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/tg/ - Traditional Games


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You have always wanted to be an emperor. That ambition has burned dimly in the past, tempered by reality. Now the opportunity to realise your ambition has arrived and you are determined not to let it slip. Now is the time to build your empire and become an emperor.

Last Thread: You are the knight, Talon York, and you are an emperor, but not the emperor… yet. Last thread you engaged in talks with the Archmage’s representative and managed your growing empire.

Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Aspiring%20Emperor%20Quest
Twitter: https://twitter.com/AspirationalQM
Master Pastebin (links to all pastebins for AEQ): http://pastebin.com/6Su7M3fh
>substantial updates. See point 2 below for more info.

>some housekeeping
1. Next thread will be 11th April at 6pm EDT.
2. Pastebin changes. I have split the general bin into three: the general bin, which contains rules, mechanics and province info; the empire bin, which contains everything about what you control; and the NPC List, which is better ordered than before and more complete. There will be a Continental Info bin later when it is relevant. The Lorebin, Recap bin, Q&A bin and FTB have not been updated/completed. I suspect I won’t get to them for a fortnight or so, when I have a break from work.

Rolls are d20 and the best of the first three posters. Please quote the post you are voting for or rolling against. Note there are hard-to-replace points that can be used to offset failures in rolls. Please see the General Pastebin, linked through the Master Bin above, for more info.

>Now, with further ado
>>
>>31281947
Standing a short distance from the roaring blaze of the farmland, the heat brushing your face, you note idly that the day had been rather nice before all the smoke had choked up the sky. Your logistics mages are currently fighting the blaze in order to prevent it from impeding your march much further. The Taouran army has been trailblazing the way to Hiien for you, quite literally as they burn everything that may be of use to your army as you march. Having done as much during your times retreating from enemies, you had expected this and brought plenty of food and ensured your mages would care for it properly in the cold weather. It may only be a few days march between Hiien and the closest resupply point but if the Taourans have flyers they could make even that perilous in a siege.

An enormous crash sounds further away, and you look over to see that the local windmill has finally collapsed from the fire. Most of the village had already burnt down by the time you arrived, the crop fire spreading much further in the hour or so between you and the Taourans ahead. Thankfully the winds had been absent and there was little danger of a much larger forest fire, especially with Undine being flown around by Salamander to keep a lookout. If this was anything like the previous villages, the occupants would have been whisked away to Hiien to rob you of any desperate volunteers. You’re not sure whether being slaughtered here or fattened up and left in the blood farm that is Hiien is the better fate for them. Probably Hiien as you’re about to capture it, you think.

>continued
>>
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>>31281954
Turning on your heel and marching back into camp, you take in the sight of your enormous army. More than five thousand soldiers stand at your beck and call, making this the largest army you’ve commanded since leaving the RSK. Despite your knack for command, you’re not so foolish as to try and command them all yourself particularly against the much larger force awaiting you at Hiien. You brought one of your generals with you to Raupe, leaving the other to command the front near Darlesia. Stepping into the command tent you find…

>1. General Parras. He is an expert at sieges and excels at nation-building, making him very useful at pacifying the province and Hiien after your conquest. He has strong and particular morals, which may limit your decisions at Hiien.
>2. General Malaine. Loyal and talented, Arail Malaine excels at raids and swift open battles. He will make it easier to contain the Taourans within Hiien and be of greater assistance if they sortie to battle you in the open.
>3. Nobody. This is a dream and you are in Niorte, having left the conquest of Raupe to both Parras and Malaine while you hold down the Darlesian front.
>>
>>31281978
Province Info:
Name: Raupe
Owner: Taour
Control: High
Order: Moderate
Population: 480,000
Military Presence: High
Military Experience: Moderate
Resources: Salt mine
Notable Locations:
>Castle Dalrec - named after the vampire who had it constructed, this castle and the town surrounding it aren't actually part of Taour land. An independent vampire lays claim to it and so far has had their claim upheld.
>Hiien - despite its extraordinary size, this town is clearly not a city. It is instead a huge blood harvesting station of humans for the rulers of Taour. It is heavily guarded - probably the most heavily guarded site in Taour aside from the city itself.
>>
>>31281978
>3
>>
>>31281978
I'd just like to say I think attacking this soon is a mistake.

That said, carry on and good luck to all.
>>
>>31281978
>>1. General Parras. He is an expert at sieges and excels at nation-building, making him very useful at pacifying the province and Hiien after your conquest. He has strong and particular morals, which may limit your decisions at Hiien.
>>
>>31281978
Hard choice, but let's see how good General Parras is.
>>
>>31282095
I disagree about the attacking this soon, the guys that called for the attack had really good reasoning for it, but I think that attacking Darlesia instead of Raupe would be better.
>>
>>31282095
so do I, but what can you do?
>>
>>31281978
>1. General Parras.
>>
>>31281978
>1. General Parras. He is an expert at sieges and excels at nation-building, making him very useful at pacifying the province and Hiien after your conquest. He has strong and particular morals, which may limit your decisions at Hiien.

Arail got a chance to stretch his legs in Vitria. He knows we need him more on other fronts given how much trust we've placed in him.

Let's give this newer acquisition a try and get a better sieging perspective.
>>
>>31282122
Oh I understand why people picked it. But they still have a bigger army then we do, and/or can crush us with said army if we fuck up too badly.

Like I said. May luck be on our side. We're gonna need it.
>>
Still slowly making my way through the archives, and I'm a eurofag so generally don't see threads pop up before I go to bed.

So I just wanna say, as an archive-reader: great job so far aspirational, really liking the quest, even if some of the "advanced" nationbuilding goes over my head a bit.
I also really like the smut.
>>
>>31282193
>But they still have a bigger army then we do
They do? Considering how "small" was the attack against Olmm that supposedly had most of Taour troops in Darlesia and that they really want to kill us there, I kinda doubt that they army bigger than our right now.
>>
>1.

“Imperator,” General Parras greets you, standing around a table with a map of Raupe on it.

You nod to Parras, giving a general greeting to the assembled officers as they greet you. A dozen officers are in the tent aside from Parras and yourself, many of whom you didn’t recognise before conquering Vitria. They’re all bearing the slightly different insignias that mark the new officer rankings you introduced recently.

Arail’s voice crackles over a sending device next to the map, “Imperator, just a short update on the Taouran troop movements. They’ve stopped moving soldiers from Darlesia to the Wall of Lesia, but that still leaves less than two thousand men in the city with minimal defences and supplies. Given that there is at least six thousand soldiers in Crece, now, compared to my own two and a half here in Olmm I was going to limit my actions to harrying the supply lines into Darlesia.”

The officers begin to talk a bit amongst themselves, discussing a few ideas. You pick out Glynn, now a Lt General, arguing with Parras about trying to take Darlesia now while you threaten the capital via Raupe. It’s not completely unsound – the fact that Taour is moving so many troops out of Darlesia means they’re clearly worried about you threatening the capital if you take Raupe. They wouldn’t so easily throw away their recent control of Darlesia otherwise. It would leave Harrowmont far too open should your assault on Hiien go lopsided, however, as the army at Crece could crush Arail’s if he was in the open.

>continued
>>
>>31281978
>1. General Parras. He is an expert at sieges and excels at nation-building, making him very useful at pacifying the province and Hiien after your conquest. He has strong and particular morals, which may limit your decisions at Hiien.
>>
>>31282317
Your soldiers at Raupe: 5,000
Your soldiers at Olmm: 2,000 (plus garrison of 500)
Taouran soldiers at Raupe: 7,000
Taouran soldiers at Crece: 6,000
Taouran soldiers at Darlesia: 1,500

>1. Agree with Arail’s decision to be defensive but with raids. That will leave you in a good position to advance along that front if you take Raupe but not too open if you fail.
>2. Order Arail to take Darlesia. You don’t intend to fail at taking Raupe so it doesn’t matter how open it leaves you.
>3. Order Arail to remain strictly defensive – no raids against Darlesia. There’s too many troops at Crece to risk inciting them into attacking.
>4. Custom
>>
>>31282193
>>31282122
If we succeed here, then they are screwed, and are gonna become desperate.
>>
>>31282331
>1
>>
>>31282331
>2. Order Arail to take Darlesia. You don’t intend to fail at taking Raupe so it doesn’t matter how open it leaves you.
>>
>>31282331
>1
Let's not get ahead of yourself.
>>
>>31282331
>>1. Agree with Arail’s decision to be defensive but with raids. That will leave you in a good position to advance along that front if you take Raupe but not too open if you fail.
>>
>>31282331
>>1. Agree with Arail’s decision to be defensive but with raids. That will leave you in a good position to advance along that front if you take Raupe but not too open if you fail.

Flyers are pretty much made for harrying supply lines. If Moss is around, allow him to converse with Arail about it and give ideas since he seems so effective at it.
>>
>>31282331
>1. Agree with Arail’s decision to be defensive but with raids. That will leave you in a good position to advance along that front if you take Raupe but not too open if you fail.
>>
>>31282345
And if we fail WE'RE screwed.
>>
Hey, Aspirational, any ETA on Sarah FTB pastebin?
>>
>>31282345
Darlesia have a factory even if it's broken, allowing Taour to have it and build more control in the city is not a very good move.
>>
>>31282475
Not completely screwed, but waiting on them to get stronger would had been a bad idea.
>>
>>31282496
Probably not until sometime between the 19th and 26th - I have time off work then. Sorry it's taking so long, but I've been hurrying my plans for the continental phase in case you guys smash Taour.
>>
>>31282515
>but waiting on them to get stronger would had been a bad idea.
Agreed, now explain why in hell we attacked Raupe instead of Darlesia, the place with a fucking magic factory.
>>
>>31282331
2
>>
>>31282551
attacking this place cripples the whole empire and forces them to withdraw troops from Darlesia, and will make them desperate.
>>
>>31282541
Ok, no problem man. Take all the time you need. Was just curious.
>>
>>31282581
And letting they have Darlesia allow them to build power in the city and repair the factory, allowing them to make their army stronger.
>>
>1.

“That’s a good plan, General Malaine,” you say, breaking through the noise of your officers. “If Taour gets more aggressive, I trust you to handle it. We’ll still be available to provide advice whilst we march.”

Arail gives an acknowledgement then falls silent, though the device still hums to indicate he is still on the line. He probably intends to speak to you or another officer after the main meeting is finished. Which doesn’t take too long, as it’s mostly to fill in the time while the mages put out the fire – the morale of the men is still high and there’s been no problems between the Darlesians and Vitrians. Parras is as adept at keeping the men in high spirits as you are.

Arail opens up a dialogue with Parras and Moss after the meeting as you step out and find your elementals. There you find...

>Multiple votes here to determine who you brought along. Undine, Salamander, Lynn and Felix don’t need votes, I figure.

MALORIC
>1. You brought Maloric to fight. He excels in long range anti-mage attacks and long-range barrages.
>2. You left Maloric behind to continue his research.
>3. You sent Mal to help Arail.

GNOME
>1. You brought Gnome to fight. She excels at setting traps and fighting mages and may be useful in a siege.
>2. You left Gnome behind to help with construction.
>3. You sent Gnome to help Arail.

VADORIC
>1. You brought Vadoric to fight. He excels in short range anti-mage attacks and long-range barrages.
>2. You left Vadoric behind.
>3. You sent Vad to help Arail.
>>
>>31282541
We probably won't go after the capital if we take this place.i want to go after every other place before then to get rid of thralls
>>
>>31282641
>2. You left Maloric behind to continue his research.
>1. You brought Gnome to fight. She excels at setting traps and fighting mages and may be useful in a siege.
>1. You brought Vadoric to fight. He excels in short range anti-mage attacks and long-range barrages.
>>
>>31282641
1
1
1
We will need all our power here.
>>
>>31282683
I can get behind this
>>
>>31282643
Going straight against the capital is bad idea, Taour itself proved it with Darlesia, let's take at least Darlesia, Crece and Deodain before taking Taour.
>>
>>31282683
agreed
>>
>>31282641
>2. You left Maloric behind to continue his research.
He has a lot of projects that need time dedicated to them. i.e. Magic crystals and as a resource for our Machinist.
>1. You brought Gnome to fight. She excels at setting traps and fighting mages and may be useful in a siege.
For sure. Bartom has got it, we'll be in the field for awhile.
>1. You brought Vadoric to fight. He excels in short range anti-mage attacks and long-range barrages.
He'll be a solid hand, and we haven't got a true taste of his combat style.
>>
>>31282641
>1. You brought Maloric to fight.
>3. You sent Gnome to help Arail.
>1. You brought Vadoric to fight.
>>
>>31282641
>2
>1
>3
>>
>>31282683
+1
>>
>>31282641
1
1
1

We are outnumbered and the enemy is fortified, and we are going after their biggest asset. We need every scrap of power we can get. Besides which, with all our key players in one spot we can put forth tremendous pressure as well as reduce our losses should it come to that.

Gnome alone we already know can't take all the enemy mages out at once. And mal is needed to detect thralls
>>
>>31282770
PS. we also have Arail fight defensively AND he outnumbers his enemies greatly as they are rushing towards us. So, as tempting as it is to send him help, we need him.
>>
>>31282770
>And mal is needed to detect thralls
Mal trained some of your mages to detect thralls so he's no longer the only person who can do that. Vad can also detect thralls and can do so at a short distance (rather than needing contact) as he'll explain in the next post (as it seems the vote is to bring him). Sorry for not mentioning this before the vote.
>>
>>31281947
>Timeskip since last thread
Weren't we going to stop by the source personally and see if we can recharge our astral powers there (eg, FR points) before going on the assault? (I am asking because I am not sure. I remember suggesting it, but I don't remember if people agreed or disagreed with the notion)
>>
>>31282641
>2. You left Maloric behind to continue his research.
>1. You brought Gnome to fight. She excels at setting traps and fighting mages and may be useful in a siege.
>1. You brought Vadoric to fight. He excels in short range anti-mage attacks and long-range barrages.
>>
>>31282814
I remember that being mentioned, but even if you did go there in the timeskip it had no real effect. Looking at the Source doesn't have the same effect it did at first and you don't really know how to commune with it otherwise.
>>
>>31282808
Excellent news!

