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


  • File: 1329617101.jpg-(271 KB, 640x670, BLOWUP_nomnomnom_6401.jpg)
    271 KB The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)21:05 No.18005405  
    Old thread: >>17996593

    You are the freshly popped Warlord of an as yet unnamed Capital side. This is turn one.

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

    You head down slowly and cautiously until you reach your own front door. You consider that you are about to have your first conversation, or possibly fight, on your hands when it opens. The door creaks as you push it open, and step out into the afternoon air and into the company of the demons. The three of them are wearing suits and ties, and little horns poke out from their heads while forked tails wind around their legs or writhe by their wings. One, the smallest, turns to address you.

    "Ah, we were waiting for you to pop."

    "Were you? How did you know I was going to pop?"

    "This city was sitting idle here for such a long time, but we knew it was bound to pop a ruler sooner or later."

    "It did."

    You pause, letting the Demons be the ones to state their business.

    "Well, this is a nice place to say the least. What do you call it?"
    >> Anonymous 02/18/12(Sat)21:10 No.18005483
    Valley Gorge.
    >> Anonymous 02/18/12(Sat)21:12 No.18005495
    Drakesvale.
    >> Anonymous 02/18/12(Sat)21:14 No.18005529
    Rodrom.
    >> Anonymous 02/18/12(Sat)21:23 No.18005669
    The Ivory Keep. The Hidden Keep. Timbuckstu!
    >> Anonymous 02/18/12(Sat)21:23 No.18005671
    >>18005529
    This.
    >> Harmless 02/18/12(Sat)21:24 No.18005681
    Foxsvale.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)21:24 No.18005694
    People seem to favor Rodrom pretty heavily, two in this thread and more than a few last thread.

    Shall it be so?
    >> Anonymous 02/18/12(Sat)21:26 No.18005720
    >>18005694
    Yes!
    >> Anonymous 02/18/12(Sat)21:26 No.18005721
    "My name is Francis Marion and this is New Orleans."


    http://en.m.wikipedia.org/wiki/Francis_Marion
    >> Anonymous 02/18/12(Sat)21:26 No.18005732
    >>18005529
    >Rodrom

    Agreeing with this.

    Question, will we be instituting a closed door policy?
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)21:27 No.18005741
    >>18005732

    In what sense? Up to you though.
    >> Anonymous 02/18/12(Sat)21:28 No.18005754
    >>18005694
    Do it.
    >> Anonymous 02/18/12(Sat)21:29 No.18005775
    >>18005741
    Well, we can't just let everyone walk in when they want to, after all. Shoddy security is never a good thing.
    >> Anonymous 02/18/12(Sat)21:29 No.18005778
    >>18005694
    Cool with this, really want to change name to Frank Marion, the Swamp Fox though.
    >> Harmless 02/18/12(Sat)21:32 No.18005823
    >>18005778
    Why not, Frank Marion, the Fox of the Swamps?
    >> Anonymous 02/18/12(Sat)21:32 No.18005826
    >>18005775
    What about our warlords? We want them to be loyal. To them and whatever casters we should be open door.
    >> Anonymous 02/18/12(Sat)21:34 No.18005844
    >>18005823
    I don't know if we have to go that far. Changing it to Frank is Erfworld enough for me. Do what you want.
    >> Anonymous 02/18/12(Sat)21:38 No.18005893
    >>18005826
    True, but this is discounting the chance of spies, traitors, or so such. Granted, once moved over I don't believe they can willingly go against orders unless forced, but higher levels of units tend to show higher forms of "self determined actions."

    Just paranoia though, I suppose.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)21:39 No.18005909
    >>18005754
    >>18005732
    >>18005720
    >>18005671
    >>18005529


    "Rodrom."

    "Ah, yes. Yodel said you would call it that?"

    "Yodel?"

    "The Predictamancer who told us to come here."

    That answers one question, and raises quite a few more.

    "You were told to come here?"

    "Yes. We were told a side was going to pop here, and that our destiny was entangled with this side's."

    "You have reason to trust this Predictamancer?"

    "Yodel is well known across the Southern Continent."

    What do you think of this?
    >> Anonymous 02/18/12(Sat)21:42 No.18005955
    >>18005909
    I want to know more about her? and their abilities. She who she is loyal to and how true her predictions normally are. Ask them how many they number.
    >> Anonymous 02/18/12(Sat)21:49 No.18006051
    >>18005909
    Ask if there are any other predictions pertaining to us.
    >> Anonymous 02/18/12(Sat)21:51 No.18006073
    >New to 4chan, and /tg/
    >Erfworld thread.
    I think I'll fit in quite well here.
    I believe I'll leave the naming to the others, though. I never was particularly good at such things.
    >> Anonymous 02/18/12(Sat)21:54 No.18006113
    >>18006073
    Where are you from?
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)21:54 No.18006118
    >>18005955

    You inquire as to their number and abilities, and more about Yodel and what they were told.

    They number 9 in total, and have only one Chieftain who is within the main body. They request the forging of an alliance in which they agree to fight for you if you pay their upkeep.

    Demons are all fliers, and at higher levels they have some resistance to the effects of magic. Their combat stats are almost on par with knight level units.

    Your questions about Yodel receive vague answers: apparent Yodel has been around for hundreds and hundreds of turns, no one knows which side initially popped Yodel, but Yodel is also known in the Magic Kingdom as a figure of wisdom.
    >> Anonymous 02/18/12(Sat)21:56 No.18006154
    >>18006118
    So she advices many different sides?
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)21:57 No.18006161
    >>18006154

    Maybe. Yodel is seen as a wandering prophet of sorts.
    >> Anonymous 02/18/12(Sat)21:58 No.18006175
    >>18006118
    Whats their upkeep?
    >> Anonymous 02/18/12(Sat)21:58 No.18006179
    >>18006118
    How much left will we have if we take over their upkeep? Need to know to see how much scrounging up of coinage we'll need to do to keep them. Since it's a new faction, I'm guessing that we don't have any units yet though, and other factions will probably look to us like wolves to sheep...
    >> Anonymous 02/18/12(Sat)22:00 No.18006217
    >>18006179
    Maybe if we're lucky we can hide ourselves away like that one faction in the comic... Forget it's name.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:01 No.18006225
    >>18006179
    >>18006175

    Their upkeep will be 30 per turn each, tthough their chieftain will be 60 per turn, totaling 300 per turn.
    >> Anonymous 02/18/12(Sat)22:03 No.18006272
    That seems reasonable.

    What's our treasury like? And we're not just a Warlord are we, but a Ruler?
    >> Anonymous 02/18/12(Sat)22:05 No.18006297
    >>18006225
    How much are we producing?
    >> Anonymous 02/18/12(Sat)22:05 No.18006300
    >>18006225
    Need to find a new source of revenue then, but do accept them.

    >>18006217
    I think we would need to find a seriously big number of casters for that. (or a few really good casters)
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:06 No.18006306
    >>18006272

    With just this first level town +250 a turn. Raise the level and it's +500 or so. Build some nearby mushroom farms, mine, or log, and it goes up too.
    >> Anonymous 02/18/12(Sat)22:10 No.18006362
    >>18006306
    All that sounds good. Invite them in and speak to the chieftain about their abilities. Can they act as warlords? What natural magic do they have?
    >> Anonymous 02/18/12(Sat)22:12 No.18006390
    >>18006306
    They cost more than we currently produce... If we do accept, we need to hit the ground running to get our town up to a higher level.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:12 No.18006397
    >>18006362

    Only Chieftains have a leadership bonus that applies to their own tribe.

    Little natural magic except for natural Turnamancy, which they are fair at.
    >> Anonymous 02/18/12(Sat)22:14 No.18006419
    >>18006113
    From? Not much of anywhere. Heard about this place from a friend.
    >> Anonymous 02/18/12(Sat)22:14 No.18006427
    >>18006306
    Since we ended turn last time, is this their turn? The demons? Do we get two turns? Do they know anything about our neighbors?
    >> Anonymous 02/18/12(Sat)22:16 No.18006468
    >>18006390
    We have a purse of 4400 right now. Build some farms, raid some stuff within 10 turns and we're golden. Can we make new cities?
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:18 No.18006505
    >>18006427

    It's their turn.

    You ask. It seems that to the West is a large human coalition that occasionally wars with a superpower called Wumenoar to the North. There has been a temporary peace for about five turns now.

    The the East there aren't many sides until a long ways past the mountains.

    South there is a large tribe of Merfolk and a small side that specializes in trade.

    You invite them into the city and agree to ally with their Chieftain, paying their upkeep.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:19 No.18006520
    >>18006468

    At exorbitant cost, yes. And upgrade Rodrom, which is cheaper.
    >> Anonymous 02/18/12(Sat)22:20 No.18006529
    >>18006468
    I would like to hold off raiding till we have a better intelligence of the out side our swamp
    >> Anonymous 02/18/12(Sat)22:23 No.18006578
    >>18006520
    i vote upgrade
    >> Anonymous 02/18/12(Sat)22:23 No.18006581
    So we've got ourselves a little side, then? Personally I'm quite fond of the idea of fortifying our position, laying down infrastructure, and scouting.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:24 No.18006595
    >>18006505

    If that's all...

    The demons take to the wing to report back to their Chieftain, their dark colored suits standing out against their bright skin tones. You watch for a bit as they go up North, then hook East.

    Anything to do before they get back and end turn?
    >> Anonymous 02/18/12(Sat)22:24 No.18006597
    >>18006505
    How much to raise new cities?

    I'd suggest we ally with the trading people and raid both sides or the two large warring factions as the opposing faction to hide our existence. Do that until we can challenge the larger human nation which we do on our home turf with homefield advantage.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:26 No.18006620
    >>18006597

    Depends on what sort of city. A market town, a regular city, and a fortress all have different costs.

    I know /tg/'s likes, so your capital is a fortress.
    >> Anonymous 02/18/12(Sat)22:26 No.18006631
    >>18006595
    Read books to learn more and slowly level until its our turn again.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:29 No.18006663
    >>18006631

    You pop into the library for a bit and expand your mind, or at least try to. Of course you knew that you can't move when it's your turn, you were Popped knowing that. Silly books.

    After a while you note a stack of Demons inbound from the North from your window.
    >> Anonymous 02/18/12(Sat)22:29 No.18006666
    >>18006597
    I'm worried the trading people would sell info of us. I don't know whether we could be recognized as a differnt side. I think would have some different spot in the turn structure.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:32 No.18006706
    >>18006663

    Forgot, roll 3d20.
    >> Anonymous 02/18/12(Sat)22:33 No.18006713
    So we need to know the following:

    Our troops

    Our income

    Our expenses.

    Our powers.

    We are a generic warlord? What exacelt can we do?

    Also: Get archers, or crossbowmen, whichever are cheaper. Apparently the people interested in us can fly, perhaps our potential enemies can as well.
    >> Servant of the Emperor 02/18/12(Sat)22:33 No.18006721
    >>18006663
    We're apparently a Bandit Faction you said?
    What bonuses and penalties does that give us? Are all nations inherently hostile to us? One thing we need to consider is the danger's of loseing our natural ally. With so few in number, if they all die we lose that natural ally, so long as he have at least one though, we can rebuild them entirely.
    >> Anonymous 02/18/12(Sat)22:35 No.18006742
         File: 1329622530.png-(4 KB, 164x150, skellyarcher.png)
    4 KB
    rolled 3, 19, 16 = 38

    What am I rolling for?

