to showcase that stuff.

Katonines would likely make good scout-hunters.

A probing attack before coming up with a legitimate plan might not be the worst idea. Perhaps while the Commander is walking around, so he sees things he shouldn't in the chaos of battle.

Their crossbowmen will be good against armored targets, archers good against less armored targets. Infantry coming from a region that is lush in food but little else are likely to be poorly equipped (then again, these are a foothold-establishing force so they may be elite). Magi and clerics are the most dangerous units they have geek the mage first, the knights would likely be well countered by the puppets and a unit that can bog them down.
>>
>>37712998
Hmm, so should I interpret that as

Action 1
Walk Around the enemy camp for info

War Action 1
Probe attack (to hunt the scouts?)

This is a very brief, but I'm going to throw in more of what you've been saying.
>>
>>37712998
All I can think of for now.

Use subterfuge, diversions, stay smart in your plans if you're SURE you have a good plan don't write it all the way out until it goes into action, you know how Genie is. and use the boon and Commander to fuck the enemy over where it hurts.

Remember Ramona, remember the first battle we actually played smart with the Memor, and we'll do fine for now.

>>37713041
More like...
>Action 1
Walk around the enemy camp during the probe attack to gather info.

>War Action
Probing attack by: hobgoblins, war hogs, other monstrous units to give the kingdom the impression that we're unclever.
Make sure the units mesh together morale-wise (no dwarves w/ goblins, etc.), and have some way to make enemy magic hurt less.

War Action Corollary
After our probing force has been dispatched, send our Katonines (and any other good anti-scout forces) out to look for signs of enemy scouts observing our forces. Don't attack them, just trail. The Prophet might be good to send with this group.
>>
>>37713170
And it would be adviseable, on an action like this, to burn a fate point.

Imagine how much info our Katonines would gather on a crit. 'Course, if we get a guaranteed crit it might be better to just have them kill the scouts. Dunno, depends on how we want to play the situation out.
>>
Rolled 9 (1d100)

>>37713170
>>37713235
I like it. Vote.

Maybe dole out mages to both attacking parties, one to protect against magic, and another to use magic against the scouts?
>>
>>37713284
Nah, don't vote for it as-is. Needs some hero assignments and ability activation to really give it oomph.
>>
>>37713366
Hmm, truth. Let me see.

Ashly and Ted to go with the Katonines to assist in any forested matters, perhaps activating [Awestruck Aroma] and [Tree Time] to lure the enemy scouts in.

Richard should [Idenfity] the enemy scouts as well.

Also didn't we capture some enemy scouts quite a long time ago?

The Prophets abilities seem to be entirely passive. He'll go with the katonines personally.


---

Also when the fuck is Genie going to bring back Evan, it's been like 6 threads.
>>
>>37713507
Tree Time and Awestruck aroma could likely be used to keep the Katonines hidden quite well if trailing the scouts. So much so that they might not even need the Fate Point burn.

Then again, we risk heavy casualties in the probing attack without fate point burn. But do you really want to live forever?
>>
>>37713588
So I take it as a consent to >>37713507. And yes, I'll back the fatepoint burn.

Hmm, heroes are assigned, don't see how the architect can help in this situation. . .AH, but perhaps the Prophet can relay info on the enemy camps defenses from our commanders walk around to the architect and help him devise the most effective way to attack them and weakpoints. I presume that's feasible under [Design].

That should cover most of our heroes. Anything else?

We do have undead, night knights, gelatenous cubes, and our assorted dwarves not doing anything atm. Perhaps the dwarves should work with our architect hero to devise more assault plans on the enemy camp.
>>
Rolled 50 (1d100)

>>37713507
He is back but chilling at a house in the quarry surrounded by a great garden...

He isn't exactly keen on getting involved though.
>>
>>37713507
>Acquired 2 units of Scouts. One barbaric One civilized.
>>
>>37713683
Wait, he's back? When was this?

Also where's our updated map then.
>>
>>37713765
Today >>37708053.
>>
Rolled 87 (1d100)

>>37713683
. . .why didn't you tell us he came back?
>>
>>37713792
Huh well then.

Shit, he must have had a TON of adventures. Like holy crap enough to fill an entire thread.

Also our map. >>37713683 I presume he came back that means he found the cartographer to map out the surrounding area for us like he was ordered too.

I'd hate to learn he did diddly shit for all the time he was away.
>>
Rolled 34 (1d100)

>>37713838
He traveled around quite a bit the only good map he has though is the southlands.