>>31282814
We don't really have anything to recharge, since we have not used them yet.
>>
>>31282808
oh, that is good to know.

Actually. did we remember to bring in some chains, nets, manacles, and other such equipment to capture some thralls alive for our dethralling research? (did I even remember to suggest it?)
>>
>>31282844
>We don't really have anything to recharge, since we have not used them yet.
When we first entered the source room, a massive amount of astral power grounded itself into talon.
We have been using astral power quite often since then.
If astral power recharges passively, then we might be at max and the FR points will recharge back up to 3 over time.
But for all we know we are capable of storing 10 or 20 points and 3 is just all the power left in us after having spent it with abandon since that time when it grounded into us.
>>
>>31282877
>Aspir giving us 10 free nat 20s
Thanks anon I needed that chuckle
>>
I have been wondering about the history of the region...
The region is ccalled "Darlesian Region". Darlesia was a kingdom in decline. Vitria used to be part of it until it became independent. I am betting Taour also used to be part of it until the vampires took it.
How big was Darlesia at its peak?
>>
>>31282932
The region is called "Darlesia Region" for a motive, anon.
>>
>>31282877
3 FR points is your max right now. There's a new section in the general pastebin right now. FR points will not be easy to regain given they're very powerful (as rolls aren't that common).

>>31282932
At its peak, Darlesia controlled its own region (including Taour) plus part of the two regions to its south (using the continent map). It also held some of what is now League territory to the west.
>>
>>31282919
that is a reasonable point you raise... meta as hell, but reasonable.

However, I posit that talon is not unique. That whatever made talon become an Astral-Adept has made several others. And even if it didn't, there are surprisingly large amount of creatures our tier or higher.
And in such confrontations we would have to spend the astral power like its water.
>>
>>31282955
thanks for both answers
>>
>2 & 1 & 1

You had decided to bring along most of your comrades, but left Mal behind to continue his research. As much as your friend generally enjoyed adventuring, he’s obviously missing his time spent researching so you left him to his own devices.

All three of your elementals would be here if Undine and Sala weren’t off firespotting, but Gnome lay on her back, staring up at the sky through the fading smoke. Lynn, Felix and his friends are nearby doing some light sparring. It seems that their mutual love of fighting keeps your personal guard in good spirits, though Felix is still as hard to read as ever. Your excitable fox friend on the other hand is… waving his tails around and focusing on something? You don’t really know so you decide to find out.

“What are you doing, Vad?” you ask bluntly.

He doesn’t answer you for a few seconds and you feel that odd warping sensation that signals his use of power. Nothing seems to happen though.

“I’m practicing projecting force over a long distance,” Vad answers, turning to you with a light grin on his face.

“Nothing was happening Vad. Where were you projecting it?”

“Over at the village. Some of the buildings were still upright and its not like anyone needs them. I got a good shot at that windmill, earlier. Took a few hits, though,” he answers.

>continued
>>
>>31283065
You blink. Well, that was new. Turns out it wasn’t the fire that brought it down.

“How hard can you hit?” you ask him.

Vad pauses to think for a bit. “I could probably hit a few mage-knights hard enough to break their ribs at about two hundred metres. My real talents are in taking out mages, though. My abilities punch straight through their magical defences. I need to get up close though.”

“And you mentioned on the way here something about thralls, didn’t you?” you ask. “I thought they could only be sensed when you come into contact with them.”

“That’s for mages, probably. We foxes can pick up the wrongness in them a bit further away. Not more than a few dozen metres away, though,” Vad says.

Well, it seems the fox will make a good addition to your force. At least as strong as your average magister, which you currently lack in your army, but with the benefit of throwing around limited astral power.

>Anything you want to talk to your comrades about before timeskipping for the march?
>>
>>31282964
>Talon isn't unique
Oh, no I know. I figured we'll be fighting our shadow self at some point. Still, FR points are probably like, MASSIVE expenditures of power, since they alter reality on a far larger scale. I doubt we'll ever get 10. Maybe 5 if we spend time developing it? Or we learn how to recharge it? Something like that.
>>
>>31283082
Can Vad teach us how to project force? I can imagine that being useful
>>
>>31283126
"Any chance you can teach me that, Vad?" you ask, half jokingly.

He chuckles. "You plan on growing some tails? Or asking Tsucchi to transplant some on to you? All of spiritual techniques use these - what I can teach you about your powers is more limited to focusing your energy than projecting it."
>>
>>31283082
Let's talk a bit with Gnome, see what her think about what we are doing.
>>
>>31283174
Don't we already know the power?
>Astral Projection I – you may project raw magical energy up to melee distance of minor strength. This projected energy may be used as a barrier, to deflect magical attacks or to propel oneself a moderate distance at high speed. Your usage of astral power for this means you are likely barely scratching the surface.
>>
>>31283174
>Or asking Tsucchi to transplant some on to you?
Mentioning tsucchi by name is an oddly specific way of phrasing it. Does she actually have such an ability?
>>
>>31283220
>up to melee distance
Vad's hitting things further away than that
>>
>>31283228
"Why would Tsucchi be transplanting tails, Vad?"

He shrugs. "It was a joke. She's a scholarly type, like Ren. Most of us foxes don't know a huge amount about what we are but they know a ridiculous amount. if anyboy could do it, she or Ren could."

>Gnome talk next

QUESTION: Do people have difficulty spotting my posts when I do ones like this? I may start using pictures of a specific theme with my posts to make them easier to pick out if you are.
>>
>>31283220
yea, but we have a mental block or just lack of knowledge that is limiting us to melee range even though we should be able to cast at range.
And honestly I am kinda ok with it. We chose to play a knight not a mage at the first thread. My own personal choice was mage > monk > knight (although all 3 were cool as hell and I was really hard pressed to make that choice). But now that the choice is made I would rather stick with it.

... we are able to make WEAK attacks at greater range though, like we did when we used magic to knock the antimagic bomb out of the hand of the assassin. And we apparently make our arrows curve in flight or something since our stance is all wrong yet somehow we hit every time, but only when focused on "our technique", when trying to focus our magic on buffing the arrow's power we instead miss by a LOT
>>
>>31283278
Using pictures is always a good idea to catch attention. I can find you just fine, but others might not.
>>
>>31283278
A little bit of difficulty, yes. You could also add titles to identify your posts easier.
>>
>>31283278
Images help
>>
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I’ll be using setting pics like this so that people can easily pick out my posts in the future.

>Talk with Gnome

You leave Vad to his practice, remembering what he said about needing to spend a lot of time practicing his techniques to use them reliably. Instead you sit down next to Gnome, who redirects her eyes to yours when she spots you.

“Are you always so rash?” she asks before you have a chance to say anything. “Charging off without a chance to rest?”

“I take it this is about this march?” you ask, receiving a nod. “No risk, no gain. We’ve crushed Taouran forces of greater size before. I’ve routed armies that were supposed to cut through my own with ease in the RSK. Taour can build momentum faster than we can so we can’t afford to lose ours.”

“And what if you lose?” she asks.

“Then we retreat, rally and fight them again,” you say. “I don’t intend to lose, however. Do you really think I’m being too rash?”

She falls silent then sighs. “I think you’re being too rash. I know Sala thinks otherwise though. It’s not often she argues with me – which she did when I mentioned it to her and Undine. I also know my former master would probably agree with you, seeing how he certainly never hesitated during the rebellions to fight a superior force. It was his undoing eventually, though, so I hope you are serious about retreating when the time is right.”

>Timeskip post next
>>
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>Timeskip for march

It’s not until the next day that you receive any news of import about Taour, but when it comes it certainly is of importance.

“Imperator, the scouts report that almost the entire army at Hiien has sortied to join with the soldiers we’ve been chasing,” Captain Illon reports to you.

“How many?” you ask, frowning.

“Combined with the rearguard we’ve been chasing, at least six thousand men. I can provide more specifics on numbers within an hour,” Illon answers. “I’d guess their troops won’t reach us until late afternoon if they march hard.”

You have him call a meeting with Parras and your Lt Generals when he has that information. Whoever is commanding the Taouran force obviously thinks their superior numbers will be enough. The advantage of them sortieing is that you’ll be able to choose the battlefield. You’re close to the Marnn range, meaning you can move south and take the high ground. It might be better to rely on manoeuvrability in the open plains, however, as the hills would tire your men faster if you tried the same. They’ll be here in about six or seven hours, but it’s also unlikely they’ll immediately attack after a hard march.

YOUR FORCE
5000 soldiers
50 Flying Mage-Knights
40 Heavy Mage-Knights
900 Medium Mage-Knights
250 Arcane Archers
1000 Archers
700 Heavy Men-at-arms
2000 Men-at-arms
60 Battlemages

>1. Order your army to move into the hilly terrain with the intention of taking the high ground.
>2. Move into the plains for a battle on flatter terrain.
>3. Hold your immediate position, which is somewhere in between, and spend more time building makeshift fortifications.
>4. Custom
>>
>>31283278
I just search the thread for your trip and focus on the highlights.
>>
>>31283558
>1. Order your army to move into the hilly terrain with the intention of taking the high ground.
>>
>>31283558
Take the highground. Get our archers into favorable positions, with the sun in the enemy's eyes. Make like xerxes on them when they try to attack us and blot out the sun.
>>
>>31283558
>1. Order your army to move into the hilly terrain with the intention of taking the high ground.
High ground when we have Undine and time to build traps is too good, even better with Gnome control of earth.
>>
>>31283558
>3
>>
>>31283558
>1. Order your army to move into the hilly terrain with the intention of taking the high ground.
>>
>>31283558
>1. Order your army to move into the hilly terrain with the intention of taking the high ground.

This perfectly sets up Undine and Gnome to set up something like we did at the Second Siege of Harrowmont. Waves of water crashing down the hills, rough terrain, and possible snapping the army in two for a moment of time with Gnome's earth manipulation.

The higher ground battle is our friend and something we've used to great effect before, our men know it and we can do it with even more effectiveness this go around.
>>
>>31283558
>1. Order your army to move into the hilly terrain with the intention of taking the high ground.
The hills would tire our forces AND their forces... the advantage we have in the hills is that of traps. We can repeat the undine icewater traps we used on forces that marched on Harrowmont. And gnome can set up nonmagical rockslides which could be triggered by our troops without even using magic

Also, our general of choice here is the one who specializes in fortifying, we left our maneuverability specialist general on the other front.
>>
>>31283558
To clarify, if we do go for the hills, will have an avenue of retreat or would our back be against the wall?
>>
>>31283738
Gnome could probably carve us a path. And if our backs are against the wall, good. our old friend Sun Tzu said there is no better time to bring out a soldier's strength when the situation is win-or-die.
>>
>>31283682
Agreed and let's see if we can do the same barrier trick that we did in the Second Siege of Harromont.
>>
>>31283738
Depends on how you set up. I'll be trying something a little different for this battle given its size. We'll see how well it goes.
>>
>>31283790
I didn't say either one of them is bad, there are advantages and disadvantages to both, I am curious as to which one it is.

Main disadvantage to the "back against the wall" is if they bypass us entirely to go towards our territory, forcing us to abandon our fortifications and move at them.
>>
>>31283979 replying to self
although alternatively we could proceed to their undefending farms and ruin their day while they ruin ours... so its really a lose-lose approach
>>
>>31283979
>>31284007

But the intention here is clearly to wipe us out with their superior numbers. They're not going to let us leave here to mess with their blood farms. If they decide to take that gamble, they're going to hurt a lot more than we are. No, they're hunting us down here.
>>
>>31284056
Yea, I figured.
Although their numbers are not THAT superior. 6000 vs 5000 troops... I am sure they have a bigger plan here,
>>
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>1.

You give the orders to march into the hills. It takes you a few hours to get the men into a position that will be suitable given the approach vector of the Taourans. You’re about on the edge of where the Marnn range gets almost mountainous and you can see that a half-hour’s march from your current position would give you even higher ground but cut you off from an easy retreat.

As you step into the meeting, you notice that a rough map has been drawn of the surrounding area, cutting off much of the detail. The Taouans are coming from an east-northeast direction. Illon gives you the numbers of their force:

100 Flying Mage-Knights
100 Heavy Mage-Knights
1300 Medium Mage-Knights
2000 Archers
2300 Men-at-arms
200 Battlemages

He estimates that they’ve left mostly archers and battlemages behind at Hiien. With the number of mage-knights here, it seems Taour must have dedicated their magitech foundry to nothing but mage-knight plate. Though you’d guess there’s probably considerably fewer of them in Crece and Darlesia. Luckily, the Taourans have made camp some distance from you and won’t assault until they’re rested. Most likely it will be a night assault before dawn, so that they don’t need to worry about the sun.

The hills have mostly dried since the last rain several weeks ago, and it’s falling below freezing of the nights now. What battle-plans and positions shall you take?