    Is it to get archers?
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:36 No.18006748
    >>18006721

    You're a bandit faction in the sense that the Transylvitans are a Vampire faction and the Gobwin Knob forces are a Mordor faction: it changes the types of units you'll produce. Would you like to review them?
    >> Anonymous 02/18/12(Sat)22:36 No.18006751
    >>18006742
    You got something with those rolls.
    >> Anonymous 02/18/12(Sat)22:37 No.18006771
    >>18006748
    Bandit's fine with me, thematic and all that.
    >> Servant of the Emperor 02/18/12(Sat)22:37 No.18006778
    >>18006748
    Yes.
    Also fetch me a horned helmet, feathered cap, or a red bandana.
    >> Anonymous 02/18/12(Sat)22:38 No.18006794
    >>18006748
    Go ahead.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:44 No.18006872
    >>18006742

    (No, some npc related stuff, when you get a Chieftain or pop a Warlord I have charts that tell me what happens.)

    At the head of the column of Demons is a female demon in a business suit that is white as opposed to black, standing in contrast to her obsidian skin. Upon landing she makes her way to you in a businesslike fashion, and pulls from somewhere a white piece of parchment, lettered in gold. She smiles sweetly but icily, and offers you a firm, businesslike handshake.

    "Hello, I am Abigail Smiteth, and I believe we have a contract to sign."

    She presents you with, in very legal wording, a document stating what you have agreed to that awaits your signature.
    >> Servant of the Emperor 02/18/12(Sat)22:48 No.18006939
    >>18006872
    At which point we produce our half frame glasses and peruse the paper.
    "Hmmmm, I dont know about the first born thing."
    >> Anonymous 02/18/12(Sat)22:50 No.18006970
    >>18006939
    Even if we don't do this, can we at least pull out the glasses to mess with them?
    >> Anonymous 02/18/12(Sat)22:52 No.18006997
    >>18006872
    Lets give Abigail that semi-secret handshake that all the cool bandits use when discussing contracts.
    >> Anonymous 02/18/12(Sat)22:53 No.18007012
    >>18006872
    We read it carefully. We want her to know we're a serious sort.

    Still they're turn no?
    >> Anonymous 02/18/12(Sat)22:53 No.18007019
    >>18007012
    damnit! THEIR! I NEVER MESS THAT UP!
    >> Anonymous 02/18/12(Sat)22:54 No.18007024
         File: 1329623663.jpg-(17 KB, 300x300, bandito.jpg)
    17 KB
    >>18006778
    dude, we should totally go for the Bandito look.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)22:54 No.18007030
    >>18007012

    Yes, and still writing up your level 1 units.
    >> Servant of the Emperor 02/18/12(Sat)22:55 No.18007051
    >>18007024
    Can we also rustle some Cwaddle?
    >> Anonymous 02/18/12(Sat)22:56 No.18007056
    >>18007024
    We're a reference to a colonial general, why would we look mexican? We look like Mel Gibson with a ponytail.
    >> Anonymous 02/18/12(Sat)22:57 No.18007084
    >>18007024
    Oh yes, but only if we expand into a desert area. No that note what kind of terrain is to the east (As that should be uninhabited)
    >> Anonymous 02/18/12(Sat)22:58 No.18007094
    >>18007056
    The same reason Transylvitans culture is a reference to 60's greasers?
    >> Anonymous 02/18/12(Sat)22:59 No.18007113
    >>18007094
    They're 50's vampire/mobsters. We're swamp people .
    >> Anonymous 02/18/12(Sat)23:01 No.18007137
    >>18007113
    I can't figure out formation fighting bandit swamp people.
    >> Anonymous 02/18/12(Sat)23:02 No.18007145
    I vote we get whatever we need to make heavy units. They might be expensive for our side but we need them. But farms first and formost. Staying a secret side seems to be our plans.
    >> Anonymous 02/18/12(Sat)23:04 No.18007166
    >>18007137
    ambushers. Gators and demons with pikemen and archers. Boats gliding on the swamps. That's what we need for our infantry. Boats to maneuver the swamps.
    >> Anonymous 02/18/12(Sat)23:06 No.18007199
    >>18007145
    Lay off the heavies. They might not even be swamp capable (Infantry in ambiguous to where heavies are included) and they would be too slow to keep us with our fighting style.


    If you are a troll I give you a 7.5/10 good job.
    >> Anonymous 02/18/12(Sat)23:09 No.18007228
    >>18007199
    wasn't actually suggesting we start producing them. Was suggesting we get what we need to make them for later, as a goal. We when are able to produce them, then we're ready to attack other cities and wage war, not just raid small traveling groups.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:11 No.18007242
    >>18006778
    >>18006794

    At level 1, you can produce:

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

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

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

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

    (Cont'd, too many lines)
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:11 No.18007255
    >>18007242

    >>18006778
    >>18006794

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

    Wight-Foot
    Level 1
    Special Infantry
    Swamp Capable, Light
    Cost: 12 Schmuckers
    Upkeep: 4 Schmuckers
    Move: 14
    Hits: 2
    Combat: 3
    Defense: 1
    Special: Gain a bonus to concealment when stacked for stealth or operating alone.

    Spidew
    Level 1
    Heavy Mount
    Heavy, Tunnel-Capable, Poison
    Cost: 25 Schmuckers
    Upkeep: 10 Schmuckers
    Hits: 12
    Combat: 6
    Defense: 3
    >> Anonymous 02/18/12(Sat)23:15 No.18007297
    >>18007255
    I vote Wight-Foots and at least 20 Bwisps.
    >> Anonymous 02/18/12(Sat)23:15 No.18007313
    We need archers.

    All good bandits have droves of archers.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:16 No.18007321
    >>18007012
    >>18006997
    >>18006970
    >>18006939

    You inspect the contract closely. There appears to be no real tomfoolery, and surprisingly no small print around the edges. Huh.

    With a flourish Abigail produces a quill, and in suspiciously red ink you sign the alliance. You feel a shift in natural Turnamancy, and next turn it seems that the Demons will be taking their turn with yours, as is natural in these arrangements.

    Also, if you are looking into cost saving measures, the Barracks and Dungeon are yet necessary to pop: the soldiers can sleep on bedrolls and hold off from heavy fabrication for a while, at least until after a battle. This would save you some Schmuckers, but you have to stop one from actively popping when you produce soldiers. It's the kind of cost cutting measure a starting Ruler sometimes has to take.
    >> Anonymous 02/18/12(Sat)23:16 No.18007322
    >>18007297
    Sounds reasonable to me, will be a good scouting force.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:17 No.18007337
    >>18007321

    That should read:
    >not yet necessary to pop
    My typing is off tonight.

    Your next move though?
    >> Harmless 02/18/12(Sat)23:18 No.18007351
    As I said before, we need pikes, stabbers and slashers in homogeneous groups.
    We need roughly as many archers as we do melee infantry.
    We should get about 10-20 blisps.
    Let's not get any spiders of specials yet.

    We also need to pop 2-3 warlords.

    We should also focus on improving our economy with whatever investment we can.
    Farms are a must.
    >> Anonymous 02/18/12(Sat)23:18 No.18007355
    >>18007255
    I need to write this shit down. Do we have a map? Do we know what would change with a level 2 city?
    >> Anonymous 02/18/12(Sat)23:20 No.18007374
    >>18007322
    A bit many Bwisps, lets say 4 Wight-Foots and 10 Bwisps. Send one Wight-Foot in each direction (NSEW) and have the Bwisps stare combing the swamp itself. Also we should start building farms and bog mines next turn.
    >> Anonymous 02/18/12(Sat)23:20 No.18007375
    >>18007351
    Too many for right now. Let's just get the bwisps and wights for scouting. Wights can hide if need be. We need farms set up. I say 2 warlords but as many casters as possible.

    I say no real troops yet because we want to know what's out there, then match it with its weakness.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:21 No.18007376
    >>18007355

    Free barracks, stronger walls, heavier gates,bigger keep, more amenities but those are second to defenses in a fortress.
    >> Anonymous 02/18/12(Sat)23:22 No.18007394
    >>18007376
    Let's do that. I say we send out tons of bwisps like Darth Vader with recon droid in episode 5.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:25 No.18007433
    >>18007394

    Cost of Upgrade to level 2: 10,000 Schmuckers

    So you can't afford that just yet. However:

    Mushroom Farm: 100 Schmuckers, 25 Base output

    This is viable. At your level you can have up to 1 in the city walls, and 4 outside.
    >> Anonymous 02/18/12(Sat)23:25 No.18007434
    >>18007374
    the wights should scout, just send them out in a stack for protection of the scouts. They'll probably just hide if there's any thing too big. SHould we be sending some Demons too? Not in the first wave with the bwisps, but somewhat far out within range to help.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:26 No.18007449
    >>18007433

    Actually 5 outside, scratch that. So +150 total

    They take a turn to pop.
    >> Dark Ted 02/18/12(Sat)23:26 No.18007450
    rolled 34 = 34

    >>18007433
    Would you like a grid to use for simple reference?
    >> Anonymous 02/18/12(Sat)23:26 No.18007456
    >>18007433
    I vote we pop all 6. But I prefer turtle strategies.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:28 No.18007477
    >>18007449
    >>18007433

    The Demons end turn while you contemplate this. The world grows dark, night falls, and the Demons begin making camp.

    Anything to do before you hit the hay?
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:28 No.18007483
    >>18007450

    Eh, I'll make something incredibly bad in paint. I have a hex grid generator for battles.
    >> Servant of the Emperor 02/18/12(Sat)23:29 No.18007490
    >>18007449
    Pop all farms, Warlords action on to take advantage of the fast popping, (A handful) Slashers, stabbers and archers, and some scouts.

    Once we get the Bwisps poped we want scouting parties everywhere, We at least need to find some wildlife we can stomp to level up some.
    >> Anonymous 02/18/12(Sat)23:30 No.18007508
    >>18007433
    All five build now.

    Order list for next turn (to make it easier in the GM)
    Build units: Wight-Foot 2-4(unclear), Bwisp 10-20(contested), and a warlord
    Build buildings: Farms 5
    Unit Warlord: scout surrounding hexs

    Any one want to change this? or add?
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:31 No.18007526
    >>18007508
    >>18007490

    Not your turn. Night time, so nobody's turn really.
    >> Anonymous 02/18/12(Sat)23:31 No.18007527
    >>18007477
    read to level
    >> Anonymous 02/18/12(Sat)23:34 No.18007561
    As a bandit, we need the dosh.

    Get the shroom farms

    Ask Abigail if she knows of any good resources or targets in the area.

    And finally pop some bwisps, next turn is when we figure out what kind of combat units we need.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:35 No.18007591
    >>18007527

    You can read, although leveling from it is unlikely, but possible.

    You spend a few hours pouring over some Tomes, specifically history books. Apparently this area and the lands to the East were once ruled by one huge side, although it toppled due to internal economic problems and Schmucker mismanagement by decadent nobles.

    Old cities may lie that way, and in some isolated areas it is possible that cities from that time still sit frozen ever since a thousand turns ago, ready to spring to life only when invaded.
    >> Anonymous 02/18/12(Sat)23:36 No.18007603
    >>18007508
    No more than 10 bwisps.