The other map he's got is the forest but its outdated and old as shit.

He has a bad(terrible) map of the north and a shitty map of the lakes(makes it complicated to map thanks to water flows and constant changings).

>>37713795
I did it was earlier then the thread.

Funniest part is you could of found him sooner or even caught the one gal if you had been fast enough.
>>
Rolled 25 (1d100)

>>37713838
We also sent him some of our units, what happened to them?
>>
>>37713917
"You could've caught the one gal if you ignored the imminent threats to your civ by burning your one action to catch a plot hook that may or may not lead to anything."
>>
>>37713917
>He traveled around quite a bit the only good map he has though is the southlands.

Can we see it? Considering our enemy is also attacking from the south.

A crude map of the north, works just fine, as long as we can tell "oh, that's a mountain, that's a forest, and that's a town"
>>
>>37713954
This.

We put our Adventurer out to have awesome adventures and as a bonus map and learn the surrounding terrain. Also to have cool stories to tell.

>"...wow got any good adventures or loot."
>"No not really."

I guess that settles it. Genie wants him to be a useless hero/adventurer.

And I was hoping he'd try and relive Wilfred Didrickson from Memor quest.
>>
Rolled 39 (1d100)

Just donated another 100. That makes 125$ unspent. Would recommend it used on fate points and boons.
What's the smallest boon and what is cost? So small it will only add 1 to one roll.
If I roll 100 or if post id is quads unspent amount is upped by 50% because I say so.
>>
>>37714095
Well I was not expecting that.

Ha, if the enemy is going to poof in reinforcements and supplies, who says we can't?

. . .can we spend those to get the Vampires as our ally? Please?
>>
>>37714031
Maybe it's because he's a young upstart.

One day his time will come, but he much first accept the commander. Then he can form a party of adventurers to go on truly daring quest.

I vote the party to be made of a hobgoblin, cleric, peddler, a dwarven alchemists and the Evan.
>>
>>37714148
We already GAVE him a party of adventurers.

I'm betting he got them all killed or deserted.
>>
Rolled 29 (1d100)

>>37713925
He took with him only a few guys and most of them made it.

In fact they even been upgraded.

There should be a list of them somewhere.

>>37714095
Much appreciated.

>>37714127
Hm...100 is quite a powerful boon.

Besides didn't you already come to some sort of agreement?
>>
File: southlander_kingdoms.jpg (130 KB, 700x600)
130 KB
130 KB JPG
Rolled 92 (1d100)

>>37714236
Fuck forgot to attach map...

As you can see its quite divided.
>>
Rolled 61 (1d100)

>Action 1
Walk around the enemy camp during the probe attack to gather info [Commander]

>War Action
Probing attack by: hobgoblins, war hogs, other monstrous units to give the kingdom the impression that we're unclever.
Make sure the units mesh together morale-wise (no dwarves w/ goblins, etc.), and have some way to make enemy magic hurt less.

War Action Corollary
After our probing force has been dispatched, send our Katonines (and any other good anti-scout forces) out to look for signs of enemy scouts observing our forces. Don't attack them, just trail. The Prophet might be good to send with this group, his abilities being entirely passive, so send him in person.

Richard should [Idenfity] the enemy scouts.

Activate [Tree Time] and [Awestruck aroma] to keep the Katonines hidden quite well if trailing the scouts.

If the Prophet is capable of multitasking (the man who literally oversaw a hundred thousand minds and a trillion thoughts? Of COURSE he can multitask) relay info on the enemy camps defenses from our commanders walk around to the architect and dwarves to note the weakest portions of the enemies defenses.

Burn a fatepoint to make the overall success of this sucessier.
>>
>>37714236
>Besides didn't you already come to some sort of agreement?
A trade agreement.

We're still itching for a full on military alliance.

>>37714278
I like it. So now we know, this will be useful.
>>
Rolled 74 (1d100)

>>37714283
Vote.
>>
Rolled 61 (1d100)

>>37714283
Backing. Don't forget to have the architect activate
>Design: Able to create and plans for a special formula that can later be used.

For pointing out the weak points in the camp
>>
Rolled 13 (1d100)

>>37714437
>Rolled 61
>Burn a fatepoint
>>37714437
>Rolled 61

Neat.
>>
>>37714236
Here it is if you need the list.
>Evan has taken a single levy, mage, a hobgoblin, gretch, and the exceptional nobody with.
>>
Rolled 83 (1d100)

>>37714437
>>37714283
Oh look, linked double rolls.