>discussion and question time
>>
>>31284152
they've got a 20% greater headcount than us, that's nothing to sneeze at at all. Wars have been won because of a numerical difference like that. They've probably got some Vampires mixed in there from the main army, too, so being on our A-Game is going to be imperative here. That's why we take the high ground and trap the fuck out of it. Our Arcane Archers are going to destroy them, too.
>>
>>31284209
How's our distance from them? Are our Arcanes able to harry them from this distance? Our main goal needs to be harrassment tactics until the morning, so they didn't get the rest they needed from the march, and they've got the sun in their eyes. In the meantime, Gnome needs to set up some bottlenecks and rockslides, and Undine needs to get the uphill climb as treacherous as possible.
>>
>>31284209

Question. Can we have Sala and Undine focus together to make scalding hot water traps? People mentioned the flood tactic again and I like that. But only this time just use a different temperature. It would possibly by a system shock to many, and could it even make some of the frontliners armours weaker due to the rapid temperature change and assumedly shoddier build?
>>
>>31284209
As always, we should make the foot of the hills a slogging mud slide.
>>
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Last time we accepted a partial surrender we completely fucked it up.
We let the escaping force get away (and reinforce the enemy) AND we let them take with them a bunch of mage plate. It was a disgrace... (IIRC I explained the proper way to accept the surrender but I missed the first hour of the next thread when it actually happened, sadness).

Anyways, if this happens again where we accept a partial surrender, I want to do it right this time. So here is a step by step of the process.
>>
>>31284338
I rather like that, actually. With the downhill slide, we could just have them channel mana constantly and turn their downward position into a boiling floodplain. that'd fuck them up massively.
>>
We should get Undine to make lots of that traps from the Second Siege of Harrowmont, considering how cold the place is at nights, if we can get the traps in the right places we could cut the effectiveness of the Tauron army by a huge amount.

I think that we should also see with Salamander if se she can make traps.
>>
>>31284209
Have Gnome and Undine start work on traps focused on the Northeast front while half the army rests and the the other half works on fortifications with only a light amount on the NorthEast side to attract attention to it have the men take sifts so that they are rested for the fight
>>
>>31284334
They're literally miles away from you. At least an hours march, maybe two. You'll at least have plenty of warning before they assault you, but you'll find it difficult to harass them.

>>31284338
>Can we have Sala and Undine focus together to make scalding hot water traps?
Yes they can, but it will mean that Sala will go into the fight with lower mana reserves (about 75%) as she'll need to actively maintain the high temperature against the freezing temp.
>>
>>31284209
>Most likely it will be a night assault before dawn, so that they don’t need to worry about the sun.
Aha... I think I see (a possible) plan of theirs now. I bet their 6000 troops are human and are carting around lots of "supplies" I bet those "supplies" are actually vampires inside sunproof containers.
Once night falls, they can burst out and swell their numbers
>>
>>31284446
Wait. Are you saying she'll have 75% to use, or she's losing 75% maintaining against the cold?
>>
>>31284338
I disagree with this, the place is cold as hell I think that we should use that and get Salamander to do other things.
>>
>>31284240
I think they have a mage-plate adventage over us too.
>>
>>31284446
>>31284338
I think freezing water traps are more effective use of our resources than scaling water.
Sala can just shoot fireballs when the battle starts.
>>
>>31284500
Exactly. They've got us on almost all fronts, so we have to force them to play by our rules. Gnome raises a bottleneck, we trap the fuck out of it, and force them to march through mud and slime into our killzone. big-ass boulders knocking them back down the hill will be advantageous as well.
>>
>>31284525
Oh, shit. using undine on the ground to flood it would just turn it into Ice, wouldn't it?

That's even better than the mud! they'll be slip-sliding all the way up to our position! easy pickings for archers!
>>
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>>31284485
The former. 75% remaining.

>>31284426
>Salamander traps
You'll need to think of some of your own. Sala's fresh out of ideas, being a 'fly in and fry them' kind of girl.

>>31284439
>Gnome traps
Given the terrain, Gnome has almost limitless ability here. Rockslides are an obvious one, but there's also tricks that you tried when defending Castle Gimbon back in Vale (chasm, quicksand traps). She can also make fortifications.
>>
Guy, how we should use Gnome in this? Make her do rollings stones and drop in them when they get close? Make the place harder for them to use? Hole traps? Wall?
>>
>>31284551
>Exactly. They've got us on almost all fronts
well, not all. We should have a serious advantage in special individual count (talon, sala, undine, gnome, lynn, etc).
It is a huge fucking shame we left mal behind though. gnome is NOT going to be able to single handedly depower the 200 enemy mages. Gnome and Mal working together probably could.
The result would be more casualties for us, (even if we win, we still lose some men probably)
>>
>>31284578
Ask Sala if she can can compress a huge amount of fire in a trap similar to Undine's, but with the objective of exploding and launching flames everywhere.
>>
>>31284578
well, with quicksand traps we know enemy mages can stop that. If we had mal here to depower them at range that would work, but we left him behind...
Rockslide on the other hand, I don't think they can stop, its just way too much force.
>>
>>31284578
Hey, Aspir. How about we combine Gnome and Salamander together for traps, and create some firespurts out of the ground? sorta like the Fire Swamp in the Princess Bride?
>>
>>31284578
what was the chasm thing? I don't remember a chasm

>>31284635
Honestly, I think sala should just conserve her power to rain fireballs on the enemy when they get to the end instead of making more traps.

BUT... what we can do is pour large quantities of vegetable oil over certain surfaces. so when sala throws a fireball there, it doesn't just burn the initial troops, but starts a fire.
>>
>>31284638
Agreed, Gnome should make a lot of rocks for rockslide and do some chasm to make things harder for the enemy.
>>
>>31284684
>I think sala should just conserve her power to rain fireballs on the enemy when they get to the end instead of making more traps.
I don't think that making a trap or two is going to take so much mana that she can't regain it before the start of the battle, especially considering how much shit we make Undine and Gnome do and they yet get to wreck lots of shit in battle.
>>
>>31284578
>Gnome
Rock slides
Fortifications
Harder to climb terrain

>Udine
Freeze the ice/slippery ground
Hail/icicles rain down
Flood goes down the hill(might need gnome)

>Salamander
Spraying fire balls
Causing a wall of fire to be near them to draw out the oxygen
molten rock slide(will need gneom)
>>
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>>31284635
Well, she could but it would be no easier for her than just summoning a fireball but would burn a lot more mana. Unlike with Undine's water and Gnome's earth, she would need to actively maintain the fire which takes a bit out of her. Sala throws around more raw power at once, but has difficulty maintaining it for long periods.

>>31284684
>what was the chasm thing? I don't remember a chasm
A wide and deep chasm around the gatehouse stopped their battering ram at Castle Gimbon.

>>31284662
Gnome could probably create pitch/tar geysers with Undine's help and Sala could light them as the enemy charges past them.
>>
>>31284580
Gnome + Sala = Flaming Rockslide
>>
>>31284749
Throw in some bigass walls leading up to us so they're not able to simply walk around the traps, and I vote for this.
>>
>>31284723
So far I am pretty much the only one who suggested a plausible trap for sala... in the same post you quoted.
Where we cover certain areas with vegetable oil for her to set on fire at range when enemies are on top of it
>>
>>31284754
>>31284684
>>31284749

I think these are the best uses of everybody. let's do this, and get some fortifications built for our archers while we've got time.
>>
>>31284749
Agreed.
>>
>>31284749
>Hail/icicles rain down
we were repeated told that undine cannot control the weather in any way shape or form.

What she can do is toss conjured icicles at small groups or individuals once the battle has started (at a limited range)

>Causing a wall of fire to be near them to draw out the oxygen
why make a wall of fire next to someone to indirectly hurt them, when you can fireball them?
Also, she conjures fire. as such it will have 0 effect on the oxygen content of the air (you need to actually combust a material in order to use up local oxygen)

>molten rock slide(will need gneom)
that is lava and it is less effective than a regular rock slide. It fixes rocks in place instead of loosening them and adding them to the slide, and it moves slower
>>
>>31284754
>A wide and deep chasm around the gatehouse stopped their battering ram at Castle Gimbon.

Side note, did we ever find out how deep that was? I remember it being somewhat frightening.
>>
>>31284861
Fucking this.
>>
>>31284846
>>31284830
please remember that we have a limited amount of time and mana.
If gnome makes a chasm, she will make fewer traps. If sala helps with traps, she will have less mana once battle started.

As such, I think we should focus on spamming a few highly effective things rather then saying "DO EVERYTHING!"
>>
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>>31284877
Around 10m deep, IIRC.

I'll basically be going with this >>31284749 for traps unless there's any complaints. Gnome's traps are rockslides, building fortifications. Undine will do flood traps and freeze a lot of the ground. Two votes are below, though.

FLOOD TRAP VOTE
>1. Scalding water. This will use 25% of Sala's power.
>2. Cold water.

BURNING PITCH
>1. Spread pitch/tar/vegetable oil around the ground for Sala to light mid-battle. Minimal usage of time by Gnome and Undine.
>2. Set up pitch/tar/oil geysers that can activated mid-battle to spray all over the advancing troops so Sala can light them on fire mid-battle. This will reduce the amount of other traps Gnome and Undine can create.
>3. Don't use this trap.
>>
>>31284861
Alright, so, scratch these ideas. Can somebody put together a combo list of all the viable ideas so far?
>>
>>31284861
>we were repeated told that undine cannot control the weather in any way shape or form.
You get the idea, plus i figured she would have an easier time in this weather.
>>31284861
>why make a wall of fire next to someone to indirectly hurt them, when you can fireball them?
Noted, i was really reaching for that one.
>>31284861
>that is lava and it is less effective than a regular rock slide. It fixes rocks in place instead of loosening them and adding them to the slide, and it moves slower
Worded badly, meant to say something akin to a rocks slide but covered in fire, or if you want the literal version make the ground painful to walk on and slowing them down.
>>
>>31284926
>2. Cold water.
>1. Spread pitch/tar/vegetable oil around the ground for Sala to light mid-battle. Minimal usage of time by Gnome and Undine.
>>
>>31284926
>2. Cold water.
>2. Set up pitch/tar/oil geysers that can activated mid-battle to spray all over the advancing troops so Sala can light them on fire mid-battle. This will reduce the amount of other traps Gnome and Undine can create.
>>
>>31284926
>2. Set up pitch/tar/oil geysers that can activated mid-battle to spray all over the advancing troops so Sala can light them on fire mid-battle. This will reduce the amount of other traps Gnome and Undine can create.
>>
>>31284926
2
2
>>
>>31284926
>1. Scalding water. This will use 25% of Sala's power.
The weathers freezing so it will have the twice the effect.
>>31284926
>1. Spread pitch/tar/vegetable oil around the ground for Sala to light mid-battle. Minimal usage of time by Gnome and Undine.
>>
>>31284926
FLOOD TRAP VOTE
>2. Cold water.
BURNING PITCH
torn between 1 and 2
>>
>>31284946
>Worded badly, meant to say something akin to a rocks slide but covered in fire, or if you want the literal version make the ground painful to walk on and slowing them down.
that is better, but still seems unnecessary. anything hit by a rockslide is dead. if the rocks are covered in burning oil it doesn't really help. and wastes a burning oil trap which would have been deadly effective if done elsewhere
>>
>>31285024
I was thinking that when the rocks hit they explode in fire and rock.
>>
>>31285064
this is really not necessary. rock slides are extremely ridiculously deadly.
>>
>>31285123
why not more deadly?
>>
>>31285142
We don't need to be wasting time and resources on overkill. In this instance, regular dead is good enough.
>>
>>31285172
We used it last time, and it was a success.
>>
>>31285123
>rock slides are extremely ridiculously deadly.
In the real world, but in this world things like the MM exist and we don't know how effective the rockslide is going to be, but I agree with that his idea is not really necessary.
>>
>>31285142
1. anything hit by a rockslide is dead (except maybe vampires), you are seriously udnerestimating how much power it has.
2. how exactly will your proximity thing trigger? because if it is on impact then it will explode right away rather then when it hits an enemy. at which point the rabble has less displacement power and more surface area resulting in the slide petering out sooner.
>>
>>31285123
not really.
>>
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>2 & 2

GNOME TRAPS
Rockslides (main focus)
Fortifications (with help from soldiers)
Creating pitch geysers with Undine

UNDINE TRAPS
Freezing ground on hillsides
Cold water flood traps on hillsides
Creating pitch geysers with Gnome

Sala keeps all her energy for the fighting.

TACTICS DISC

Map and enemy troop list at >>31284209

Troop list at >>31283558

You are currently positioned on hilly terrain that the Taourans must advance up. Do you want to relocate to higher ground? This will limit your ability to retreat, except further into the mountain range.

Also, you need to decide what role you want Gnome, Undine, Sala, Vad and yourself to play in the battle as well as what positions you’ll place your troops in.

Talon’s thoughts: “The enemy has a lot of battle-mages and archers. Even with Mal, it would be difficult to fight back against a constant long-range barrage. Without him, we’ll need some way to neutralise them. We’re also short on flying knights compared to theirs. Vad and Gnome are good against mages, as are the HMKs. Sala will find it difficult so long as those mages are active, however. It also may be a good idea to remain in command, rather than joining the battle itself, at least at first.”
>>
>>31285231
>in this world things like the MM exist
what is MM?
>>
>>31285251
Medium-Mage.
>>
>>31285244
250 arcane archers? wow...
i am imagining them sniping the enemy airforce out of the sky, the enemy mages who think they are out of range... the enemy heavy mage knights who think they are safe... hehehe.
better not play out that card too early in the fight
>>
>>31285251
I think he's talking about the Medium Mageknights.

>>31285244

How are we going to deal with these mages, guys? they're going to be a pain in our ass unless we kill them quickly.
>>
>>31285314
I think that we should get our mages, Vad and Gnome to focus in them. The Arcanes Archers would focus the Flying Mage-Knights at first and in the mages later.
>>
>>31285244
The Arcane Archers, with the benefit of higher ground and longer base range then regular archers, will open fire on the regular mage knights at maximum range. Talon meditates and charges an exploady arrow before the fight, which he will fire into the mass of enemy mages when they advance. Gnome and Fluffy tails will disrupt and target enemy mages. Sala will be on Flying mage knight duty, while Undine will trigger hidden drenching traps on the Archers. Have you ever tried to shoot with a wet bowstring>
>>
>>31285392
Yeah, our Arcanes are going to fuck up those Flyers. We should hold back on ours until they're been swatted down, then we'll have air superiority in the fight.
>>
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>>31285392
>Vad and Gnome to focus in them
Both Vad and Gnome need to be in CQC to take down mages easily. They're disruptive abilities at a distance are relatively minimal, as you saw with Gnome when you were under magical barrage at Castle Gimbon.