    Also, the night time is the right time: what kind of
    chambers does the fort have right now? We may wish to entertain our allies.
    >> Anonymous 02/18/12(Sat)23:37 No.18007617
    >>18007591
    next time I'd like to read some mathmatacy books to make sure we manage schmuckers well.
    >> Anonymous 02/18/12(Sat)23:37 No.18007625
    Wouldn't tamed (lawl) Gators make a good natural heavy unit for our side?

    Maybe have Gator Riding Coon-asses as our knight units?
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:38 No.18007635
    >>18007591

    After this, you sleep for the first time in your life, in your very comfy bed, although you do not dream, or at least don't think you do. Ah well, all things come in time.

    You awaken the next morning shortly before dawn. The predawn reflects against the mist roiling out of the swamp, and you think it might be pretty. You begin to wonder what your warlord will be like when he or she pops.

    Roll 3d20.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:39 No.18007648
    >>18007603

    Exceedingly modest. Fortresses are not known for being comfortable.

    >>18007617

    Can do.
    >> Anonymous 02/18/12(Sat)23:39 No.18007651
    rolled 11, 14, 18 = 43

    >>18007635
    Hoping for Swamp-Loving tactician.
    >> Anonymous 02/18/12(Sat)23:40 No.18007655
    rolled 16 = 16

    >>18007635
    One roll
    >> Anonymous 02/18/12(Sat)23:40 No.18007660
         File: 1329626425.jpg-(27 KB, 500x375, warlord.jpg)
    27 KB
    rolled 15, 1, 9 = 25

    >>18007635
    Oh please be a sneaky warlord, we are in such a good spot for one.
    >> Anonymous 02/18/12(Sat)23:40 No.18007667
    >>18007651
    here's to Shrek.

    Do farms pop today?
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:41 No.18007680
    >>18007651

    Very interesting roll... 2d16 now.
    >> Anonymous 02/18/12(Sat)23:42 No.18007686
    rolled 6, 1 = 7

    >>18007680
    >> Anonymous 02/18/12(Sat)23:42 No.18007687
    >>18007651
    It just occurred to me, I have no idea if a high role is good or bad.

    So it's a solidly above average day or a crappy one right now heh.
    >> Servant of the Emperor 02/18/12(Sat)23:42 No.18007688
    rolled 3, 8 = 11

    >>18007680
    Rolling.
    I wonder what we'll get.
    >> Anonymous 02/18/12(Sat)23:43 No.18007705
    rolled 15, 5 = 20

    >>18007680
    Interesting always means trouble.
    >> Anonymous 02/18/12(Sat)23:43 No.18007717
    okay 4499 Schmuckers minus 6 farms at 100 a piece. Did we decide on units?
    >> Anonymous 02/18/12(Sat)23:47 No.18007781
    I saw we do get some Bwisps at the least, ten minimum. Maybe five archers to man the walls?
    >> Anonymous 02/18/12(Sat)23:48 No.18007787
    Area of a radius-n circle on a hexagon is 1 + 3n + 3n^2.
    Scouting a 20 hex radius every turn needs 20 fliers.
    Not like other factions don't use flyers to scout.
    >> Anonymous 02/18/12(Sat)23:52 No.18007827
    >>18007787
    We are risking efficiency for economy at this point. Scouting is not the only thing to do at this point, we need to build. Plus we have an ally with flying deamons to help out. That has to count for something.
    >> Anonymous 02/18/12(Sat)23:52 No.18007833
    >>18007781
    I think the demons are enough force for now. I vote for the unit list from earlier >>18007508 with the admendums of: demons also scout the hexs close by, and we pop 4 Wight-Foots and 20 Bwisps.
    >> Anonymous 02/18/12(Sat)23:55 No.18007876
    >>18007833
    why not just ask the demons to scout for us since they seem to have the necissary resources. Obviously, we are worried about false information but I'd rather protect our own walls, and then scout.
    >> The Titan's Mandate !6CrZ543I4I 02/18/12(Sat)23:56 No.18007899
         File: 1329627385.jpg-(36 KB, 300x429, Character.jareth.jpg)
    36 KB
    >>18007686

    Very odd roll...

    As Dawn comes, 250 Schmuckers pop into your treasury, then 351 pop back out to pay upkeep. You now have 4549 Schmuckers due to the cancellation of your buildings.

    You suppose your Warlord must have popped, but where? Excited you hop out of bed and run out to your study. No, not in there, although your breakfast is waiting for you. Instinct tells you that Duty will require him or her to show up as soon as possible though, so there is no need to go rushing about. You instead sit down to a breakfast of eggs and some form of sausage. It's very good, and you even get to wash it down with some sort of milk. After you're quite good and through, you notice a rather odd fellow wandering in. One foot does not quite go in front of the other, and he appears rather lost as he saunters around. He certainly doesn't look like any warlord you would have expected. All sorts of oddly colored raiment bedeck this tall, spindly fellow, and he appears somewhat amazed by mundane details like the doorknob. After a few moments the fellow makes his way over to you.

    "I seem to be here. Odd."

    You take a look at his stats.

    Liam
    Level 1
    Upkeep: 50
    Novice-Class Weirdomancer
    Move: 8
    Hits: 2
    Combat: 2
    Defense: 1

    You seem to have popped a most... peculiar caster. What will you do?
    >> CaptainKeyes !7hkRu2iZOg 02/18/12(Sat)23:59 No.18007957
    >>18005529
    >>18005671
    >>18005720

    Good to see my suggestion for a name pursued in my absence. Though I am sad to have missed even a small amount of action.

    >>18007899

    Let's ask him what his specialties are, if any, then we may continue with our daily duties.
    >> Anonymous 02/19/12(Sun)00:00 No.18007970
    >>18007876
    demons can be spotted. Also, demons are now essentially ours, not their own anymore. Just worry about Abigail dying.
    >> Anonymous 02/19/12(Sun)00:00 No.18007980
    >>18007899
    Hahaha--Dem rolls!

    Anyway, ask him what he can do, and explain in as much detail as he can.

    Also, what do we look like, and what is our name? I think in the other thread it was "Cain," but didn't know if it carried over as I only skimmed.
    >> Anonymous 02/19/12(Sun)00:01 No.18007985
    >>18007899
    Weirdomancers
    >Temporarily add and remove "natural" magic and abilities from units. (such as the ability to Move through the air from flyers)

    Hooray for research.

    I guess this guy is our warlord?

    Welp: We need a target to raid in order to make up for the deficit. Lets ask Abigail, if she is still around.
    >> Anonymous 02/19/12(Sun)00:01 No.18007992
    >>18007980
    We're now Frank Marion, teh Swamp Fox. We look like.. . we didn't decide yet.
    >> CaptainKeyes !7hkRu2iZOg 02/19/12(Sun)00:02 No.18007993
    >>18007980

    It should have carried.
    >> Anonymous 02/19/12(Sun)00:04 No.18008012
    >>18007899
    Wait... we didn't pop the 6 farms? I thought we decided on that. Ask Liam what he can do to level or tell him to go study in the library.
    >> Anonymous 02/19/12(Sun)00:05 No.18008019
    >>18007985
    more on weirdomancers

    >With Spookism class working with Motion and Weirdomancy on the Numbers axis, this magic type might affect movement.
    In simplest form this could be increasing rate of movement, and reduced or eliminated penalties for any Terrain Type, possibly including moving through walls. These would also fit the name since a unit that could move twice as fast as it should straight up a mountainside and through the walls of a city would be weird.
    It is also possible that at a higher level this magic can perform ultimate movement tricks such as teleports which put the target unit in a different numbered hex.
    It would also be possible to summon units from a distance including other planes, but this does not fit with the only summon seen so far - the Summon Perfect Warlord Spell. Given that Weirdomancy is a Discipline of Spookism, it's possible that a high level Weirdomancer can summon "spooks" (which might be ghosts or spirits) from the City of Heroes.
    It is unknown how the portal to the magic kingdom works but it would fit with this suggested version of weirdomancy. That might mean a weirdomancer could create portals, possibly between locations in Erfworld, or to other dimensions such as Stupidworld, or the realms of the croaked or the daemons. An artifact that allowed access to and control of daemons would provide a symmetry to the Arkendish attuned to Charlie and its control of Archons.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:07 No.18008034
    >>18007957

    He seems puzzled at his own being.

    "What can you do?"

    "Exist, apparently."

    "Well yes, I know that, but I'm talking about significant things."

    "Isn't it significant that I wasn't here one moment, but I'm here now?"

    "Yes yes, it's all very mystical, but what else can you do?"

    "Oh, don't you know, I'm a Findamancer."

    "A Findamancer? I thought you were a Weirdomancer."

    "The first thing I did was find myself, and then you. So I prefer to be called a Findamancer."

    You shake your head slightly at his strangeness. A Weirdomancer indeed.

    "You can cast Findamancy?"

    "I can, that and Weirdomancy."

    "So you are a Weirdomancer?"

    "It's weird that I'm not a Findamancer, so I suppose so."
    >> Anonymous 02/19/12(Sun)00:07 No.18008036
    >>18007985
    He is NOT a warlord. If we use him like one, he WILL die, even if he can lead troops.
    He is a wierdomancer, as stated. They are casters.
    Anyway, we need the mushroom farms, and to try to pop a warlord.
    >> Anonymous 02/19/12(Sun)00:07 No.18008041
    >>18007787
    Chart:
    Radius Bwisp-Turns Needed to scout
    1 1
    5 2
    10 6
    15 13
    20 22
    25 33
    30 47
    40 83
    50 128
    70 249
    100 506
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:08 No.18008046
    >>18008012

    No. You decided on it when it wasn't your turn. You can set them up now though.

    Also, if you pop Bwisps they show up on this turn and can start moving immediately.
    >> Anonymous 02/19/12(Sun)00:10 No.18008075
    >>18008036
    Yes. It isn't even like Wanda who can lead uncroaked. A weirdomancer should be kept hidden away from battle. Very useful if he can fuck with enemies or teleport our troops away from a battle. Very bandity. Very Swamp Fox. Useful to to keeping our side a secret.

    OP ask Liam what his range is.
    >> Anonymous 02/19/12(Sun)00:10 No.18008079
    >>18007899

    Question then, if the demons are 300, are we the 51 in upkeep costs?

    For relevant conversations, pop six farms and ten-twenty Bwisps.
    >> Anonymous 02/19/12(Sun)00:12 No.18008104
    >>18008046
    Pop 15 Bwisps and 4 Wights and send them towards and around the main road. Pop all 6 farms. Send Demons half as far out as the scouts except for their chieftan. Keep her here. Pop her a hut or something.
    >> Anonymous 02/19/12(Sun)00:14 No.18008129
    >>18008046
    shit we almost need a mathamancer in this thread. 10000 to level the city, how much to create a new one? Give us a goal to work toward.
    >> Anonymous 02/19/12(Sun)00:14 No.18008131
    >>18008104
    seconding
    >> Servant of the Emperor 02/19/12(Sun)00:16 No.18008142
    That and a few actual troops. Stabbers, slashers, archers.
    And another warlord.
    They can camp in the farms and protect the farms from the Giant Killer AFids.
    I dunno, maybe?
    >> Anonymous 02/19/12(Sun)00:17 No.18008151
    From way back when in the thread:
    >South there is a large tribe of Merfolk and a small side that specializes in trade.

    We need to get a convoy to the south. Trade = Shmuckers.