Also vote and support fatepoint burn.
>>
Rolled 72 (1d100)

>>37714283
Hm...
>>
Hopefully Genie get's this update before the thread 404's.

The downside of bump saving the thread to game days is that it doesn't have a lot of leeway when the game day comes.
>>
Rolled 69 (1d100)

>>37714871
So got the consensus on the naming stuff as well as that one interesting fluff piece?
>>
Rolled 19 (1d100)

>>37714095
Jesus man, I wish you were around for some of our Post Apoc civs. You'll stick around, right?
>>
Rolled 6 (1d100)

>>37714875
Give me some time anon...gotta take care of some rolls.

Gonna need a few this time around.
>>
>>37714892
>So got the consensus on the naming stuff
I vote the storm blessed with
>>37712832
>>37712036
>>37695950
For the Prophet came on a Psionic Storm to lead us.

>that one interesting fluff piece?
Which one is that?
>>
Stormblessed is fine.

As for the fluff...undecided, will let other anons decide.
>>
>>37714909
Well you can make a quick thread when your down, if all else fails.

>>37714892
>>37714939
I'm still down for stormblessed ... as for the fluff ( >>37703575, >>37703609, >>37704398) ...
>>
Rolled 87 (1d100)

>>37714952
Muh roll.
>>
>>37715034
New thread.
>>
Rolled 58 (1d100)

>>37714283
"Uh...oh shit."

"What is it soldier?"

"Hobgoblins with boar riders and...is that oozes? How the hell did they get oozes?"

"Oh...oh shit those are oozes."

Thanks to the resulting assault the oozes have fed enough to split.

You now possess two ooze units.

The assault...while we did good. Problem is they did better...barely. We COULD of done well if we had dispatched additional forces...as is though we got bloodied and the enemy held true despite our probing.

on the plus side the oozes were fed.

Katonines have failed to spot any enemy scouts.

There was no one to identify...

Tree Time and awestruck aroma activated.

The trees...it is time of the trees.

SPECIAL unlocked.

According to the trees the enemy has no scouts...but rather other units. One of whom can glide through the wilds without problem, and a few others whom they have yet to notice.

Supposedly these 'rangers' have moved elsewhere since they noticed them.

The architect and the dwarves are both horrorified with their so called 'defenses'.

The dwarfs hate due to lack of 'stone and earth'.

While the architect simply states their palisades and shit suck ass.

>>Turn 25
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Research Magic
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>Reserves: 5
>Currency: 0
>>Pop 3000
>>Military 2000
>>>>>Food: Below Average
>>>>>Water: Average
>>>>>Morale: High
>>>>>Medicine: Low
>>>>>Health: Low
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: -
>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>Defenses:
>>>>>Beasts:
>>>>>>>Power: Windmill
>>>>>>>Weapons: Reserves.
>>>>>>>armor: Hides. Metal(limited)
>>>>>>>communications: Word of Mouth.
>>>>>>Technology: Tanning. Drill Mastery.
>>
>>37715158
Walk Around?
>>
Rolled 95 (1d100)

>>37715158
During the...surprisingly little chaos.

You wondered what they were freaking out about so when you clambered up half expecting to see your few army...but to see what little forces were dispatched you were rather dissapoint.

Turned out they were surprised about the slow podding oozes.

Sadly though...they knew what they were doing only dispatching enough troops to repel the enemy. Only thing that caused them problems were the oozes.

Still though...their encampment is clearly a bit on the temporary side and they only did set up the bare bones defenses. A hard enough attack aught to break it rather easily especially if you had some proper breakers...
>>
>>37715321
Do heavy units, knights, and scourgers count as breakers?

I think smart anon was right about that all out attack after all.
>>
>>37715321
"Hey Vampires, what do you know about Rangers?"

"Hey Advisors, what do you know about rangers?"

"Hey Fae, what do you know about rangers?"
>>
>>37715417
"Hm rangers? Not so easy prey in wild they know how to blend in..."

"A specialized troops great in the wild."

"Hm...hunters but more experienced and better towards nature. We may or may not get along with them so well."

>>37715361
Maybe.
>>
>>37715557
"Well, there are some rangers we want dead. Do any of you have any good ideas?"
>>
Rolled 59 (1d100)

>>37715618
"If they be in the wild much easier said then done."
>>
>>37715647
"But it can be done?"
>>
>>37715647
Also don't forget the new thread.
>>
>>37715704 new thread linked to here.
>>37715042



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