Also, talented battlemages can probably match the range of your AAs, though not all of them. Said battlemage would also make a mess of your archers if he got a good shot in and his protective barriers would block most AA shots. Also remember that Taour's faced your AAs before so don't count on having the element of surprise. Your AAs could obliterate their flyers easily, though.
>>
>>31285488
AA to focus in the flyers and after that in the MMK then, out of ideas jn how deal with the enemy mages.
>>
>>31285488
Alright. First task is to gain air superiority through AAs. We'll use our flyers to harass their battlemages and keep them off our artillery until Vad and Gnome are in position to counter them directly.
>>
>>31285590
Add Salamander to help the AAs.
>>
>>31285488

It's a shame we've never confirmed if the Source had something to do with Talon's Astral stuff being amplified or not.

I only say this because of an off hand remark about how the Source in Harrowmont would mess up some of the magic if we tried to build a Magitech Factory there. I assume it's some sort of aura effect. If Talon could replicate it would be... Useful.
>>
>>31285488
>We get screwed over by mages in several fights because we don't have mal to suppress them at range
>We keep on choosing to not bring him with us
well that was a brilliant idea.
>>
>>31285633
Hey, don't look at me, that decision was already made when I got here.
>>
>>31285633
Yes, that was really dumb and I yet don't know the reasoning behind not bringing him.
>>
>>31285621
it's not really an aura effect. The Source emits large amounts of ambient energy into its surroundings. Magitech factories rely on drawing relatively controlled amounts of energy - if you place one in a different area it would need to be calibrated for the higher amount of ambient energy.

>>31285647
I'm assuming people wanted him to research more.

Alright, so unless there's any new ideas I'll call a few final votes.

BATTLEFIELD VOTE
>1. Remain on the lower hilly terrain to maintain an escape route and more maneovrability.
>2. Move to higher ground, potentially cutting off your escape route and reducing your responsiveness but causing the enemy to tire more easily, giving your archers greater range and maknig your traps more effective.

SORTIE VOTE
>1. Prepare your HMKs, Vad and Gnome for a sortie mid-battle to eliminate the enemy mages if an opening emerges.
>2. Keep your HMKs, Gnome and Vad on the frontlines to help your men.

There'll be a short break for any new ideas to be proposed before I do the opening post of the battle.
>>
>>31285633

I think it's more of a clear misuse of our own Battlemages and a total lack of focus on bolstering that side of our army or training/outfitting them like we do with the more physical side. Mal is just one man, he can't do it all. Even with his pimping new staff.
>>
>>31285703
>2
>1
>>
>>31285703
>2. Move to higher ground, potentially cutting off your escape route and reducing your responsiveness but causing the enemy to tire more easily, giving your archers greater range and maknig your traps more effective.
>1. Prepare your HMKs, Vad and Gnome for a sortie mid-battle to eliminate the enemy mages if an opening emerges.
>>
>>31285724
Note to self, train our mages more.
>>31285703
2
1
>>
>>31285703
>2
>1
>>
>>31285703
>2
>1
>>
>>31285703
>2. Move to higher ground
>1. Prepare your HMKs, Vad and Gnome
But make Vad attack the enemy flyers and MMK while they wait.
>>
>>31285703
2
2

Also, what can we do to prepare against vampire infiltrators guys?
I am thinking put some mage knights near soft targets (mages / archers). And have a mobile reserve force that can aid against such an attack (or any other surprise)
>>
>>31285703
>1. Remain on the lower hilly terrain to maintain an escape route and more maneovrability.

Keep your promise, guys.

>1. Prepare your HMKs, Vad and Gnome for a sortie mid-battle to eliminate the enemy mages if an opening emerges.
>>
>>31285812
Get a Flyers or two to pay attention to that.
>>
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>>31285768
One thing you might consider doing is trying to butter up the mage towers in Vitria so as to recruit more battlemages.

Also, as it's safe to say this now, if you'd focused on Darlesia rather than Vitria you'd be mage-heavy rather than magitech heavy.

>>31285815
>Keep your promise, guys.
I was wondering if somebody would remember that.

I'll probably be doing the first post of the battle in about 20-30 minutes. After that it will be constant posting and rolling for about 5+ hours.
>>
>>31285815
Also, taking both 1 options means that they synergize, considering that we get bonus maneuverability for reaching the mages.
>>
>>31285815
Shit, you're right. changing >>31285768
to
1
1
>>
>>31285703
>1
>2
>>
>>31285815
what promise?
>>
>>31285844

>spoiler

At this moment I'm alright with that, mostly because it helped free up a lot of resources wasted on straight enchanting.
>>
>>31285815
Changing my vote(>31285790) to this.
>>
>>31285900
The one we made where we wouldn't be rash.
>>
>>31285844
>Also, as it's safe to say this now, if you'd focused on Darlesia rather than Vitria you'd be mage-heavy rather than magitech heavy.
good point. we would have all the mage-rebels from darlesia. but wouldn't have such a strong arcane archer force
>>
>>31285918
when did we promise this and to whom?
>>
>>31285960
This thread and to Gnome.
>>
>>31285960
This promise to Gnome here >>31283426
>>
>>31285960
>>31285900

The promise to Gnome me made this very thread.
>>
>>31285978
>>31285982
that wasn't a promise, that was an answer to a question "Q: what if you lose" "A: I retreat"
that being said, it is worth sticking to it rather then making it into a lie.
So... I am changing my vote from
>2. Move to higher ground
to
>1. Remain on the lower hilly terrain
>>
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Alright, with all these vote changes, I'm going to just call a revote on the higher ground option. Contentious voting rules to get it done quickly.

Option 1
Move to higher ground

Option 2
Stay on lower ground

Rules for voting are to make a post with a link to this post and the number you are voting for. No other text, no greentexting the number. All informal votes will be discarded. Voting window will be five minutes after the first vote.
>>
>>31286093
2
>>
>>31286093
2
>>
>>31286093
guys by voting 2 we'll be making it more likely we'll have to retreat
why u wanna give them the high ground when they have 20% more than us already
>>
>>31286093
2
>>
>>31286093
1
>>
>>31286093
1
>>
>>31286093
1
>>
>>31286093
2
>>
>>31286120
It's called "don't lose all of our goddamn men trying to beat down one army".

Plus, should we get the opportunity to pounce on their mages, we have the maneuverability to make it happen.

And if they go uphill to take it, we'll just activate the magical traps there and fuck 'em up.
>>
>>31286141
don't greentext or it doesn't count

>>31286120
We still have the high ground, it is just not QUITE as high
>>
>>31286093
2
>>
>>31286093
1
>>
Calling vote here.
>>
>>31286185
my bad I'm used to the green text only votes
>>
Rolled 2

>>31286208
Tie-breaker roll, numbers correspond to options of last vote. Funny how even after two votes it's still not decided.
>>
>>31286093
2
>>
>>31286244
Well, at least we're all now more aware of the things we tell our subordinates. I'm happy for this.
>>
>>31286309
Agreed.
>>
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Rolled 1

>Lower ground and sortie chosen

The hours pass quickly as Gnome, Undine and your men work hard. You only have a number of hours to make preparations if you want your men to be rested for a before dawn attack. Gnome still finds the time between setting her traps to erect some sturdy fortifications and direct the men to reinforce them. Although there is nowhere near as much hillside to cover with ice and traps, the sisters still do a good job of doing so. Below the hill line Undine and Gnome set up a well of pitch that Undine can trigger to burst up in a number of geysers. It took more time than they expected, reducing the number of flood traps, but if it works it should cover most of the advancing army and make easy picking for Sala’s fire.

After posting watches for any surprises, you rest and are awoken several hours later by Lynn. The Taourans are on the march and you need to rally your men.

It doesn’t take long for everybody to get into position and the enemy is still a half-hour away from you. You’ve grounded your fliers, so scouting is limited except for Vad’s scrying attempts. If they’ve got any nightwalkers or a daywalker in their army, you won’t know until they hit you.

As they march, you decide now is the time for an inspiring speech. Your men are a little tired and facing a greater foe. They could use a boost to morale.

[DC12 Inspirational Speech]

I’ll try to incorporate write-ins if offered.
>>
Rolled 1

>>31286375
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Rolled 12

>>31286375

>>31286448
welp
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Rolled 3

>>31286375
>>
Rolled 12

>>31286375

>>31286448
Now how do we fuck a speech up THIS badly?
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>>31286448
Fuck you.
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Rolled 19

>>31286375
>>
Someone please come up with a really good speech, fast.
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Rolled 9

>>31286448
Oh, god this is going to be a great night.
>>
>>31286488
How about we purposely come up with hilariously bad speeches?
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>>31286526
Even better.
>>
Rolled 13

>>31286463
>Now how do we fuck a speech up THIS badly?
We focus too much on how they outnumber us?
Also, the men are mostly not people who have served with talon before so they don't believe we can do as good a job?
>>
>>31286375
>>31286488
>>31286526

"I know they outnumber us heavily, and many of you will die in this battle, which we will probably lose and end up retreating from. But there is an upside! If one of you could think of that upside and tell me I would be much obliged."
>>
>>31286526
this could be interesting end it with something about us knowing they are more than capable of winning this try to make the speech humorous
>>
Rolled 5

>>31286557
oooh... some vampire infiltrators attack mid speech!
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>>31286557
So Talon gives what he thinks is a fine speech, walks into a tent, and then Gnome slaps him in the face because he just made the entire inexperienced company depressed.

Thanks, nat 1.
>>
Rolled 4

I am reminded of the speech Elan gave in OOTS about how "they may take our lives, but they will never take our freedom!" and then "unless they raise us as undead... or ... or..."
In this case "sure they outnumber us, but will never lose the will to fight... err, unless they capture us and turn us into thralls and or feedstock"
>>
>>31286607
That actually would be hilarious. The speech would have worked perfectly fine with hardened veterans who know us...

Oh, we use magic to make sure everyone hears us, right? well, maybe the magic malfunctions and the guys in the back don't hear anything?
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>>31286631
Maybe some smartass soldiers will yell those comments out during our speech.

We'd at least be able to chew them out afterwards, maybe make examples out of them.
>>
>>31286670
>maybe make examples out of them.
that is going too far and a might harm morale further (what a tyrant!)
Chewing out is fine though.
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>>31286448
Our first fucking roll...
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>>31286670
>Maybe some smartass soldiers will yell those comments out during our speech.
thralled spies?

>>31286686
The question is, will the rest of the rolls continue this thrend. I remember one thread we had 3 rolls total in that thread... first was a nat 1, next two were nat 20.
>>
>>31286721
Nah, just dicks who think they're being hilarious, and they just cancel our positive speech out with their dissent.
>>
>>31286462
>Nat 1 pic
Sigh, I just knew this would happen... I should mention that I did NOT see the nat 1 roll when I posted that reply.
>>
>>31286721
We can only dream. In the meantime, Talon continues his hysterically infuriating trend of not being able to talk to anybody for shit.
>>
>>31286721
Last time that we got bad rolls at beginning we ended absolutely wrecking the enemy army and ended with 0 loses total, the enemy was also Taour.
>>
>>31286746
Oho... I got an idea... we plagiarize some really good portions from an old historical speech we thought was obscure... but turns out it is well known in vitria... maybe due to some trashy romance novel (after all, there are some of us) "Nice speech there Eugh Hefner *snicker snicker*"
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>dramatic failure

“Soldiers, one and all,” you shout into the silent air. “This morning we shall fight with all our vigour. All of our valour. The vampires that come for us, their slaves, their servants – they shall fall no matter their ferocity. We hold the high ground, the ability and even though they outnumber us, I have faith you. Many of you are the elites that have held Vitria from all foes since its independence, so I know you are capable. And the Darlesians are just as capable, having fought the vampires countless times in the last few years.”

You let your voice die down, sensing that things are getting worse from your speech. You’re not entirely sure why, really.

“Were they this depressed yesterday?” you ask Phrace who is next to you.

“A lot of the Vitrians are worried about the vampires, I think. They’ve been antsy. The veterans from Craol have only fought minor skirmishes with Taour and never against a vampire, unlike us Darlesians. Things kind of went backwards overnight, too, as we tried to talk them up. Given we did lose in the end…”

>continued
>>
>>31286758
>We can only dream. In the meantime, Talon continues his hysterically infuriating trend of not being able to talk to anybody for shit.
mmm, well we have been doing most of our stuff through astral power (as our enfeeblement and archery has shown). So maybe our charisma and speakgood also has a magical component, and ever since our exposure to the source and sudden growth spurt in astral power, it has been in flux between failure and success?
>>
>>31286845
Oh. Maybe you shouldn’t have underestimated the morale effect of fighting vampires. Not everybody is experienced against them as yourself or Salamander, and a lot of these Vitrians know little of you beyond having just… conquered Vitria. Lovely. You shake your head and let your officers know to try to raise morale a little more directly.

The march of the enemy can be heard for almost twenty minutes as they approach and your men maintain a level of quiet, broken only by the occasional cough or mutter, a dire signal of their morale. If the opening stages of the battle go well, hopefully they’ll recover.

The Taourans advance cautiously, leading with the mage-knights with shields up, at the front. If you’re not wrong, they’re screening for the archers. The mages also appear to have broken up into smaller units. The men who fled from Niorte have obviously told their masters of how you fought them. Still, if the mages are spread out that will prevent them from casting any truly powerful rituals to wreak havoc. It will just be a matter of picking out any magisters that might pose a major threat.