    And possible swamp-merfolk allies for maximum stealth. I bet even if they can't into swamp normally, our new pall can make it happen.
    >> Anonymous 02/19/12(Sun)00:18 No.18008172
    >>18008142
    I agree on another warlord. We still need one. I think that we should do the troops though, as they cost a lot and we should wait to build up more of a bank. Wait till we've scouted at least. Do the scouts have to come back to know what they report?
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:18 No.18008173
    >>18008079

    (We are the 1, Liam is the 50, I'll ask about build queue)

    >>18008075

    When questioned about his range regarding Weirdomancy, Liam indicates that he is not wholly confident of being able to influence large numbers of units outside of his own hex, or make a large number of enchantments last for very long. He believes he can do some small things to a lot of units and have it last a turn, one unit a Hex or two away that he can somehow see, make one somewhat larger change that lasts a turn to one unit, or make a simple change that lasts several turns.

    With Findamancy his answer is more nebulous, he thinks he can get a vague impression of where something is, his range extending quite a bit further the better description and more info he has on the target. He may also be able to "Find" certain objects nearby that weren't there before, just like him. This may be useful later for finding resources.

    Abigail comes in a few minutes later to find out what's going on.

    Also, what is your build queue for the day? Scouts build instantly.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:19 No.18008189
    >>18008129

    It costs around that much to build another level 1 city.
    >> Anonymous 02/19/12(Sun)00:20 No.18008196
    >>18008142
    No, no troops till we need them.

    >>18008151
    Wait till we have scouted before making contact.

    I kind of want to stay secret (or at least keep our capital secret) so we can raid more effectively. What do others think?
    >> Anonymous 02/19/12(Sun)00:22 No.18008230
    >>18008173
    15 bwisps and a stack of wights
    6 farms
    a place of Abigail

    Introduce Liam to Abigail and tell Liam to go to the Library to study some Findamancy but first make our scouts able to go farther. Give him something to do to level.

    >>18008189
    shit, I'd say that's even better than leveling up our capital. I always wondered why there was a side that just went Zerg with the building of cities. Shitloads of level 1s.
    >> Anonymous 02/19/12(Sun)00:22 No.18008237
    >>18008173
    Introduce Abigail to the wierdfinder.

    Then ask her about sending an expedition to the south.
    >> Anonymous 02/19/12(Sun)00:24 No.18008260
    >>18008230
    Leveling up our capital comes with free buildings though that may be more useful than a second city in the short term. Lets focus on a second one when we figure out it's need so that we can tailor a specific purpose to it.
    >> Anonymous 02/19/12(Sun)00:24 No.18008262
    >>18008196
    I agree with this man. Trade opens us up to notice. With two giant kingdoms nearby, I don't want to die early. Is there a way to trade through the demons? Let people think its just little old them.
    >> Anonymous 02/19/12(Sun)00:25 No.18008269
    >>18008173
    >This may be useful later for finding resources.

    We totally need more resources, the faster the better. We are already spending more than we make, so this should be our number 2 priority.

    Number one, of course, is not getting smashed in the first few turns.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:25 No.18008280
    >>18008230

    Raising the level of a city means better defenses. Another level one might cost about the same as bumping yourself to Level 2 and has some perks going to 2 doesn't, but doesn't get you better units or make you harder to sack.
    >> Anonymous 02/19/12(Sun)00:26 No.18008293
    Rapid expansion isn't great for stealth.
    >> Anonymous 02/19/12(Sun)00:29 No.18008322
    >>18008269
    There was a semi-recent canon post about finding city-seeds or something? They were places where cities could be built. It was like 10 updates ago on erfworld. Maybe we ask Liam to try finding one of those when we have the money for them.
    >> Anonymous 02/19/12(Sun)00:29 No.18008324
    >>18008262
    Natural allies don't have money.

    But more importantly: We popped because of some kind of prophecy from a prominent figure, people already "know" about us, the only way to keep up the "surprise" factor is by moving as fast as possible.
    >> Anonymous 02/19/12(Sun)00:31 No.18008336
    >>18008324
    Do people know about us or just the demons?

    That is important, ask Abigail that OP. Also, ask about meeting with the predictamancer.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:32 No.18008354
    >>18008237

    You ask Abigail about affairs to the South, specifically in the matter of trade. She replies that caravans pass frequently from the South in most directions, including the Kingdoms to the West. It seems they will trade with just about anyone.

    And you are popping:
    -15 Bwisps now
    -6 Farms
    -A full stack of 8 Wight-Foots

    Is this correct?
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:33 No.18008371
    >>18008336

    When asked, she indicates that she heard only part of the prophecy ten turns ago from Yodel. She is unaware if others know of that portion of it. Yodel has been known to be somewhat reclusive, after all. She spotted no one on her way here though.
    >> Anonymous 02/19/12(Sun)00:33 No.18008372
    I say we build 6 Bwisps, and just have them leave the capital in straight lines away. Our demons, except their chief, can fly around and find out what stuff looks like, then our wierdomancer should be ordered to give us the fly special, if he can, just so he has something to do.
    Lastly, build the farms.
    >> Anonymous 02/19/12(Sun)00:34 No.18008375
    >>18008196
    >I kind of want to stay secret (or at least keep our capital secret) so we can raid more effectively. What do others think?

    I think that's prudent.

    Introduce Abigail to Liam, explain that Abigail is the demon chief's chosen liaison.

    Remember that Stacks get diminishing returns past 8 members, so pop 8 archers (one stack), 8 pikers (one stack), 16 Stabbers (two stacks), and 16 Slashers (two stacks) as a garrison force. Pop 12 Bwisps, and break them into single stacks. Use them to scout out a 30-hex projection all around the capital.
    >> Anonymous 02/19/12(Sun)00:36 No.18008401
    >>18008354
    That sounds great. Tell Liam to boost the movement of the bwisps and then go study Findamancy. Ask Abigail where to Find Yodel.

    Plans are to secretly raid the trade of the merfolk so I suggest not allying with them.
    >> Anonymous 02/19/12(Sun)00:38 No.18008429
    >>18008375
    I thought Abigail was the demon chief. No to the troops.
    >> Anonymous 02/19/12(Sun)00:38 No.18008432
    >>18008375
    The real question is:

    Do we want to prey upon the southern traders and eventually conquer them or profit from them and eventually make them allies?

    What kind of lands are in the south anyway? Is it more swamp?
    >> Anonymous 02/19/12(Sun)00:39 No.18008436
    >>18008372

    12 Bwisps will let them leave 2 to a direction with each Bwisp responsible for a 30 hex area allowing for full scouting in the region (roughly) 10 hexes out from the capital while still leaving them all enough move to come home and report in.

    If we were feeling really cautious we could pop 24 of them and have them travel in leapfrogging pairs (but NOT stacked). That way if one encounters an enemy it will auto-engage, and the other can observe from a hex away. If the fighter loses, the observer can come back and report on what killed it.
    >> Anonymous 02/19/12(Sun)00:39 No.18008440
    >>18008432
    Raiding traders is the bandit way of life. It's lakes and then plains much farther on.
    >> Anonymous 02/19/12(Sun)00:40 No.18008459
    How fast do our demon's move?

    Plan: Have Liam spend some Juice on Findamancy to get an idea if there are any lightly defended caravans. Send out Bwisps in all directions, but more toward the caravan routes. We can see through their vision according to their unit profile.

    When we see a lightly defended target have Liam pump up the Demon's Move score for one turn and send a stack of 8 of them to raid, keeping Abigail here.
    >> Anonymous 02/19/12(Sun)00:40 No.18008460
    >>18008436
    bwisps are "linked"

    I think that means we can remotely hook them up to the weirdo and he can use them to find stuff.

    Which increases their range dramatically if I am right.
    >> Anonymous 02/19/12(Sun)00:40 No.18008462
    >>18008375
    Too many units, we have of yet found no reason to need fights.

    What we should do is have the scouts scout. The Bwisps should thourly comb the swamp, the Wight-Foots should be split up and sent to each land (with orders to remain hidden each turn). Lastly we should ask Liam about: resources, place we could put buildings, and hostle creepers.
    >> Anonymous 02/19/12(Sun)00:41 No.18008463
    >>18008436
    I like the 24 leapfrog idea, but instead of 24 just do the 15 with Liam's bonus to their movement. With him we shouldn't need as many.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:44 No.18008495
    >>18008460

    Linked means that we, as Ruler and current Chief Warlord in the absence of other Warlords, can see through their eyes no matter where they go.

    >>18008459

    Move range of the Demons ranges from 21-27, some are faster and some slower.

    >>18008432

    To the south is wetlands, then lakes.

    12 Bwisps pop up all around you, little balls of blue and white fire! You queue up a stack of either Wight-Foots that will pop tomorrow, and another Warlord.
    >> Anonymous 02/19/12(Sun)00:45 No.18008506
    Hey OP, is our bonus to archers and pikemen counted in the cost of pikers and archers you posted earlier?
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:46 No.18008524
    >>18008506

    Yes it is.

    Also, on Bwisps: you can pop one, send it to scout, and when it's move is done pop another and do the same. Gotta love Tabletop Game physics.
    >> Anonymous 02/19/12(Sun)00:47 No.18008548
    >>18008495
    The warlord pops tomorrow too? Have Liam give the scouts the movement boost and sent them to scout all around us with the leapfrog idea. Then Liam and I go study in the Library until turn end.
    >> Anonymous 02/19/12(Sun)00:49 No.18008571
    >>18008495
    >(we)can see through their eyes no matter where they go.

    Even better, no need for a return trip, that doubles the effectiveness of our bwisp brigade.

    I say we send a dedicated scouting party down to the south first thing, that way we can send out our warlord for a raid immediately on popping, and get him or her leveled up asap while we make up some of this overhead.
    >> Anonymous 02/19/12(Sun)00:49 No.18008576
    >>18008524
    you know, we should pop an heir instead or a warlord. More effienty as we'll need one. Canon says a heir is top priority.
    >> Anonymous 02/19/12(Sun)00:50 No.18008592
    >>18008459

    If we are raiding I vote for this. If we find no targets to raid I vote we do the leapfrog thing. How strong are our Demons OP? Stats?
    >> Anonymous 02/19/12(Sun)00:51 No.18008611
    >>18008576

    We can't afford an heir yet. They're like 60,000 schmuckers.
    >> Anonymous 02/19/12(Sun)00:52 No.18008628
    >>18008576
    Don't we need, well more people, to make an heir?

    I understand even in erfworld, that reproduction is somehow tied into sex (given how that one gay prince wasn't named as heir) despite there being no such thing as pregnancy.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:55 No.18008666
    >>18008592

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

    Other Demons average around this:

    Demon Legate
    Level 3
    Knight-Class Flying Infantry
    Move: ~24
    Hits: 28
    Combat:14-15
    Defense: 9
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)00:56 No.18008704
    >>18008628

    Reproduction is not tied to sex. The two are entirely separate in Erfworld. You can pop an heir even if it's by yourself.

    >>18008611

    In this game more like 6,000, I'm dropping a zero from everything to make things easier to track.
    >> Anonymous 02/19/12(Sun)00:57 No.18008713
    >>18008628

    Trammenis wasn't named heir because his father wanted a warrior ideal as the heir. He went through like 60-something princes and princesses because he's a coward. That was the whole lesson about Jetstone's sad story: a Ruler has to be smart enough to recognize his own weaknesses, and pick the right Prince or Princess to be the heir. Jetstone's king couldn't do that because he was a little cowardly bitch.
    >> Anonymous 02/19/12(Sun)00:58 No.18008723
    I don't know about even thinking about raiding yet. We are trying to keep secret. Why not wait till we have some troops to go with the demons too? Liam can also teleport our troops so they attack and then vanish into thin air. Or attack real far away from our capitol and then hop back.