Suddenly, their knights break ranks and retreat around the sides, leaving more than two thousand archers and mages finishing their advance into position. They’re all well in range of your men, thanks to your height advantage. You give the order for everybody to prepare a volley, with the arcane archers targeting mages seeing that the flying knights aren’t present.

[DC11/17 Archery]
>>
Rolled 10

>>31286868
>>
Rolled 12

>>31286868
>>
Rolled 9

>>31286868
>>
Rolled 17

>>31286868
>>
Rolled 16

>>31286868
>>
Rolled 20

>>31286868
pls dice gods
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>>31286891
>>
Rolled 14

>>31286891
>>31286892
>>31286897
oh you have got to be shitting me!

well, at least it wasn't a fail or a crit fail
>>
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Rolled 1

>>31286897
I THINK THEY HEARD YOU, BUDDY
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>>31286897
WHY DIDN'T YOU POST SOONER!?!?!
>>
>>31286897
>>31286892
>>31286891
Holy shit, fuck you /tg/ dices.
>>
>>31286912
WHY IS THIS HAPPENING!?!!
>>
Rolled 3

>>31286912
I THINK THEY HEARD YOU TO BUDDY
>>
Rolled 3

>>31286917
tg dice work off of a timer, had they rolled sooner they would have gotten a different result
>>
Rolled 12

>>31286912
NAT 1 PLS
>>
>>31286960
I care not for the excuses!
>>
Rolled 4

>>31286960
it occurs to me, that this means it is likely possible to cheat tg dice
>>
Rolled 3

>>31287050
easy enough if you knew the exact formula it uses.
>>
>>31287050
With a script accurate to the millisecond and using the same RNG system, sure.
>>
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>>31287050
>>31287075
>>31287092

Are you contemplating what I'm contemplating, Pinky?
>>
>>31287092
And once you know what exact time you want to post to get that result, you'd have to hope the post gets through at the same millisecond you want.
>>
>>31287125
is the answer pie brain?
>>
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>Target met

The first volley of the night is yours, as is first blood, and a hail of arrows and magic hurtles across the battlefield against the ill-prepared foe. You attempt to pour some astral power into your arrow in order to give it that extra punch, but your focus is disrupted by the odd warping sensation of Vad using his spiritual techniques. Even so, you manage to focus yourself in your own odd way and drive an arrow through the skull of a mage wearing rather ostentatious equipment. Your men quickly ready for a second volley, as screams and shouts echo from the Taourans. Fire lights the night briefly before being put out.

The Taourans are nearly ready to fire themselves when your second volley launches. And is stopped dead by a large magical barrier. The mages, spread out across the archer ranks, have managed to focus and erect a barrier in front of the archers that repels your arrows, even the enchanted ones from your elites. Several of their men still fall though, presumably from yours and Vad’s assault.

Then the barrier falls, the patterns and lines beneath the mages dulling, and a counter-volley is launched. Your own battle-mages are ready and they trigger their own barrier, stopping their arrows dead. You hadn’t thought it would help much, but if the Taourans are busy using their mages defensively then they cannot penetrate your barrier – except they certainly don’t need all their mages on the barrier but you will.

You need to counter those mages somehow before they start to shatter your barrier and fortifications. There’s so many of them spread out that even your idea of a sortie won’t be too effective.

>How will you try to break this impasse? Or will you try to wait out the Taourans?
>>
>>31287168
are they in the range of our traps? Lets see how well their mages maintain composure while being flooded and rockslided.
>>
>>31287168
Do any of our flyers have ranged capabilites? if so, can't we circle around the barrier and pick at the mages maintaining it?

Or, if we really want to be tricky about it, we could have Gnome set off some kind of localized Earthquake around their forces. I bet that's too much for her power level right now, though.
>>
Rolled 13

>>31287168
1, They drop their barrier right before shooting.
Have arcane archers each aim at an enemy mage and fire EXACTLY when it happens
2. Are they in range of a rock slide? I would like to see their shield try to block that :)
3. Maybe we could try to use our barrier break with an arrow instead of a melee strike?
4. We could just turtle up behind cover against their volleys for a little while... this will get them a false sense of security, eventually they will drive forward, and their own mages would waste their power on shields against non existent attacks.

Also... are their fliers in the air or still grounded?
>>
>>31287273
the mages are spread out throughout their forces instead of being in a single group.
If our fliers (who are few) tried that they would be decimated
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>>31287298
This, except for 2, let's wait for the moment when the rock slide is more effective.
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>>31287168
have gnome rock slide them
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>>31287268
They would probably be affect by the rockslides and flooding but not at maximum effect, but most of their troops aren't in range.

>>31287273
Your flyers can bombard them, sure, but they leave themselves vulnerable in doing so.

>>31287298
>Also... are their fliers in the air or still grounded?
Grounded.

>4. We could just turtle up behind cover against their volleys for a little while... this will get them a false sense of security, eventually they will drive forward, and their own mages would waste their power on shields against non existent attacks.
The risk here is that their mages start bombing you and punch through your barrier.

>3. Maybe we could try to use our barrier break with an arrow instead of a melee strike?
Possible.

>Have arcane archers each aim at an enemy mage and fire EXACTLY when it happens
Possible.
>>
>>31287342
>>31287298

Let's not blow our load on the Rockslide yet. We need to wait until their melee forces are in range of it before it's used.
>>
>>31287298
actually, rockslide is bad idea, we want them to get closer before we start springing traps.
>>
>>31287298
Let's do 1 and try using the 3 and fuck 2.
>>
Rolled 4, 9, 1, 20, 12, 17, 15, 1, 18, 12 = 109

>>31287347
Don't worry guys. No matter how high the DC the dice gods love me!!
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>>31287347
Barrier break sounds like a plan. If it doesn't work, we've only tired ourselves out, if it does, we've got their mages in firing range.
>>
>>31287347
Barrier break with an arrow.

Make it happen.
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>>31287347
We'll barrier break the barrier with our arrow, while simultaneously the AA will target the mages and regular archers will go for their counterparts.
>>
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RESPONSE VOTE
>1. Rockslides
>2. Time your arcane archers' shots against the mages for when they drop their own barrier.
>3. Try to use Barrier Break with an arrow.
>4. Wait them out.
>>
>>31287347
>>4. We could just turtle up behind cover against their volleys for a little while... this will get them a false sense of security, eventually they will drive forward, and their own mages would waste their power on shields against non existent attacks.
>The risk here is that their mages start bombing you and punch through your barrier.
I meant by that to get off the walls and wait behind them without using a magical barrier while they pound on the walls. they will certainly break through, but their mages will wear themselves out doing so. and when it finally goes down we are back to exchanging volleys and erecting mage shields. Only now their mages are considerably tireder.
This would have the downside of costing us if they reach melee range since we would no longer have walls to block them
>>
Rolled 1, 1, 2 = 4

>>31287433
>31287433
>>
>>31287453
2 until they adapt to it
when they adapt to it, THEN do 3.
>>
>>31287453
2
>>
>>31287453
2 and 3 aren't necesarily mutually exclusive. I vote 3 and then 2 if it doesn't work.
>>
>>31287453
>2. Time your arcane archers' shots against the mages for when they drop their own barrier.
>3. Try to use Barrier Break with an arrow.

When their mages drop they'll probably charge to deny us from exploiting the opening further, trigger the landsides once they're fully in range
>>
>>31287453
first >2

then >3
>>
>>31287479
ooooh, I like that. going with this.
>>
>>31287453
Why not 2 and 1 at the same time?
>>
>>31287453
Just something to mention, but shouldn't the limit to use our arrow sorcery thing be lower now that our magic has increased?
>>
>>31287453
>3. Try to use Barrier Break with an arrow.

>>31287471
That is impressive.
>>
>>31287516
well, doing that reveals our hand on the rockslides early and they could perhaps trigger them at range before proceeding. Or even decide to take this engagement elsewhere. If we wait until they are further up the hill, more of them will be hit by the slide
>>
Rolled 12

>>31287453
>2. Time your arcane archers' shots against the mages for when they drop their own barrier.
>3. Try to use Barrier Break with an arrow.
>>
>>31287531
it is, yes... remember that DC 11/17 roll earlier this thread?
11 was for our archers to do well. 17 was for us to make a super shot (we didn't manage to).
>>
>>31287531
... you are right it should have been 11/16. The char sheet I was running off in my notes still had Magic and Res at 3. My bad. At least it'll come in useful for the this roll

>Results looks like 2 followed by 3.
>>
>>31287574
he's saying the 17 should be a 16 due to our magic going up, I think. It wouldn't have mattered anyways, but it's something to be sure of anyways.
>>
>>31287453
on #2, the regular archers are still going to fire during the normal salvo to maintain the illusion. right?
>>
>>31287615
good point. do this as well, Aspir.
>>
>>31287589
oh, I forgot about that. thanks for clarifying
>>
I will say I was pleasantly surprised by the response to the write-in prompt. I’m surprised nobody suggested continuous volleys, though, but I suspect this may work better.

>2 followed by 3.

“I need a sending too all of Moss’ arcane archers,” you tell Undine who nods and start frantically casting. Phrace, your aide and a few other knights also begin activating sendings. Your men are waiting for an order to volley and you issue one for the regular archers to keep the Taourans from getting any ideas and let Parras know to keep it up.

“I think we’ve got them all, sir,” Phrace tells you.

You grin as you see the Taouran barrier drop as they volley into your barrier. Some of their mages are doing something and you know you’ve only got so much time – also, they appear to be panicking a bit every time Vad caves a few chests in. The fox is focusing heavily and you’ve gotten a little more used to the warping sensation. The strange patterns his tails weave as he’s casting are becoming a bit familiar and you realise he’s using them as magical foci.

“Let the elite archers know to take aim on the mages closest to them and let loose the instant their barrier drops,” you tell your relays. “With the extra speed of the enchanted arrows, we should hit them before they put it back up, especially with the regular archers volleying separately.”

Your ready your own shot at what you think is the command unit, with a group of mages maintaining a strong barrier around it. Vad had taken a shot at them earlier, but whatever he was using to punch through their barriers wasn’t able to get through that one at this distance. You, on the other hand…

[DC13/18 Timed Volley]
>>
Rolled 14

>>31287732
>>
Rolled 1

>>31287732
>>
Rolled 8

>>31287732
>>
Rolled 8

>>31287756
>>31287732
>>
Rolled 9

>>31287732
>>
>>31287756
DIEDIEDIEDIEDIEDIEDIEDIEDIEDIE
>>
>>31287756
I was imagining how fucking awsome this is going to be if we roll a 20 on this roll. Bam, headshots galore, enemy mages decimated...
What do we get? Another nat 1
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>>31287756
Really?
>>
Rolled 2, 2, 2, 2, 2, 1, 2, 1, 1, 2 = 17

>>31287756
and here we go anons.
>>
>>31287756
I will unleash unspeakable horrors on you.
>>
Let's use one of the FR points, otherwise this battle is going to fuck your troops way too much IF we win.
>>
>>31287756
Use a reroll?
>>
Rolled 1, 2, 2, 1, 1, 1, 1, 2, 1, 1 = 13

>>31287820
>FR points

How many of those do we have again?
>>
Rolled 12

>>31287833
3
>>
>>31287820
no, not at this point. right now this just means we fuck up our sneakyness. our people aren't going to die from this with our barriers still intact.
>>
>>31287822
I am not sure this is worth a reroll yet.
We still have a lot of untapped options to go with.
>>
>>31287820
>>31287822
FR POINT REROLL VOTE

You currently have 3 FR points. You do not currently know how to regain them.

Option 1
Burn an FR point in order to make the result of >>31287732 a regular success for the upper target.

Option 2
Do not burn an FR point.

Rules for voting are to make a post with a link to this post and the number you are voting for. No other text, no greentexting the number. All informal votes will be discarded. Voting window will be five minutes after the first vote.
>>
>>31287796
>>31287833
Okay, these are fake
>>31287820
agreed
>>
>>31287844
It's a crit fail, not a regular one. People are going to die.
>>
>>31287853
to clarify my post
if who I am kidding when shit gets darkest because we keep on rolling 1s and we REALLY need it. then we use it
>>
>>31287857
1
>>
>>31287857
1
>>
>>31287857
1
>>
>>31287857
1
>>
>>31287857
1
>>
>>31287857
1
>>
>>31287857
2
>>
>>31287857
1
>>
>>31287857
Aspir, are there any consequences for using FR? I've got it in my head that using this causes bad things to happen down the line.
>>
>>31287857
1
>>
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>>31287895
-----------------
2. FR POINT RULES
-----------------

Current FR Points: 3
Maximum FR Points: 3
Used FR Points: 0

After any roll takes place, any player can request for an FR point to be used if the result was anything other than an exceptional success (Nat 20). Currently, only one player needs to make the request but that may change to require confirmation before calling a vote. Once a request has been made to use an FR point, a vote will be called to confirm whether to use the point or not under contentious voting rules. If an FR point is used, its usage will be reflected in the narrative of the post about the results of the roll.

The effect of using an FR point is to make the result of a roll into an exceptional success (Nat 20) or just a regular success if the original roll result was a dramatic failure (originally Nat 1). The narrative around using such a point will involve tapping deeply into Talon's astral power in order to bend reality. Although there are no outrageously negative effects in using an FR point (unlike with Fate Points) there may still be lesser and more long-term consequences to the narrative (which may not be negative).

Currently, you do not know how to regain FR points. Rest assured regaining them is not trivial and they should not be burnt lightly. Your FR point pool will not restore to maximum at the start of a new thread or arc but only through the narrative mechanism that will be introduced later.
>>
Rolled 1, 1, 2, 2, 2, 1, 1, 1, 2, 2 = 15

>>31287895
Nah. That's Fate points. This is Fuck Reality points.
>>
>>31287910
Aspie, you have some really cools images.
>>
>>31287910
Well, there's always a first time for everything. Let's see how the narrative justifies the FR point, depending on the impact we can restrict it's use heavily only for near-death/disaster scenarios, or have doubts even then.
>>
>>31287895
I predict 3 types of effects from it (all of which occuring simultanously)
Positive: we will grow in power faster as we get used to using our power
Mixed: people figuring out what talon is which would have major effects on politics. (both good and bad)
Bad: we will not have as many FR points when we desperately need them later on.
>>
Vote called here. A bit late, but the result was a foregone conclusion.
>>
>>31287996
question: why is Arms Master Corman under Darlesia in the NPC list?
>>
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>>31288092
A mistake. I probably just grabbed a block of your original officers and whacked them in their. Cormann should be under '1.1. Talon'.

>Dramatic failure

The timing is perfect, you think, but the Taouran mages are too fast. They catch your arcane archers with their bows ready and are about to raise the barrier and stop your arrows. Not only will it fail, but they’ll have caught on to what you’re trying before you get a chance to try it. And the mages who were preparing their own trick look ready to unleash it. You know that if they do you won’t have the chance to use your barrier break.

You won’t let that happen. You remember what Vad had been teaching you about trying to affect the reality around you, to make it your own. You remember what you saw at the monastery with that fake world. What the Fae was doing through his puppet in those ruins.

The world is yours to bend to your will, so long as you apply the right amount of pressure at the right place.

>FR point burnt; 2 FR points remain
>Upper target met

The arrows fly true, snapping into the mages of the enemy before they could raise their barrier. Not for lack of trying – the ritual they were using, with the wards carved into the ground with magic, failed to activate. Similarly, as your own arrow, overflowing with magical energy, flies into the command unit for the archers their barrier suddenly fails.

The result for the Taourans is catastrophic. At least half their mages are felled in a heartbeat as you shatter their barriers with a powerful application of astral energy. The officer commanding the archers and the magisters defending him are dead, too, in the explosion you caused.

>continued
>>
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>>31288230
You feel a little tired from that, as your practice with Vad hadn’t been anywhere near so… dramatic. You feel accomplished though – you just hope nobody important realised what happened. Vad gives a slight laugh as he realises what just happened.

The enemy archers and mages are in disarray but a booming voice echoes over them and they rally. It’s augmented by magic so you can’t place it’s origin. Suddenly, the enemy’s flyers buzz up into the air and you spot the telltale signs of explosive spells ready. The mages and archers down below, still very numerous, begin a new volley and the mages aren’t being defensive now, despite the rain of death from your thousand regular archers. You hear the enemy’s mage-knights begin to march as well.

You need to pick your priorities right now.

>1. Stick with the original plan. AAs take down the flyers. Your archers fight theirs. You rely on the traps to deal with their ground knights.
>2. Concentrate all archer fire on the air and leave your traps to deal with the ground forces, including archers.
>3. Concentrate all fire on the ground and instead try to get Sala, Vad and Undine to fell the flyers.
>4. Custom
>>
>>31288253
>1
>>
>>31288253
>2. Concentrate all archer fire on the air and leave your traps to deal with the ground forces, including archers.
>>
>>31288253
1. we've got the momentum now, don't mess with what we've got.
>>
From empire bin
>The towers in Vitria are likely undertaking a range of research, most of which probably isn't that useful to the empire at large but is good for the economy.
It makes sense that they are researching what is profitable for them to research. I imagine we could get them to undertake specific research if we provided economic incentives. Such as research grants and bounties.
>>
>>31288253
>1. Stick with the original plan. AAs take down the flyers. Your archers fight theirs. You rely on the traps to deal with their ground knights.
>>
>>31288253
>1. Stick with the original plan. AAs take down the flyers. Your archers fight theirs. You rely on the traps to deal with their ground knights.
>>
>>31288253
1
>>
>>31288253
1

We planned and positioned for this exact eventuality. Last minute changes would screw it. We should only change the plan if shit hits the fan
>>
>>31288253
>AAs take down the flyers
heh. AA is arcane archers, but its also Anti Air in modern military jargon
>>
>>31288253
>you just hope nobody important realised what happened
Killing or capturing (as POW) every single enemy in this battle would go a long way to ensure that.

Also, does anyone have any thoughts on my plan for accepting future surrenders without letting half the enemy army escape with 3/4th of the equipment?
>>31284393
>>
>>31288488
now's not exactly the time to be discussing surrender. maybe later you can repost it.
>>
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>1.

If you try to change the plan now there’s every chance things will go wrong. As it is, things are mostly going right so you’ll keep at it.

Right as the enemy knights pour through the gaps in the archers’ ranks, the Taourans let loose a hard volley, supported by the flying knights. Your own archers have done a number on them, but the sheer numerical advantage of the enemy cannot be overcome in a couple of volleys from a ranged force half their size.

Explosive spells from the flyers, magical lances of every colour in the rainbow, balls of fire as well as a few great spikes of steel rage into your fortifications. The barriers erected by your mages snap in an instant, taking a few enemy spells with them. Then the fury rains on your men and it is as terrible as you might have expected. Suddenly, the night is full of screams on your side of the battlefield. There is a crashing sound as one of the makeshift towers collapses. Vad and Gnome had swatted down the spells coming towards your group but others were not so lucky. Even so, many of your men, especially Moss’ archers, quickly resume firing positions.

Your grimace swiftly turns into a grin as the enemy mage-knights barrel over the pitch-field that Gnome and Undine prepared. Even if that plate is reinforced against regular fire, if a pitch geyser sprayed between the joints and onto the padding beneath then lit… Well, you certainly wouldn’t want to be the poor bastard. The heavy mage-knights are moving bloody quick, though, much faster than the ones you fought at Fort Locke in Olmm.

Do you…

>1. Have Undine and Sala activate the pitch geysers now, lighting up the heavy mage-knights and some of the medium knights but missing many.
>2. Have Undine and Sala wait for maximum impact. This means that the HMKs will likely be out of range of the pitch geysers but you’ll do more overall damage to the army.
>3. Hold off on the pitch geysers for now.
>4. Custom
>>
>>31288541
2
>>
>>31288541
fuck. we should have focused on the flyers.
use 1. The heavies will fuck us up if they reach us. We can save the boulders and such for the regulars.
>>
>>31288541
>>2. Have Undine and Sala wait for maximum impact. This means that the HMKs will likely be out of range of the pitch geysers but you’ll do more overall damage to the army.
>>
>>31288541
>2. Have Undine and Sala wait for maximum impact. This means that the HMKs will likely be out of range of the pitch geysers but you’ll do more overall damage to the army.
>4. Custom
Have Lynn and felix with a small group engage the HMK.
>>
>>31288541
>1
>>
>>31288541
2
>>
>>31288541
>1. Have Undine and Sala activate the pitch geysers now, lighting up the heavy mage-knights and some of the medium knights but missing many.
>>
pastebin
>Undine
>Her previous master was a woman who was a magister in the Tower of Stars under Gnome's former master, Grand Magister Taren Hand (the then head of the Tower of Stars). As such, she knows Archmage Alyce, her familiar Mercenie and Gnome's former master.
Gnome's former master is dead.
>Gnome
>Her master was the famous Grand Magister Taren Hand, a previous head of the Tower of Stars, the mentor of Archmage Alyce and the mage arguably responsible for the magi rebellions. When Hand was slain
>>
>>31288541
2
Is there any way to engage or slow down the HMK?
>>
>>31288589
>>31288578
>>31288573
>>31288573

You don't remember the last time we fought heavies, do you? we need to take them out now before they reach us. most of our army is too squishy to take their damage, especially if they're faster than before.
>>
>>31288584
Voting in this, but let's also go with them.
>>
>>31288541
2
>>
>>31287912
Really curious as to how you're disguising the d2...
>>
>>31288541
2
>>
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>>31288574
Not really. The flyers weren't that dangerous. It was more that the enemy still had 1500 archers and 60 battlemages. That's a lot of artillery.

>>31288584
>>31288620
You still have rockslides, flood traps and ice-covered hillsides for traps. If you get caught out there against the enemy's shock troops, you won't be able to safely use those.

>>31288610
It should probably be 'knows Alyce and Mercenie and knew Gnome's former master.'
>>
>>31288620
hit and run.. they are too slow due to their weight...

OH SHIT! I figured out why they are so unnaturally fast!
They might be vampires under that armor!
Vampire strength plus HMK armor would be nasty as fuck!
>>
>>31288655
Well then use those traps on the HMK.
>>
>>31288541
1
>>
>>31288675
Agreed, it's time to fuck their morale.
>>
>>31288666
JESUS CHRIST VAMPIRE HMK

KILL IT WITH FIRE

1 FOR DAYS
>>
>>31288666
Shit, this make so much sense, voting for using 1 and all traps.
>>
>>31288675
if the HMK are vampires, then they are going to be very resilient against all traps other than fire... and heck, even arcane arrows unless they go through the heart.
We would end up wasting all our traps on enemies that aren't even bothered by them. And then get hit by strong powerful opponent.

Based on that I am changing my vote from 2 to 1.

Or... any chance vad can detect vampires at this range? Or we can have a few arcane archers shoot them in the head to verify. If a headshot doesn't kill them then they are vampires
>>
>>31288541
>1
>>
>>31288738
>If a headshot doesn't kill them then they are vampires
Well, head destruction does kill a vampire. but i am assuming regular arcane archers don't pulverize the head...
Actually, talon can do his regular shooting that never misses to test out a few of them. Leg shot, gutshot, headshot that isn't pulverize... if we can determine for sure if vamps or not it would be very useful knowledge
>>
Rolled 2, 1, 1, 2, 1, 2, 2, 1, 1, 1, 2, 1, 2, 1, 1 = 21

>>31288647
You'll find out some day anon. Someday.
>>
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>>31288666
"Vad, those black-armoured bastards leading the charge - they're vampires, aren't they? Nightwalkers?" you say grimly.

"Oooh, good eye," he says, his tail twitching in an unfamiliar pattern compared to earlier. "Yeah, they vamps. Either roast them now with Sala being very generous with the heat - I hear they go good with garlic on scorching high heat. Otherwise they'll be a bitch to put down, especially with a hundred of them in that armour."

REVOTE
>1. Use the fire trap now, despite the fact the effect will be lesser on the rest of the Taouran force.
>2. Hold off on the fire trap and try to deal with the vampire HMKs another way.
>>
>>31288808
1
>>
>>31288808
1
>>
Rolled 10

>>31288808
1
>>
>>31288808
1


>>31288647
lots of dashes
>>
>>31288808
>1 for the love of god kill them with fire!
>>
>>31288808
>>1. Use the fire trap now, despite the fact the effect will be lesser on the rest of the Taouran force.
>>
>>31288808
1

EXTERMINATUS UP IN THIS BITCH
>>
>>31288808
1
>>
>>31288808
1
>>
Rolled 2, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 2, 2, 2, 1 = 21

>>31288738
>if the HMK are vampires

I don't think they have that many vampires anon. They are supposed to be pretty rare after all.
>>
>>31288867
they ARE vampires. Aspir just confirmed it.
>>
Rolled 2, 2, 1, 2, 2, 1, 1, 1, 1, 1, 1, 2, 2, 2, 1 = 22

>>31288867
Oh ow. must of being thinking of daywalkers there. Or nightwalkers are more common then I thought.
>>
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>>31288867
They are rare, though not as rare as daywalkers, which makes a full unit of one hundred nightwalker vampires exceedingly odd. You've seen them before though and Vad's confirmed it.

>1.

“Undine, pop the geysers,” you say hurriedly. “Sala, mind flying high for a second and giving the pitch field a good coating of extra hot fire. Go all out, especially on the vanguard of knights.”

Undine nods and you feel the comfortable snap of her sorcery as Sala bursts into the air on wings of fire.

[DC11/16 Geyser Trap]
>>
>>31288867
Daywalkers are rare and the fact that Raupe and Taour both have Blood farm should be more than enough to confirm that they have loads of nightwalkers.
>>
Rolled 3

>>31288899
>>
Rolled 4

>>31288899
>>
Rolled 14

>>31288899
>>
Rolled 14

>>31288808
dice gods pls
>>
>>31288922
thank you based anon for saving us.
>>
Rolled 5

>>31288899
>>
>>31288867
Daywalkers are super rare, you can count them on your fingers and toes.
Nightwalkers are minority of the population but more common.
However, having a mere 100 nightwalkers guarding the biggest blood factory in their entire nation is not unreasonable...

Damn I bet taour has planned it for years (it took them a long ass time to build HMK). Their HMK armor is basically custom built vampire super magic armor.

... I bet it is also capable of protecting them from the sun...
I wonder if we have our mages research the suits we captured if we can find a weakness in their method of sun protection (maybe it is a spell that can be disrupted?)
>>
>>31288899
Also, please notify our troop commanders so they fight accordingly if we do engage the HMK
>>
>>31288941
Good thinking, but if they attacked at night I don't think they're taking chances with these protection against light, if they have it.
>>
Rolled 19

>>31288899
>>
>Lower target met

At Undine’s urging, gouts of tar burst forth from the ground beneath the feet of the advancing Taouran mage-knights. The blackness of the pitch is obvious even in this cloudy and dark night. The foe emits shouts of surprise and the vampires leading the charge even pause momentarily in surprise. Then they redouble their efforts, no doubt having spotted the fiery beacon that is Salamander, the pure fire elemental, preparing to give them an exceedingly painful final death.