    What do our colors look like? Can we change them? There was an idea about raiding the two big armies as the other army to hide our existence.
    >> Anonymous 02/19/12(Sun)00:58 No.18008724
    >>18008666

    Okay, demons kick...

    >666

    Okay, we need to raid with these fuckers, it's a sign. Again.
    >> Anonymous 02/19/12(Sun)00:59 No.18008751
    >>18008723

    Liam is Novice-Class: I doubt he can teleport large bodies of troops over 60 hexes.

    Curious about colors myself though.
    >> Anonymous 02/19/12(Sun)01:01 No.18008777
    >>18008724
    that's twice demons have incurred the devil's number.

    Scout this turn and sent demons half as far out. Let Abigail lead them, they get a bonus with her and they shouldn't raid anything that could kill her. Ask her if she's afraid of dying, I bet she wont be.

    Demon's raid next turn maybe even with our new warlord teleported there by Liam.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:03 No.18008811
    >>18008777

    >777

    Huh.

    >>18008723

    Your colors seem to be browns and greens to blend into the swamp. You can change them. Liam will have to reach Master Class to pull off that sort of teleportation.

    >>18008724

    Your Demons are roughly on par with Archons.

    What I'm gathering so far is:
    -Scout with Liam's Magic
    -Scout with Bwisps possibly based on findamancy, but definitely use that leapfrog omnidirectional trick
    -Possibly raid with Demons if targets present themselves

    Is this acceptable?
    >> Anonymous 02/19/12(Sun)01:05 No.18008843
    >>18008811
    yes, but demons half as far out, planning on raiding next turn. Liam and us go study.
    >> Anonymous 02/19/12(Sun)01:06 No.18008853
    >>18008723
    We need shmuckers, we aren't going to get them by just hiding in the muck every turn. No risk, no reward, as they say.

    Furthermore, we are bandits, bandits raid things. Specifically merchants, like those ones in the south, who aren't very military minded. No sense in letting the coffers run dry this early in the game.

    Furthermore, we don't have foolamancy, so I doubt that starting a war while dressed up as one of the bigger nations will work, at least not until we pop one of those. And who knows how long that will take?
    >> Anonymous 02/19/12(Sun)01:09 No.18008899
    >>18008853
    WE DIE EASY! We're a newly popped. And bandit was our goal. Yes to raid the traders, screw merfolk. Later we should raid both sides of the war though. Twice as much money.
    >> Anonymous 02/19/12(Sun)01:10 No.18008914
    >>18008811

    >Your Demons are roughly on par with Archons.

    Oh my~

    A stack of 9 Demons with a leadership bonus should blow through just about anything. We raid!
    >> Anonymous 02/19/12(Sun)01:10 No.18008922
    >>18008899
    >>18008853
    But we have not even found any body to raid yet so this whole debate is academic. Lets stop arguing till we find something to raid
    >> Anonymous 02/19/12(Sun)01:12 No.18008951
    >>18008922
    well then, lets juce up some bwisps for extra-move, send them south, and find someone to raid.

    Then next turn we can send in our new warlord with the Daemons in order to get some easy exp and cash!
    >> Anonymous 02/19/12(Sun)01:14 No.18008967
    >>18008811
    >>18008666

    Let's see, the demons' average combat is let's say 14. Okay, with +8 from a full stack that's 22 each, plus any bonus from Abby. Abby has about 28 combat with a stack behind her.

    For comparison, a full stack of our Pikers would have 13 combat.

    I think the risk is low enough, and I don't think a warlord would do anything but slow them down (compare infantry move rating to demon move rating).
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:14 No.18008980
    You send out your Bwisp scouts!

    Roll 12d20
    >> Anonymous 02/19/12(Sun)01:15 No.18008992
    Bwisps move 60. We can send half south and the rest NEW. With Liam boost who knows how far they can scout. Probably be able to run into something. Should we go with the Demons? Level ourself up too? We aren't going to sit in our tower the whole time right? I don't want that.
    >> Anonymous 02/19/12(Sun)01:16 No.18008999
    rolled 9, 11, 10, 10, 10, 5, 8, 1, 17, 2, 3, 2 = 88

    >>18008980
    so many dice.
    >> Anonymous 02/19/12(Sun)01:16 No.18009008
    >>18008992
    Can the demons carry us?
    >> Anonymous 02/19/12(Sun)01:17 No.18009022
    >>18008967
    That depends on the warlord we get.

    Also we have a weirdomancer to give the warlord extra move for a quick strike.
    >> Anonymous 02/19/12(Sun)01:19 No.18009045
    I say we go with the warlord. What's our move and fighting ability? We don't want to be an armchair general, that's not what the Swamp Fox would do.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:20 No.18009062
    >>18008999

    >999

    Eerie night game we play.

    One of the Bwisps you send South-West spots something when it reaches the end of it's move: a few hexes away from the edge of the swamplands you can make out something moving along one of the roads. It appears to be a moderate-sized party moving with some wagons, although you cannot be certain of it's exact size and composition.

    One of the Bwisps you sent directly south was eaten by a Cwocodil when you weren't looking. Damn it!

    The rest have found that the edge of the Swampland is roughly 58-63 hexes away from your keep.
    >> Anonymous 02/19/12(Sun)01:21 No.18009081
    Rollin for the bwisps.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:22 No.18009096
    >>18009022
    >>18008967

    Abby grants a +5 leadership bonus to Demons in her stack.
    >> Anonymous 02/19/12(Sun)01:23 No.18009108
    Reroll, since I screwed up.
    >> Anonymous 02/19/12(Sun)01:23 No.18009110
    >>18009062
    what can we do with Cwocodils? Can we turn them? Can we scout the caravan more closely?
    That was with Liams boost, so how much did he boost them? Demons find anything?
    >> Anonymous 02/19/12(Sun)01:24 No.18009116
    >>18009062
    Which direction is is going? Can we tell that.

    Might have to pop one more bwisp to make up for the casualty. Might as well juice it up and send it to get more info on the target.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:24 No.18009122
    >>18009045

    Our Move: now 10 after re-evaluation, though right now 0 since we are garrisoned. Combat is 25. We are a statistical anomaly.
    >> Servant of the Emperor 02/19/12(Sun)01:25 No.18009126
    >>18009062
    Practice!
    March out from the fort and smite the Cwoc.

    I still say we should pop a handful of archers. They could shoot out Cwocs and Fwogs that get near the fort. Harmless and practice. That and hunting like that cuts down on upkeep. Which would also help us when we march out ourselves and kill the Cwoc, free rations.
    >> Servant of the Emperor 02/19/12(Sun)01:26 No.18009138
    >>18009108
    Dont capitalize the dice.
    >> Anonymous 02/19/12(Sun)01:27 No.18009159
    >>18009126
    I say we kill the crwoc ourself. Or turn it. How far out is it? We can make ourselves not garrisoned right?
    >> Anonymous 02/19/12(Sun)01:29 No.18009215
         File: 1329632986.png-(612 KB, 871x972, Sniper_with_croc_set.png)
    612 KB
    >>18009126
    Skin the crwoc and make a hat!
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:29 No.18009219
    >>18009126
    >>18009159

    We can Croak the Cwoc or beat it into submission ourselves, this turn in fact since it is only 3 hexes out. We can un-garrison ourselves.

    >>18009110

    The demon's haven't left yet.

    >>18009116

    It is standing still, since it is not their Turn. However it seems to be pointing North West.

    >>18009110

    You can tame them with natural Turnamancy or regular Turnamancy. They are a Swamp-Capable Heavy Mount.

    We didn't Juice up the first batch, but another Bwisp can be boosted and sent to check it out. Liam thinks he can boost it's move without spending much Juice, and he thinks he can boost a flying stack's move for a turn or two as well, though it's your call on who he buffs.
    >> Anonymous 02/19/12(Sun)01:31 No.18009231
    >>18009219
    Send a regular wisp after the target and when it returns have him boost us so we can catch it this turn. Don't want to let it get away
    >> Anonymous 02/19/12(Sun)01:31 No.18009241
    >>18009219
    We send the demons out to turn the cwoc. They have natural turnamancy remember? Pop another scout and boost it to go scout out the caravan.
    >> Anonymous 02/19/12(Sun)01:33 No.18009267
    >>18009219
    just wondering how many demons do we have and how common are crocs?
    then we could use this>>18009241
    to consistently upgrade available units to mounted
    >> Anonymous 02/19/12(Sun)01:34 No.18009270
    >>18009219
    Ungarrison us and send the demons out to turn the croc. Send a boosted bwisp after the caravan. Have the demons go towards the caravan after turning the croc.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:34 No.18009285
    >>18009231

    It is roughly 65 Hexes away. On foot it is unlikely that even with Liam's support you can reach it in fewer than three turns if it stayed still if you go on foot. An unaffected Bwisp will not be able to reach it for close scouting either.

    >>18009241

    They can go for it if you like, it's 3 hexes directly South, though the wrong direction for the caravan.
    >> Anonymous 02/19/12(Sun)01:36 No.18009322
    Guys, guys: RPG logic kicks in now.

    Let's go ourselves to the Cwoc since we have 10 move, beat it down, drag it back to the demons and have them turn it in the keep while our Bwisp scouts, then dispatch them as far as they can go after the caravan boosted by Liam, then call it a turn.

    We get it all at no cost.
    >> Anonymous 02/19/12(Sun)01:37 No.18009330
    >>18009285
    Cwocs are something we can do now though. Send one boosted bwisp after the caravan and all remaining give orders to head to the road and stay near the road so we always know what's coming and going. Next turn if it has to wait.

    >>18009322
    this too.
    >> Anonymous 02/19/12(Sun)01:38 No.18009338
    Go out and beet cwroc into submission, then tame it ourselves with our swamp-foxiness.

    Juice up a new bwisp, get more info on the caravan.

    Get the deamons ready for a raid on that caravan, We may be able to ambush them on their way to US. We need to wait on the bwisp report first though.
    >> Servant of the Emperor 02/19/12(Sun)01:38 No.18009342
    >>18009322
    I like that idea.

    We just look at Abby, say we'll be back, and later on return to the fort and slam an unconscious Cwoc on the table. "Make That Mine."
    Demoness' will swoon.
    >> Anonymous 02/19/12(Sun)01:38 No.18009348
    >>18009285
    Have Liam find cwocs for us to turn. Send the demons out to turn them. Build an army lickity split.
    >> Anonymous 02/19/12(Sun)01:39 No.18009358
    >>18009342
    Awesome

    >>18009348
    Also awesome
    >> Anonymous 02/19/12(Sun)01:43 No.18009399
    We ever decide what we looked like?
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:44 No.18009410
    >>18009342
    >>18009338
    >>18009330
    >>18009322

    You pop another Bwisp, and tell Liam to Juice it without straining himself too much.