The massive surge of power above you is large even for Sala and you can tell she’s preparing something big, even for her. Then she unleashes her fire in a massive swoop down on the foe, like a great bird made of fire with wings so large they stretch across the battlefield. The fire is so hot that you feel it through your helmet even this far away from her as she swoops. The head of the firebird crashes directly into the vampires, and the pitch field around them goes up in a fiery cataclysm, even as the wings light the rest of the pitch field.

The night is full of screams and shrieks, none more piercing than the otherworldly noises emitted by the vampires as the fire licks beneath their armour. You watch from afar as countless troops writhe in pain on the fire covered ground as the extreme heat from Sala’s attack lights the grass as well as the pitch. They struggle with the straps and clasps of their armour, trying in vein to remove their armour so they may do something about the clothing underneath that is ablaze and melting their skin. Several of the vampires burst out of the flames, screaming at the tops of their lungs, the fire underneath their armour making for a frightening visage.

>continued
>>
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>>31289159
Frightening until Vad and Undine strike them down at a distance with head-crushing blows of force and enormous icicles respectively. Sala is nowhere to be found, until you spot her calmly walking out of the blaze, her hair harmlessly alight. Her metal clothes are completely intact too, and you realise precisely why she doesn’t wear cloth anymore. She gives you a wave before soaring into the air, now free of enemy flyers, and down into your camp.

The battlefield falls silent after a short while as the last of the pitch burns off. Several hundred corpses lay across the field, blackened and charred in their magical plate. The battle had to cease as nobody could do anything with a small apocalypse taking place in the middle of it. Now that it had ceased, your men began to pepper the enemy with arrows once more and initiative seized the Taourans as they resumed their charge. It looks like most of the enemy’s mage-knights and men-at-arms are trying a charge, with the MMKs leading. Spells and arrows rain into your walls, taking many of your men’s lives with them.

It’s time to activate the remaining traps.

>1. Use the floods and rockslide together.
>2. Floods first, rockslides second.
>3. Rockslides first, floods second.
>4. Custom
>>
>>31289171
2

Once they've got no footing to dodge on with the water freezing to ice underneath them, they won't be able to get out of the way of our boulders.
>>
>>31289159
>that entire post

Jesus, that was amazing. I bet that's rattled the Taourans quite a bit.
>>
Rolled 15

>>31289171
>2. Floods first, rockslides second.

Knock them off balance then crush them.
>>
Rolled 8

>>31289171
>2. Floods first, rockslides second.
>>
>>31289171
rockslides kill, floods exhaust
exhausting and then killing the same enemy is a waste.
But killing some enemies while exhausting the survivors is good.

then again, the slides could very well ruin the water traps, but the opposite isn't true.
so I really can't decide.
>>
Rolled 13

>>31289171
>2. Floods first, rockslides second.
>>
>>31289171
>2. Floods first, rockslides second.
Let their footing fall before them, once they've massed down at the bottom, rocks squash their faces in.
>>
>>31289171
>3
>>
>>31289240
oh, any those that survive the rockslide (by being behind) now have to climb the rocks so they also get exhausted. So it is double exhaustion on the survivors.
... then again, enemy mages might block rocks unless they are tripping.
>>
Rolled 17

>>31289215
I wonder what the higher target was
>>
>>31289159
This is why Sala doesn't know traps. If you look at the NPC bin, sala has been a favorite of combat mages, she has been burning down whole armies all her life. Undine on the other hand had been with a research mage, giving her a magical education (she can actually emulate human sorcery, cast illusions, cast healing, summon spell components, etc)
>>
>>31289267
We probably whack a lot more medium knights, instead of just all the heavies and a few mediums. still, I'm inordinately happy to get that result after I suggested the Fire Swamp idea.
>>
>>31289267
I bet the geyser would have been stronger and got a larger portion of their army. Or maybe it would have broken their morale

>>31289299
I gotta admit, I was initially against it (but got persuaded and voted for it in the end) and boy oh boy am I glad we did.
Can you imagine wasting all our ice and rock traps on the 100 HMK nightwalker vamps with little to no effect and then having the regular army march behind them with no more traps? that would have been a disaster.
Also they would have scythed right through our troops and fortifications dealing massive damage.
>>
>>31289345
I think if that had happened I would have ragequit this entire quest. I mean, it's a fair move, but oh my god, I would have been mad if that was the case. For once, Rule of Cool saves our lives.
>>
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>2.

You signal to Undine to trigger the floods whilst keeping an eye on Sala as she sidles up next to you. She used a lot of power earlier, but you might need her soon. It’s not so cold that the water will freeze easily but your resident fire elemental may be able to steal the heat from the water to speed the process up a little bit.

The snap of sorcery brings you back to reality and as the roar of countless gigalitres of water rushing down the hillside echoes in your ears, you relay to your knights to prepare for combat. There’s not so few soldiers that these traps can kill all of them, unfortunately – at least not with the little time you had to prepare. The results are frighteningly similar to what happened against the Vitrians at Harrowmont and you wonder if the survivors from there are watching with a wicked sense of glee. Thousands of enemy soldiers, already slipping on the icy hillsides, suddenly get pummelled and bowled over by the rushing tide of water. Some of them go rolling down the hillside, knocking down their comrades like bowling pins.

The tide of water and bodies charges down to collide with the archers and mages, who were too busy trying to trade volleys with your soldiers to notice. The front lines of the ranged contingent buckles and this causes a minor panic to rise amongst them as they wonder if they’ve come under attack. It doesn’t last though, as that same resilient morale you noted amongst the Taouran HMKs at Fort Locke reveals itself here. Either there’s something suspicious going on with their soldiers or the Taouran soldiers you fought at Niorte were just a more wretched bunch.

You’re about to give the order to Gnome to let loose the rockslides, in order to kick the Taourans while they’re down when you sense it. Something is coming at you ungodly fast and you don’t think it’s friendly.

[DC17 Reaction]
>>
Rolled 3

>>31289406
oh god
>>
Rolled 9

>>31289406
dice gods pls.
>>
Rolled 19

>>31289406
>>
Rolled 19

>>31289406
>>
Rolled 11

>>31289406
>>
>>31289430
I love you anon.
>>
Rolled 14

>>31289430
THANK YOU BASED GOD
>>
Rolled 7

>>31289430
>>31289431

You both saved us anons.
>>
Rolled 13

>>31289406
>>
>>31289430
thank you random anon
>>
>>31289406
I bet this is a daywalker
>>
>>31289406
>Either there’s something suspicious going on with their soldiers or the Taouran soldiers you fought at Niorte were just a more wretched bunch.
They have 100 nightwalkers here, I bet a lot of the army here are thralls.
And those who aren't probably fear their masters more than death, especially if they have families.
Or perhaps the thing zipping at us is a daywalker and among his powers are the ability to do army wide magical morale enhancement via his voice (when his magically augmented voice started booming out before it had a remarkable influence on them)
>>
>>31289406
this picture is fucking amazing!

>>31289530
PS. lets remember to capture more thralls. We only have 2 for our mages to research right now.
>>
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Rolled 16

>>31289430
I like to image that my gif is talons reaction.
>>
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>Target met

With only an instant to catch it and react, you make a snap judgement based on what you sensed and draw your sword. Your arm blurs as it draws your sword from your sheath as you charge into the path of the foe – right in front of Salamander. There’s a powerful force that crashes against your blade, which withdraws in an instant before coming back around. You catch the second blow with a gauntlet, deflecting it, as you draw your shield and cover your friend’s familiar.

An instant later, your friends are ready and you only have an instant glimpse of a figure that looks like a Taouran mage-knight, if they were made of solid ink. Then you feel Vad use one of his techniques and the figure is sliced into pieces, the darkness turning into a black vapour that vanishes the next instant.

Not a daywalker, but something else that’s almost certainly related to one, you think.

Then you refocus on the battle. “Gnome!” you bark. “Trigger the rockslides. The moment’s almost passed.”

That Taouran knights are righting themselves and preparing to resume their charge. If you’d failed to catch that inky assassin, not only would you have missed the best opportunity to hit them with your traps but Salamander would be badly hurt.

As Gnome triggers the rockslides, you realise that the enemy’s artillery is wearing down your own and you’ll need to sortie if you want a chance of taking them. Still, if there’s a daywalker down there sacrificing your fortifications might be a bad idea.

>1. Sortie with your elites only for a lightning raid.
>2. Full charge with all melee.
>3. Withdraw your ranged units behind the walls themselves and fight the enemy in melee as they come at the fortifications.
>4. Custom
>>
Rolled 10

>>31289585
>3. Withdraw your ranged units behind the walls themselves and fight the enemy in melee as they come at the fortifications.
>>
>>31289585
>2. Full charge with all melee.
>>
>>31289585
1
Only the people who can handle themselves go on the Sortie. the regulars stay behind and plink at the main body.

also, jesus, Aspir, you trying to kill us or something?
>>
>>31289585
>1 we will show the young pups how to fight these beasts
>>
>>31289585
1
>>
>>31289585
2
>>
>>31289585
>1. Sortie with your elites only for a lightning raid.
>>
Rolled 17

>>31289585
We need to kill those mages like right now.
>>
>>31289585
1
>>
>>31289585
If there is a daywalker
than 3 is our best option.

If there isn't one than 1 or 2.

So the question is... do we think there is one there? I am going to bet there is one and go with 3.

Actually, I bet that shadow thing we fought was the magically animated shadow of a daywalker.

then again, if we DO sortie knowing full well to expect a daywalker, and have killing it as the priority rather then taking out their artillery... That might make a really nice trap
>>
At a really rough estimate, how many of our men have fallen or are incapacitated, Aspie?
>>
>>31289585
>Vad slices it into fine chunks
he slices, he dices, and I am so glad we had him here with us

>>31289749
>I bet that shadow thing we fought was the magically animated shadow of a daywalker.
maybe it is a third kind of vampire. you have daywalker and nightwalker, why not shadowwalker?
Also, I wonder if it is really dead. I think probably not.
>>
>>31289830
>Shadowalker
That seems a little too Edgemaster to be real life. I don't think Aspie would put that in here. I bet it's some kind of magical servant to Daywalkers.
>>
Rolled 15

>>31289848
Or a day walkers power, remeber they each have something different.
>>
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>>31289798
You've lost hundreds of archers plus another hundred AAs and mages at best guess. Their mages are hitting you very hard and their archers are pretty good even with regular equipment.

>1.

“Their mages are a league above ours,” you say, partly to yourself but also to your aide. “We need to hit them hard and fast, but we can’t sacrifice the high ground. Let General Parras know he has overall command. Captains Phrace and Illon are to charge with me in a lightning raid against the enemy ranged contingent. I’ve got faith in General Parras and Lt General Moss to hold fire when necessary.”

Your aide nods, the girl having struggled to hear you over the rumble of Gnome letting loose the rockslide. Phrace, standing next to you, snorts at the news.

“Alright, men, you heard the Imperator,” he bellows. “Form up on the walls and prepare to go over. We’re gonna kill some vampires.”

Then Phrace pauses and asks more quietly, “There are vampires down there, right?”

“Most likely. Whatever summoned that thing was probably one,” you answer seriously.

The captain nods. The rest of your comrades take positions near you and can’t help but notice the grins on the faces of your personal guard. And Vad. And Sala. Probably yourself, if you put aside the serious mask for a moment. Then Illon’s unit buzzes overhead and you give the order to sortie. The ground is mush, but not ice, but you feel the snap of Undine’s sorcery repeatedly and the constant pressure of Gnome’s as they ensure your descent is smooth. You pass a lot of corpses, either filled with arrows or crushed by rocks, but a lot of Taourans are still charging uphill.

Then you’re amongst charred corpses in the former pitch field and the enemy archers and mages are dead ahead.

[DC12/17 Charge]
>>
Rolled 18

>>31289878
Roll
>>
Rolled 19

>>31289878
>>
>>31289897
>>31289898
Vampires getting
BLOWN
THE
FUCK
OUT
>>
I think we should practice more high speed combat. Going at max speed, I worry about injuries though. So I want to see if we can commission us a set of enchanted training weapons for our elites that match our current ones in size and weight. (but not appearance, don't want to confuse the two by accident) and is both heavily padded as well as magically enchanted to halt itself on impact (so it can't hurt someone by accident).

Talon and Lynn could then spar going at their max speed with every time a blade touches the body counting as a kill.
>>
Rolled 13

>>31289878
>>
>>31289920
Unless the next roll is a one.
>>
>>31289897
>>31289898
Nobody roll these guys got it
>>
Rolled 1

>>31289937
>>
>>31289937
We don't have that option. We have to roll all 3 and just hope it isn't a one (or that it is a 20)
>>
>>31289928
oh, and the padding could be doused with some wet paint for the "blood" effect :). It would be like paintball but with melee weapons
>>
>>31289928
We need some light armor for things like that.
>>
Rolled 9

>>31289878
Just because
>>
>>31289928
>>31289989
Holy shit... if we go ahead and get arrows that do that too (with built in paint capsule) and melee weapons mass produced in the mage factory we could have our troops play wargames against each other for them to gain valuable combat experience without dying

... plus it could bring in some cash from the larpers.
>>
>>31290036
That's a really good idea.
>>
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>>31290036
>>
>>31290036
Biggest issue is the weight of the weapons will still break bones. There is a lot of force in those things so even with padding it's going to hurt like a bitch.
>>
Rolled 16

>>31289989
>>31289928
>>31290036
Or we can you know normal spar, with magic.
>>
>>31290036
This is both amusing and actually could work lets try it
>>
>>31290097
>will still break bones.
Even better, will give the newbies a taste of the real thing.
>>
>>31290036
>combat experience without dying
its called sparring there is no need to do this.
>>
>>31290149
If it heals back right. Though we do have mages that would help with that.
>>
>>31290097
>Biggest issue is the weight of the weapons will still break bones.
which is why it is magically enchanted to stop on impact.