    -For this roll 1d20

    You tell Abigail that you will be back shortly. You strap on the sword waiting for you at the guardroom downstairs, and descend from the tower. The demons watch you with some interest as you leave. You stride boldly out your own front gate and turn to make your way due south. You press on to the edge of your Hex, and as you cross the boundary the ground turns to marshy swamp, though the boggy ground doesn't bother you in the least. You press on easily enough, striding forth into the misty glades...
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:45 No.18009423
    >>18009399

    I am still unclear on your Name and Signamancy.
    >> Anonymous 02/19/12(Sun)01:45 No.18009428
    rolled 6 = 6

    >>18009410
    Lets find out how this goes.
    >> Anonymous 02/19/12(Sun)01:46 No.18009437
    rolled 11 = 11

    >>18009423
    Frank Marion The Swamp Fox. Our Livery is brown and green with a fox on it.
    >> Anonymous 02/19/12(Sun)01:47 No.18009447
    >>18009423
    Do we even need a real name? I think the title "The Swamp Fox" is good enough, no?
    >> Anonymous 02/19/12(Sun)01:49 No.18009474
    >>18009423

    Jack Bazaar,
    And our Signomancy is two ornate crossed flintlock pistols with a white rose in the middle, otherwise black and gold primary colors
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:49 No.18009475
    >>18009428

    The Bwisp shoots off, it's movement seeming quicker.

    >>18009410

    You press onward into the swamp. The mud doesn't quite suck at your boots, roots don't catch you, and the knee-deep water doesn't chill you to the bone. You shudder to think how impossible this would be if you were not Swamp-Capable. Your eyes dart back and forth over familiar terrain, much of it what you saw through the Bwisp's eyes before it was eaten by the Cwocodil. Undergrowth parts easily as you climb from muddied embankment to muddied embankment.

    After what feels like forever you cross this hex and the next one, and unsheath your sword as you step into the Hex in which your Bwisp was eaten.

    Roll 2d20
    >> Anonymous 02/19/12(Sun)01:49 No.18009476
    >>18009423

    Built like a brick shithouse, or a little giant or something, we're like a fox-bear!
    >> Anonymous 02/19/12(Sun)01:50 No.18009487
    rolled 13, 4 = 17

    >>18009475
    Here goes
    >> Anonymous 02/19/12(Sun)01:50 No.18009494
    Green and brown colorings, definitely. For the name...

    How about Cain "Swamp Fox" Bazaar?

    No idea on the signomancy right now.
    >> Anonymous 02/19/12(Sun)01:51 No.18009498
    rolled 4, 4 = 8

    Rollin for battle
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:52 No.18009505
    >>18009487

    Fortune: you see the Cwocodil before it sees you. You spot the lurking beast from an embankment as it coasts lazily down a channel with thick branches overshadowing it's course. It doesn't appear to be hunting, given how it already snacked on your Bwisp, though you don't see how Bwisp would make a good meal.

    Your course of action?
    >> Anonymous 02/19/12(Sun)01:52 No.18009511
    >>18009494
    No, just pick one. Mish Mashes are a bad idea.

    Cain was for 40k back before swamps starting being our focus.

    Francis Marion is the guy who the Patroit is based loosely after. Fits with our build

    Jack Bazaar is brand new.
    >> Anonymous 02/19/12(Sun)01:54 No.18009528
    >>18009505
    Attacking is the path to victory!

    Beat the cwroc into submision, so that we may tame (or turn) it later!
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)01:54 No.18009529
    >>18009437
    >>18009447
    >>18009494

    How about Frank "Swamp Fox" Cain, since both are pretty popular?
    >> Anonymous 02/19/12(Sun)01:54 No.18009534
    rolled 1 = 1

    >>18009505
    WRASEL IT TILL IT GIVES UP AND WE BRING IT BACK TO ABIGAIL TO TURN IT!
    >> Anonymous 02/19/12(Sun)01:54 No.18009538
    How does it make sense that we're Bandits? It's not very Royal, if you ask me.
    >> Anonymous 02/19/12(Sun)01:54 No.18009540
    >>18009511
    Voting for Frank Marion
    >>18009505
    Knock it unconscious so we can turn it as we drag it back allowing us to ride a glorious croco-mount into battle
    >> Anonymous 02/19/12(Sun)01:55 No.18009552
    >>18009529
    Cain was the tripfriend to seems to have left. Erfworld has refernces galore. I voted earlier for the swamp fox.
    >> Anonymous 02/19/12(Sun)01:56 No.18009567
    >>18009505
    Please tell me we brote rope. Any well we will wrestle it into submission like the croc hunter.
    >> Anonymous 02/19/12(Sun)01:56 No.18009572
    >>18009538

    King of Bandits! Fucking Robin Hood!
    >> Anonymous 02/19/12(Sun)01:57 No.18009578
    >>18009529
    Cain doesn't really fit as a last name.
    >> Anonymous 02/19/12(Sun)01:58 No.18009585
    >>18009529
    That works.
    And as someone else said: Brick Shithouse. At least, until natural signamancy kicks in because we just hang out in cities.
    >> Anonymous 02/19/12(Sun)01:59 No.18009598
    >>18009437
    voting for this. I thought it was already decided really.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:01 No.18009621
    >>18009534
    >>18009567
    >>18009528

    It has been mentioned that you are, in fact, something of a freak in terms of combat ability. Being only a day old, this seems to matter very little to you so far, but for a level one Warlord to be swinging around something like a combat stat of twenty five is just crazy. As you rush forward, hopping upon a gnarled limb and dashing along it before diving down upon the Cwocodile like some sort of confused Olympian Bear, crazy is precisely what ensues.

    You wrap your arms around the Cwoc's neck and proceed to pile-drive it all the way down into the tough roots at the bottom of the channel, grasping it's deadly jaws with hands of iron. The Cwoc forcibly surfaces itself after a moment, and begins to thrash in the boggy marsh.

    1d100
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:02 No.18009632
    Frank "Swamp Fox" Marion seems to be what is preferred, so it flies.
    >> Servant of the Emperor 02/19/12(Sun)02:02 No.18009636
    rolled 61 = 61

    >>18009621
    You better tap out soon Cwoc!
    >> Anonymous 02/19/12(Sun)02:03 No.18009641
         File: 1329634997.jpg-(24 KB, 248x400, frankcain04.jpg)
    24 KB
    Frank Cain! This is what he looks like!
    >> Truth 02/19/12(Sun)02:03 No.18009643
    rolled 56 = 56

    >>18009621
    Lets get'r done
    >> Anonymous 02/19/12(Sun)02:03 No.18009646
    rolled 11 = 11

    >>18009621
    Lets see if we can put Steve Irwin to shame.
    >> Anonymous 02/19/12(Sun)02:05 No.18009666
    YOU GOT TO CHOOT EM, LIZBIT!!
    >> Anonymous 02/19/12(Sun)02:07 No.18009682
    rolled 29 = 29

    Rollin
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:09 No.18009702
    >>18009636

    The great, black scaled reptile struggles with you. The fight becomes a titanic struggle as the thing bucks and rolls in the water while you fight for purchase. Twice it nearly comes loose, but you redouble your efforts and manage to hang on. As this continued and you are battered about against the banks and roots, you realize that you need leverage to end this. Feeling around with your feet you manage to find something solid, and after being tossed around in a circle twice more you finally manage to get back to it. You proceed to wrap your legs around stump and bash the Cwocodil's head against the base of it until it stops struggling. For a moment you worry you may have Croaked it, but it seems to be breathing in it's Cwocish way.

    You have as long as you need to haul the beast back to your castle: your move is measured only in Hexes, and your turn can take as long as you like. With this beast though, it will be a long, long haul.
    >> Anonymous 02/19/12(Sun)02:11 No.18009720
    >>18009702
    WE ARE THE BEST CROC HUNTER
    >> Anonymous 02/19/12(Sun)02:12 No.18009728
    >>18009702
    bring it back for the demons to turn. Have Liam findamance some more cwocs. Send the demons torwards the road after turning the cwoc. If they see any cwocs on the way have them turn it.
    >> Anonymous 02/19/12(Sun)02:14 No.18009747
    >>18009702
    Our first victory!

    Drag the cwoc back, check in on the bwisp.
    >> Anonymous 02/19/12(Sun)02:14 No.18009750
    >>18009702
    Pop a Bwisp to get Abigail or some other demon to pick us up. (if we can do this other wise just walk)
    >> Anonymous 02/19/12(Sun)02:14 No.18009754
    >>18009702
    Carrying it slung across your back. No fucks given.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:18 No.18009774
    *A note: normally a unit that isn't yours can't move between hexes on your turn, but an exception to this rule is prisoners. Prisoner upkeep is payed by their side, but Prisoners can only move on your turn until they are no longer in your stack.*

    You eventually, after what seems a more ridiculous amount of time but is in fact still your turn, drag the beaten Cwocodil back through the gate. You bring it all the way back up to the keep door, where Abigail and the Demons wait for you.

    "Can you turn this thing for me?"

    When they find words again in their confusion, they reply that it probably doesn't need to be turned through Turnamancy: a turn as a Prisoner should be more than enough.

    It seems your Bwisp arrived some time ago at it's destination. You close an eye and inspect the caravan. The Bwisp circles, keeping it's distance as you check things out.

    1d20
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:19 No.18009790
    >>18009774

    Oh, and ding. Level 2.

    Combat goes to 26, Leadrship bonus to 9, Defense to 10.
    >> Anonymous 02/19/12(Sun)02:20 No.18009795
    rolled 4 = 4

    >>18009774
    come on bwisp!
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:25 No.18009825
    >>18009795

    You are spotted as you pass by. However they cannot do anything since you are outside of their hex.

    It appears that a single large stack of roughly 20 spearmen accompany three wagons. They look to be fairly average spearmen, although one fairly nondescript warlord leads them. He narrows his eyes at you from a distance, and calls his lax men to be on their guard.

    What now?
    >> Anonymous 02/19/12(Sun)02:26 No.18009837
    >>18009825


    Throw the cwoc in the dungeon. Have Liam spend the rest of his juice boosting the demons. Send them out on the way looking for cwocs to incapacitate and turn. Send orders to all bwisps to continue scouting the road, up and down from the caravan, careful not to get caught. Send Liam to go study. Go study ourselves and end turn when the demons are done moving.
    >> Anonymous 02/19/12(Sun)02:27 No.18009842
    >>18009825

    Hit the thing anyway. Spearmen means they're Pikers or Stabbers, and it doesn't matter if there are 20 of them or not because stack bonuses only go up to 8. Leadership bonus can't be too high, so I think 9 Knight Class flyers with a warlord bonus stacked up can take them out with little trouble.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:28 No.18009845
    >>18009842
    >>18009837

    If that is the case, roll for Magic!
    >> Anonymous 02/19/12(Sun)02:28 No.18009846
    >>18009837
    this and make sure we pop another warlord next turn.

    Do we know what side they're on? Can we check? What about which direction?
    >> Anonymous 02/19/12(Sun)02:29 No.18009850
    rolled 12 = 12

    >>18009845

    Another d20?
    >> Anonymous 02/19/12(Sun)02:29 No.18009851
    >>18009825
    Give the thing a miss, I mean we are not really hurting for cash and why put them on the alert.
    >> Anonymous 02/19/12(Sun)02:29 No.18009853
    >>18009842
    I feel I should point out, the guys who 'own' them will know they're dead the moment we kill them. We best pray they don't have a thinkamancer.
    >> Anonymous 02/19/12(Sun)02:30 No.18009857
    rolled 3 = 3

    >>18009851

    But we are hurting for cash: we're losing Schmuckers every turn on upkeep, more than we gain.
    >> Anonymous 02/19/12(Sun)02:31 No.18009863
    Can we see which side they belong too?
    At any rate, dend deamons out the get into interception range.

    Then end the turn I guess, not much we can do with no move, other than order more units I suppose?

    At any rate, our warlord will have an awesome mount to ride into it's first combat next turn.
    >> Anonymous 02/19/12(Sun)02:31 No.18009869
    rolled 14 = 14

    We should attack them, but in a way that doesn't lead to our existence being noted. Can Liam have the teleport in from another side once they're closer?
    >> Anonymous 02/19/12(Sun)02:32 No.18009873
    >>18009853

    Ansom didn't know he lost half his siege until he got reports on it. He won't know unless he has the right combination of casters, and even then he probably won't know who killed them... maybe.
    >> Anonymous 02/19/12(Sun)02:32 No.18009876
    >>18009845
    what's the cwocs movement in swamp terrain type?
    >> Anonymous 02/19/12(Sun)02:32 No.18009879
    Kill pikers, take warlord prisoner, get free warlord?
    >> Anonymous 02/19/12(Sun)02:33 No.18009887
    >>18009863
    send not demd goddamn.

    Also, I bet we can ambush them in the next two turns.

    Does the bwisp still have move? If so, get it out of there on it's way to the south. Act all casual like they weren't the real target.
    >> Anonymous 02/19/12(Sun)02:34 No.18009889
    >>18009879
    taking prisoner is harder and they aren't as loyal. kill them all when we can and loot like the bandits we are. Leave none alive to report on us.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:34 No.18009893
    >>18009850

    Abigail doesn't seem worried in the least about the prospect of battle. The spell seems to go well: Liam thinks your Demons will be able to reach the caravan within two turns. The Magic will burn off in one turn, but they will be in striking distance on turn two.
    >> Anonymous 02/19/12(Sun)02:35 No.18009899
    >>18009893
    Send them. Ask Liam how making magic went. Go study and end turn.
    >> Anonymous 02/19/12(Sun)02:38 No.18009913
    >>18009873
    True, but he and his allies knew that he 'won' every battle that was fought during the turn. I guess as long as they can't recieve reports of whodunit, we should be fine.
    >> Anonymous 02/19/12(Sun)02:40 No.18009925
    >>18009893
    who's units are they?
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:41 No.18009931
    The Demons take off, and manage to move 43 Hexes, not toward the target but rather further up the road to wait in ambush, stopping so their slowest members aren't left behind.

    Liam appears somewhat drained from the spell as it used up all of his juice, but otherwise seems well enough. As you prepare to end your turn reading he wanders the library, not reading but looking at things oddly.

    Your build queue:
    -6 Farms
    -8 Wight-Foots
    -Warlord

    Finalized?
    >> Anonymous 02/19/12(Sun)02:41 No.18009937
    >>18009925

    We can ask the prisoners we interrogate.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:42 No.18009943
    >>18009925

    You don't know the livery, but it's Gold and White.
    >> Anonymous 02/19/12(Sun)02:43 No.18009954
    >>18009931
    yes. Anything we learned?
    >> Anonymous 02/19/12(Sun)02:44 No.18009965
    >>18009931
    Damn, I wanted some cwoc rider archers.

    But I guess we have to conserve our spending, for now.
    >> Anonymous 02/19/12(Sun)02:44 No.18009966
    All this thread has accomplished is make me really really wish Xin would start drawing new pages for Rob.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:44 No.18009969
    >>18009954

    To glean facts you don't know from the library, try rolling 1d100.
    >> Anonymous 02/19/12(Sun)02:45 No.18009972
    >>18009931
    We want to also build a sparring ground for units and ourselves to train. It should have archery targets and targets for pikers. We also need a weapons for ourself. I suggest either bow or pike.
    >> Anonymous 02/19/12(Sun)02:45 No.18009976
    rolled 63 = 63

    >>18009969
    >> Anonymous 02/19/12(Sun)02:46 No.18009982
    rolled 78 = 78

    >>18009969
    Obviously we find an old map!
    >> Anonymous 02/19/12(Sun)02:47 No.18009993
         File: 1329637678.jpg-(5 KB, 120x120, Second.jpg)
    5 KB
    >>18009972
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:50 No.18010016
    >>18009976

    You find an anomaly in some of the history books: in a great battle hundreds of turns ago in the lands further South-West, the nation of Dinger shows up on the losing side, doesn't show up again in the next war, but then shows up in another war not 50 turns ago sporting some of the same warlords. Odd.
    >> Anonymous 02/19/12(Sun)02:54 No.18010046
    >>18010016
    obviously a barbarian side without a ruler. Once we build up an army we should be able to knock them off no problem.

    What about a training ground mentioned >>18009972

    How much longer for tonight and end turn.
    >> Anonymous 02/19/12(Sun)02:54 No.18010051
    >>18010016
    Very odd, have the weirdo research that kind of odd thing, seems up his ally.


    the sparring ground can wait till we get some troops at least.

    Turn over then?
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:55 No.18010055
    >>18009993
    >>18009972

    This will cost a mere 10 Schmuckers, a pittance.

    You finalize your queue and end turn! Through the eyes of your Bwisp you see that the caravan takes off in the direction of your waiting ambush, the stack driving the caravan forward warily.
    >> Anonymous 02/19/12(Sun)02:55 No.18010062
    >>18010016
    Hm... We should keep a tab on that. Ask our demons about it, I'm sure they'll know something. When they get back, that is.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:55 No.18010065
    >>18010055

    And after this... night.

    3d20
    >> Anonymous 02/19/12(Sun)02:58 No.18010088
    rolled 9, 3, 16 = 28

    >>18010065
    >> Anonymous 02/19/12(Sun)02:58 No.18010098
    rolled 19, 5, 3 = 27

    >>18010065
    Bring it on caravan.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)02:59 No.18010104
    >>18010088

    Interesting rolls.
    >> Anonymous 02/19/12(Sun)03:01 No.18010111
    >>18010104
    Damn you interesting!

    You are my bane.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)03:16 No.18010254
    >>18010104

    You awaken before dawn the next morning again, and eagerly quaff your breakfast once more. This is getting to be a bit routine for you already. You decide to go down and inspect your troops once they pop, since you haven't ever seen one of your Wight-Foots yet, or is it Wight-Feet? Either way you are also eager to meet your new Warlord.

    You make it outside just as your turn begins. The Wight-Foot stack pops next to the training field some ways away from the nearby farms. They are shorter than you, and seem shorter than most of the troops guarding the enemy caravan. They wear cloak, tunics, and breeches of the green and brown that is your livery, and carry in hand painted masks in hand, though they seem eager to don them. Below the breeches are ghostly white feet that seem to leave trackless steps instead of booted human feet, which makes sense given their names. From within the tower you hear someone coming down the stairs. You turn back to the keep, and your new warlord steps out to greet you.

    She has dark black hair, blue eyes, and fair skin. She wears green and brown livery, and bares both bow and blade. On arrival she simply nods to you and awaits your word.
    >> Anonymous 02/19/12(Sun)03:16 No.18010258
    Bump
    >> Anonymous 02/19/12(Sun)03:19 No.18010282
    >>18010254
    introduce yourself. Have Liam come out too. Ask stats and such.
    >> Anonymous 02/19/12(Sun)03:20 No.18010298
    >>18010254
    Politely greet your warlord, ask them if they would like to hear the current state of affairs.
    Else, get the warlord to begin getting the Wight-Foots to begin patrolling the fortress a little.
    We need another Cwoc.
    >> Anonymous 02/19/12(Sun)03:24 No.18010335
    >>18010254
    Send the Wight-Feet to scout the foreign lands.

    Greet the new warlord ask abilities and such.
    >> Anonymous 02/19/12(Sun)03:26 No.18010354
    rolled 8, 3, 11 = 22

    >>18010335
    wight-feet aren't good scouts. Not enough move. Let them train or send them with the warlord after we get to know her.
    >> Anonymous 02/19/12(Sun)03:27 No.18010362
    >>18010254
    We need the bwisp report!

    Where is the caravan, how close are the deamons to intercepting them?

    Can we get our warlord out there for some quick exp?

    What happened to the cwoc? Is it ours now? Can we use it for a mount? Can our warlord use it for a mount?
    >> Anonymous 02/19/12(Sun)03:28 No.18010367
    >>18010354
    They are great scout, sure they are slow but they are invisible.
    >> The Seekers of Paradise !ZuZUd5/N1w 02/19/12(Sun)03:28 No.18010374
    >>18010254

    You introduce yourself, and she nods in greeting. She has, it seems, decided to name herself Whisper.

    Countess Whisper
    Level 1
    Warlord
    Noble, Swamp-Capable, Archer
    Move: 11
    Hits: 10
    Combat: 8
    Defense: 3

    It seems you popped a Noble.

    She asks if she might have access to maps to familiarize herself with the area, and you direct her and the Wight-Foot stack to begin patrolling and familiarizing themselves with the tower.

    The farms seem to be doing quite well on their own, though the Wight-Foots will likely have to do some harvesting.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)03:29 No.18010383
    Doh, wrong trip.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)03:32 No.18010413
    >>18010362

    The Cwocodil is now a mount, it turned at turn start.

    You look through the eyes of the Bwisp, and have it follow the direction the caravan went. It appears to have moved on further ahead, and seems to have lacked the move to quite reach some hills. Nearby.

    Through another Bwisp, you see the Demons moving in the right general direction. You decide it would be simple to use the Bwisp to just lead them there, so you get their attention and begin to do so.

    The Warlord would not make it in time.
    >> Anonymous 02/19/12(Sun)03:32 No.18010416
    >>18010374
    who is she a reference to?

    Oh, we need to harvest ourselves? Shit that means we'll need some actual garrisoned troops. Send the wights to stealth patrol closer to the main road. How many do we need to harvest? Introduce Liam and Whisper. Show her the library. Send all bwisps up and down the road. Check in on the caravan.
    >> Anonymous 02/19/12(Sun)03:34 No.18010431
    >>18010413
    she wouldn't make it even with Liam's boost? Then send the demons in to attack.
    >> Anonymous 02/19/12(Sun)03:36 No.18010447
    >>18010374
    What does a noble do?

    Also, RAID AND PILLAGE!
    >> Anonymous 02/19/12(Sun)03:39 No.18010463
    >>18010447
    Small leveling bounce thats about it.
    >> Anonymous 02/19/12(Sun)03:41 No.18010495
    What the stats on our new cwoc?
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)03:43 No.18010504
    >>18010447

    Level faster than a commoner.

    >>18010431

    The demons are following the Bwisp at the moment, but you can't send them a Thinkagram as you lack a Thinkamancer or a necessary artifact. Abigail seems competent though.

    >>18010416

    You call Liam out, call Whisper over, and introduce the two. Liam banters on a bit about various things, and Whisper stands in polite silence.

    Around the caravan, according to your other Bwisp, defensive positions have been assumed by the soldiers. There is some time until your Demons arrive.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)03:45 No.18010529
    >>18010495

    Cwocodil
    Level 2
    Heavy Mount, Swamp Capable, Water Capable
    Move: 17
    Hits: 15
    Combat: 12
    Defense: 6
    >> Anonymous 02/19/12(Sun)03:49 No.18010565
    >>18010504
    Have Whisper and Wights go train. Ask Liam to find more cwocs. Harvest your farms. Send demons in attacking from the West, that is, opposite direction of your capitol. Have the Bwisp that's scouting the caravan make a distraction coming from the east.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)03:51 No.18010579
    >>18010565

    Whisper and the Wights go to the Practice field. Liam agrees to try and spell out the location of more Cwocodils, using your mount as a focus.

    1d20
    >> Anonymous 02/19/12(Sun)03:52 No.18010595
    rolled 9 = 9

    >>18010579
    >> Anonymous 02/19/12(Sun)03:52 No.18010596
    rolled 14 = 14

    >>18010579
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)03:53 No.18010599
    >>18010595

    The Findamancy indicates only that there may be some 30 hexes in one direction or another.
    >> Anonymous 02/19/12(Sun)03:54 No.18010610
    >>18010565
    We should find cwocs with the bwisp scouts, and possibly use the newly poped troops to capture them in order to get more exp for them than simple training.

    Then we can work on getting a cwoc Calvary for when we go after the merfolk.

    We should also send Liam to find more info about this mystery time-skipper side, and/or loot.

    Can Liam enchant stuff for us? Might be worthwhile to make some +move boots if he can.

    Also, we need to see about poping some workers to tend to the shrooms and some hunters to gather cwocs wile the real troops go about battles.
    >> Anonymous 02/19/12(Sun)03:55 No.18010622
    >>18010599
    after training awhile go out with Liam, Whisper, and wights to mess around the swamps. Don't go out far enough to not get back to the capitol before turn's end.
    >> Anonymous 02/19/12(Sun)03:57 No.18010635
    >>18010610
    all of this sounds fantastic. How many pikers to harvest 6 farms?
    >> Anonymous 02/19/12(Sun)03:59 No.18010661
         File: 1329641999.jpg-(45 KB, 282x360, susan-pevensie-promotional-the(...).jpg)
    45 KB
    >>18010374
    Something like this?
    >> Anonymous 02/19/12(Sun)04:02 No.18010672
    >>18010635
    OP?
    >> Anonymous 02/19/12(Sun)04:03 No.18010687
    send in the demons too. Attacking from the West using bwisp as a distraction.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)04:06 No.18010708
    Here. Internet bugginess.

    >>18010622

    >Liam
    He can roll d100 for research, but it'll take the turn.

    >Can Liam enchant stuff for us?
    He indicates he is not yet skilled enough to, but when he is he can.

    >Workers
    Normally this is handled by the garrison stationed in the city.

    >>18010622

    Doable.

    >>18010635

    About 18.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)04:07 No.18010716
    Now: will you watch the battle between the Demons and the caravan?
    >> Anonymous 02/19/12(Sun)04:10 No.18010740
    rolled 98 = 98

    >>18010708
    pop 18 pikemen, unless others think it should be archers. Here's a d100 for research. yes to demon battle.
    >> Anonymous 02/19/12(Sun)04:10 No.18010742
    Yep.
    >> Anonymous 02/19/12(Sun)04:11 No.18010749
    >>18010740
    That's a rolll I can be proud of.
    >> Anonymous 02/19/12(Sun)04:13 No.18010763
    >>18010740
    Fuck yeah, forbidden knowledge incoming.
    >> Anonymous 02/19/12(Sun)04:15 No.18010780
    >>18010740
    I say slashers their cheaper.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)04:16 No.18010791
    >>18010740

    Ooooh boy... expect a bomb later.

    As they draw nearer to the edge of the swamp they gain altitude and break up their stack, restacking for a bonus to stealth as they gain height, going up at roughly the level of cloud cover. As they spot their target, your Bwisp drops back to observe.

    3d100 now
    >> Anonymous 02/19/12(Sun)04:17 No.18010794
    >>18010780
    slashers suck compared to pikemen. I was wanting something we could later use.
    >> Anonymous 02/19/12(Sun)04:17 No.18010803
    rolled 66, 25, 22 = 113

    >>18010791
    Rolling
    >> Anonymous 02/19/12(Sun)04:19 No.18010820
    >>18010794
    Archers then, they are useful against air units, and as Khan taught us, mounted archers are pure murder when they are in their preferred terrain.
    >> Anonymous 02/19/12(Sun)04:21 No.18010836
    >>18010820
    okay. OP pop 18 archers. Have them garrisoned. Their job is to work the fields and train.
    >> Anonymous 02/19/12(Sun)04:22 No.18010840
    >>18010794
    But they are half the up keep. we would be saving 36 Schmuckers. And it's not that bad only one point off combat and hits.
    >> Anonymous 02/19/12(Sun)04:26 No.18010877
    >>18010840
    Archers or pikemen are more useful. Worth the cost. I say archers, we are bandits. Unless there's a really cheap harvesting unit we don't know about.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)04:29 No.18010909
    >>18010803

    (These were spot checks. The caravan managed to fail three at very different difficulties.)

    As you watch, the stack seems to vanish from view. It goes up above a cloud as the Demons enter the enemy hex, and you can no longer make out their forms at they get into position. Simultaneously you send your other Bwisp circling around the enemy encampment to draw their attention, and this seems to work fairly well. The men turn and look at the circling Bwist, scowls and crude gestures made in your direction are the answer to your presence: apparently soldiers know to look for small, fast moving entities as scouts.

    You switch your attention back to the first Bwisp, and just barely catch what ensues. Abigail comes plunging down in the lead, wings bound up behind her, hair knotted back in a bun to avoid whipping around in the high winds. Her suit flaps lightly, and beads of condensation slip from her horns and tail. Following her are her fellows, still stacked for stealth. They don't so much as flap their wings: the lot of them plunge down headfirst, dropping like stones. You see positions shift as they near, the broken up group nudging themselves just slightly in the wind. As they near the head of the column the shift just enough to allow them to restack for maximum combat bonus as they get close.

    Abigail seems to be intent on dropping down on the Warlord, and her stack follows her lead. Nine to twenty the come, claws flashing unseen as demonic wings snap open. The flight of Demons hammer into the enemy stack!

    Roll 2d20
    >> Anonymous 02/19/12(Sun)04:30 No.18010920
    rolled 8, 7 = 15

    >>18010909
    >> Anonymous 02/19/12(Sun)04:33 No.18010940
    >>18010920
    For fuck's sakes, our first combat and we're probably going to lose some of our demons.
    >> Anonymous 02/19/12(Sun)04:34 No.18010948
    >>18010940
    wait to see how much money we get. Atleast Abigail wont die probably.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)04:37 No.18010978
    >>18010920

    The stack slams headlong into the enemy, and confusion seems to take over. The Warlord is bowled over and at first you think he is dead, but after a moment he bounces up, merely winded.

    It seems that luck is against your Demonic friends: they cause a lot of panic and a few guards are cut down, but the rest remain standing but confused. However the counterattack is no better: as they realize that their unit has become engaged they fail to hear orders from their leader, who is instead eating dirt. The battle becomes a confused melee.

    (Again)
    >> Anonymous 02/19/12(Sun)04:39 No.18010998
    rolled 2, 11 = 13

    >>18010978
    >> Anonymous 02/19/12(Sun)04:41 No.18011012
    >>18010998
    That's not good, considering the first is us and the second is them I think.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)04:42 No.18011020
    >>18010998

    The enemy seem to get their shit together, but almost a quarter of them are already down. Several press in to protect the Warlord, but the others step out and present your demons with the points of their spears.

    Luck seems to be carrying the guards through, but your superior stats still count for something. Several demons appear to have minor wounds though, but Abigail decapitates another guardsman who didn't get his spear up in time.

    (Again)
    >> Anonymous 02/19/12(Sun)04:43 No.18011033
    rolled 13, 15 = 28

    >>18011020
    here's hoping. Have any demons died?
    >> Anonymous 02/19/12(Sun)04:44 No.18011036
    rolled 8, 4 = 12

    >>18011020
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)04:48 No.18011076
    >>18011033

    The guardsmen proceed to rally on both sides of the stack, and for a shining moment seem likely to win through... right up until the Demons get their act together and smash right through their line. Five more soldiers go down, and though one Demon is badly wounded your allies now have a shot at the enemy commander.

    (Again)
    >> Anonymous 02/19/12(Sun)04:49 No.18011092
    rolled 17, 17 = 34

    >>18011076
    >> Anonymous 02/19/12(Sun)04:49 No.18011095
    rolled 3, 2 = 5

    >>18011076
    We can't direct them can we? Tell the wounded to retreat?
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)04:52 No.18011122
    >>18011092

    As they press forward Abigail sweeps her claws back and forth, and manages to catch the Warlord across the chest and belly, tearing him open. He falls to the ground in cartoonishly bloodless death.

    Even as he falls, his unit has one last rally: six guardsmen rush the badly wounded Demon and drive swords into him. He drops, croaked. That is their last hurrah though: with more than half their unit down and the loss of their warlord the stack is quickly swept away by the vicious attacks of the Demons.

    Victory.
    >> Anonymous 02/19/12(Sun)04:55 No.18011153
    >>18011122
    Loot and bring it all back. Set bwisps hidden along the road to see any other passing caravans. Hide all evidence of our raid.
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)05:00 No.18011224
    Abigail makes her way over to one of the wagons and opens it up to see what might be inside. As she does, you see a look of confusion pass across her face as she looks at what's inside.

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

    I am, sadly, going to have to sleep. This will continue... let's say monday night, same time: 9PM EST, 8PM Central.
    >> Anonymous 02/19/12(Sun)05:01 No.18011241
    >>18011224
    cool. Thanks OP. This can work.
    >> Anonymous 02/19/12(Sun)05:02 No.18011242
    >>18011122
    Grab it all and get out. Bwisps scout ahead to ensure they don't stumble on any other random encounters.
    >> Anonymous 02/19/12(Sun)05:02 No.18011245
    Been Fun Titan's Mandate
    >> The Titan's Mandate !6CrZ543I4I 02/19/12(Sun)05:04 No.18011269
    >>18011241

    Thanks.

    >>18011245

    Indeed. And this is only turn 3, you guys got ambitious fast, a battle on turn two and on 3 as well.
    >> Anonymous 02/19/12(Sun)05:08 No.18011292
    >>18011269
    I'm really looking forward to next session, thanks for running this. Good writing.
    >> Anonymous 02/19/12(Sun)05:09 No.18011300
    >>18011269
    Yeah we are a tad blood thirsty we should really tone it down the next few turns, don't want the other sides getting wise.

    Any way has some body archived this yet?
    >> Anonymous 02/19/12(Sun)05:11 No.18011328
    >>18011300
    we needed to do the first page as well. It 404'd but I saved page as.

    Attack Merfolk. build army. Get more cities. Attack two main sides.
    >> Anonymous 02/19/12(Sun)05:18 No.18011386
    >>18011328
    Well I want to build east and only start attacking after we have most of that land under our control. I also want to build a fake capitol in the east and do all of our diplomacy out of there.
    >> Anonymous 02/19/12(Sun)05:23 No.18011420
    >>18011386
    I think enemies automatically know what type of city a place is when they enter it.
    >> Anonymous 02/19/12(Sun)05:24 No.18011429
    >>18011386
    If we make the merfolk our protectorate, they can be our front. And we can raid certain caravans and charge steep prices on "protection" from raiders.
    >> Anonymous 02/19/12(Sun)05:26 No.18011449
    >>18011429
    I like this. Merfolk slaves. I bet there were people in the caravan. People that are now our slaves.
    >> Anonymous 02/19/12(Sun)05:28 No.18011458
    >>18011420
    Really? Too bad.

    >>18011429
    The east would put up the least resistance so that is what we should go after first. Also there may be some native tribes that we could recruit living in the ruins.(I want some witches)



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