>>31290124
>>31290151
You have to hold back a lot in sparring or you accidentally kill people. As well as use special weapons. My idea is to make superior sparring weapons that give a more realistic experience and yet are even safer.
>>
>>31290151
>>31290124

We've already covered that before; sparring is good, but it's different from actual combat; it isn't the right feel, and the regulars won't level up from sparring. With this, it's real enough to be used in wargames, which might count to move green troops to regular.
>>
>Upper target met

You fall into formation with Phrace’s heavy knights as you charge directly at the Taourans. Illon’s flyers and Sala keep close above you and your personal guard right behind you. You feel the swift gathering of sorcery by the mages dead ahead and realise immediately why they’re overpowering your mages – they’re not just more skilled but are using rituals in order to combine the power of several mages into more powerful spells. The ground lights up in a ritual circle for an instant before two dozen magical lances hurtle towards you, the prismatic colours of them blurring in your vision, creating a small rainbow of colour.

Then they smash against yours and the HMK’s shields, hardly even slowing you down as the enchantments of the armour and your own strength shrug of the powerful magic. It takes the mages an instant to realise they didn’t go through you like a scythe through wheat and then you’re on them. The charge is swift and brutal, and explosions rain down on the archers as Illon’s soldiers dive into them. You don’t have Light Mage-Knights with their wicked sharp blades, but your flyers can fill in for them in a pinch. Combined with the expertise of Illon’s men and the lack of melee skill of the archers and you’re having no difficulty slicing them up.

The Taourans are… not really fleeing but advancing away from you. They should have broken from a hit like this, but instead they simply scurry away like trained mice. You cut down the men near you only to realise there’s a large gap between you and the rest – it seems these ones stayed behind to slow you down. The whistle of arrows and sorcery signal Parras resuming his bombardments of them but you have bigger fish to fry.

>continued
>>
>>31290165
strikes to the head. they will be dead before the mages can heal them. Hence enchanting it to instantly shed its velocity on impact

>>31290204
exactly, it won't be exactly real. but it would be a whole lot closer.
Also, AFAIK you can't use bows when "sparring" at all.
>>
>>31290188
I agree with the idea, but let's not use the magic factory for that, just get Maloric and some Vitrian mages to do that.
>>
>>31290188
Honestly doesn't seem worth the resources. The biggest thing in a fight really is getting over the fight. No amount of practice will really help if they freeze up and if they are already in a war it's easier to just let them gain experience there.
>>
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>>31290215
Two of them, made of that same inky blackness as earlier and looking like the god-knights from your past. Each of them is your half your height again, carrying swords and shields as big as a man and wearing that elegant yet thick armour that is the symbol of the god-knights of the Astral Adepts.

“Holy shit, fake god-knights,” Vad says loudly. “I guess I don’t need to rely solely on your description anymore, Talon. Also, I don’t think we should fight them.”

“They’re not real god-knights,” Gnome says sharply.

Maybe not, you think, but they’re just as bloody terrifying. There’s a primal feeling you get from them and you have a feeling they may be fake but they’re no pushovers.

>1. Pull back everybody, right now.
>2. Pull back your main soldiers, but you and your more capable comrades will play rearguard.
>3. Hit them with everything you’ve got.
>4. Custom
>>
>>31290238
>2. Pull back your main soldiers, but you and your more capable comrades will play rearguard.
>>
>>31290238
>2. Pull back your main soldiers, but you and your more capable comrades will play rearguard.
>>
>>31290238
2
we disrupted their artilary, and now they will have to charge up the mountain and through our walls. We WILL fight those fake god knights, but in a better position
>>
>>31290238
2
Let's not blow our load against them when we don't know what we're up against. but we can't let them be, otherwise they'll just throw these guys up every time they want to stop a charge.
>>
>>31290238
2
>>
>>31290238
>2
>>
>>31290238
>3. Hit them with everything you’ve got.
>>
>>31290238
>2. Pull back your main soldiers,
>>
>>31290285
actually, changing that to 1. I don't want them focusing fire entirely on our named units. If one of our commardes goes down (even if merely injured rather then dead) we would lose more soldiers by the end of the day due to a massively weakened position in battle
>>
>>31290361
Hey, fuck you, don't go around pretending to be me. I ain't changing shit.
>>
>>31290215
>The Taourans are… not really fleeing but advancing away from you. They should have broken from a hit like this, but instead they simply scurry away like trained mice
thralls. definitely thralls

... actually, this should be close enough for vad to confirm that they are
>>
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>2.

“Phrace, Illon – pull back with your men,” you bellow and the knights in front of you stiffen into what you’re certain is a leaping posture. “Everybody else, with me.”

You barely have time to raise your guard before one of the ink god-knights hurtles directly at you, probably as fast as you do against most opponents.

[DC15 Combat]
>>
Rolled 15

>>31290420
Please dice gods.
>>
Rolled 11

>>31290420
>>
Rolled 13

>>31290420
>>
>>31290229
Now might not be the best time for it. But what about later? when/if we have conquered taour and have 3 factories churning out equipment and are not at war with anyone (and know we will likely be soon as both the RSK and Magi league threaten to fracture)
>>
>>31290438
looks like they heard you, anon. remember your virgin sacrifice today as thanks.
>>
>>31290395
sorry, that was an accident. I my post was >>31290281
a single post above yours
>>
>>31290447
Even then probably not really worth it. Maybe make 150 or something and have them doing small brawls once in a while. I find it better to make something more killy with those factories.
>>
>>31290438
Phew. That was too close.
>>
>>31290485
Agreed, just ask to Maloric to make a few, ask help for some Vitrian if needed.
>>
>>31290485
I think it is worth it. Especially if it is going to be as cheap as I imagine it to be.
I don't think it will get anyone above regulars. But "more realistic training" can certainly help and might push our untrained units one rank higher.
Of course, if it IS expensive than no.

>Maybe make 150 or something
>>31290500
>just ask to Maloric to make a few, ask help for some Vitrian if needed.
Horrible idea. Mal's time is far too precious and is better spent on research than labor. Especially when we have an expert at automation that he works well with in the factor.
Mal was able to make only a few AA stuff himself. Yet with only a week of effort they were able to set up a mass production that already produced more than he did in weeks of work.
>>
>>31290551
Better than making a "entire factory" to only that, if you think that Maloric time is too precious for that, just get some Vitrians mages to do instead of him.

Almost forgot, he made like 50 AAs stuff in like a day or two in the beginning.
>>
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>Target met

Barely catching the first blow of the ink god-knight with your shield, your muscles scream at the pressure they’re suddenly put under. It feels as though you just stopped a block of stone rather than a sword. An instant later, it’s your other arm that screams in exertion as the god-knight swings for another blow faster than any of your current sparring partners. You then catch several more lightning fast blows, pushing yourself to the limits and relying heavily on your empowered body. You then try to take the offensive, but the knight slams your blow aside with his sword and slams his pommel across your face, nearly knocking you over.

It’s not until his shield crashes into your chest, denting your armour heavily, that you’re really knocked over. Several metres away once you hit the ground. The knight follows up with leaping slash and you roll aside and take out one of his legs. With a feat of acrobatics normally unfeasible for a warrior wearing such heavy armour, the god-knight flips over onto both feet using the point of his shield in the ground as a fulcrum to avoid losing his balance. Then Salamander crashes into him and keeps him busy for a moment with her own technique with a little help from Vad, who appears to be utilising some form of martial arts.

>continued
>>
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>>31290687
You take a moment to survey the battlefield and see that Felix’s comrades are hurt, but not dead. Lynn’s fighting one-handed against the other knight alongside an unharmed Gnome, her shield dangling uselessly and her armour badly dented. Felix is standing guard over Undine, who appears to be unconscious but not bleeding. You may have barely been able to keep up with one god-knight but your comrades aren’t nearly as capable against such a swift onslaught in melee. These fakes are as strong as the originals, you’d guess, if not stronger.

Not even a minute has passed and little has changed on the battlefield – your men are trading volleys with theirs, but doing better now and it appears that a vicious melee battle is taking place atop the hill.

You…
>1. Press the fight against the god-knights here.
>2. Pull back, covering your comrades.
>3. Try to peel away from the god-knights and strike at the enemy artillery.
>4. Custom
>>
>>31290707
1
>>
>>31290707
We need to take care of the god knights. I assume 2 means we make sure our allies aren't hurt though, so
>2
>>
>>31290707
3
We can't fight these guys. If we strike at the mages, maybe we can find the guys who summoned these monstrosities and kill him. it'd be easier than putting them down here.
>>
>>31290707

My first thought is we need to either take these guys out before they can do too much damage or we need to get to melee and rely on numbers to kill them.
>>
>>31290628
>Better than making a "entire factory" to only that
Consider we have thousands of troops. And after some time recruiting will have tens of thousands.
If we want to have enough for them all we need a factory.
Also, its expanding an existing factory with an assembly line for it rather then building one from scratch. Getting the AA arrows took one week, I expect that would be the same. One week for vastly improved training quality (although obviously still not as good as real combat) for tens of thousands of troops. Seems worthwhile to me
>>
Rolled 8

>>31290707
>1. Press the fight against the god-knights here.
we can't let these monsters near our men.
>>
>>31290801
we would lose to many men if we try to swarm them. It may be a good idea to fall back and re group prehaps?
>>
>>31290707
2
>>
>>31290791
I may be wrong but i dont think it was said that the god-knight were summoned
>>
>>31290707
1

We CAN'T fall back from the god knights, we just tried that, they are far far far too fast for that. We need to put them down ASAP, then vamoose.

I wish we kept the HMK to help us
>>
>>31290707
>1. Press the fight against the god-knights here.
Final destination voting/
>>
>>31290871
If we go with 1, have Felix retreat Undine and his comrades.
>>
>>31290707
>Undine unconscious
>Your armor damaged
>Lynn has one arm injured and out of comission
>Felix troops are injured
Wow. that was the 2 god knights vs all our elites. (well, minus mal).
>>
>>31290898
Sure, everyone not fit to fight will retreat to heal, but we can't let these guys go against our men.
>>
>>31290918
They call em god knights for a reason.
>>
Rolled 1

>>31290707
>1
>>
>>31290918
>>Your armor damaged
Its dented
>>31290918
>>Lynn has one arm injured and out of commission
I thought she was holding a shield.
>>
>>31290859
Well, what else could they be? they're fake God-knights, which implies somebody artificially created them. Taour is a mage-heavy country. they're either constructs or summons, and that means that if we cut the umbilical cord, they might collapse on themselves.
>>
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>1.

You can’t risk these monsters engaging with your men. They’d tear them to ribbons. If you’re going to fight them and win, though, you’ll need to double-team them properly and pull the wounded back. That leaves you, Gnome, Salamander and Vad as the only full-strength fighters remaining.

Gnome is probably the most experienced against these monsters, but you know that Sala’s fought them before, too. Vad on the other hand lacks the experience but appears to pack a serious punch. The two you don’t team up with will work together against the other knight.

You team up with…

>1. Gnome
>2. Vad
>3. Salamander
>4. Custom
>>
>>31290898
That would remove several of our fighters and we are already up shit creek.
Also, I worry those things will just run around to take out injured. And that we don't have the TIME to coordinate such a thing.
REALLY wishing we still had the HMK

>>31290946
>I thought she was holding a shield.
her shield is dangling uselessly on an injured arm. She is fighting one armed.

>>31290966
>they're fake God-knights, which implies somebody artificially created them.
the real god knights are ALSO artificially created by someone (the astral adepts aka gods).
These are also apparently stronger than the real deal rather then being weaker like we thought
>>
>>31290966
But the problem is, how do we identify the summoners? It's a good idea, but only if we KNOW who's controlling them, if they even work that way.

If they're golems, we're fucked.
>>
>>31290966
>Taour is a mage-heavy country.
Really? I thought that Darlesia was the mage-heavy country.
>>
>>31290976
>2. Vad
>>
>>31290981
god dammit. I posted this too slow so now lynn and felix and his knights are out of the fight.
>>
>>31290976
>1
Obviously. Time for her to bring her experience to bear.
>>
>>31290976
>3. Salamander
>>
>>31290976
Vad
>>
>>31290976
>3. Salamander
>>
>>31290976
2
>>
>>31290976
Team with sala. we'll tank, she'll gank.

>>31290998

And Taour controls Darlesia now. hence, Taour is a mage-heavy country.
>>
>>31290976
>3. Salamander
Gnome can cover Vad,
>>
>>31290976
Gnome = tank
Vad = Striker
Talon = tank
Salamander = striker

Pair a striker with a tank.
>>
>>31291032
>And Taour controls Darlesia now.
Sure, but we don't know if the mages are yet alive, don't forget that was them that were rebelling and giving a hard time there.
>>
>>31291032
oh damn, and we let them crush the mage rebellions. I bet they thralled all the mages from darlesia. we REALLY need that anti thrall research

>Dark God-Knights
>Stronger than originals
What if these aren't summons... but god knights which have been turned into knightwalker vampires?
>>
>>31290976
>3. Salamander
>>
>>31290976
>3. Salamander

This way both teams have a melee fighter and a ranged fighter, as well as one fighter who's fought God Knights before.
>>
>>31291082
>Knightwalker

I don't know if that was intentional or not, but I like the cut of your jib.
>>
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>3.

“Gnome, Vad, take down that knight,” you shout quickly. “Sala, with me on the other one. Lynn and Felix, get everyone else out of here.”

As you expected, the ink knights immediately tried to focus their attention on the wounded. Being something you expected, you weren’t about to just let them get away with it. As you hurtle towards the closest knight, you spot Vad twirl his tails in a familiar pattern and hear several loud thunks as he hammers against the other knight, pinning it, with his force blows.

Then you crash, shield-first, into the knight Sala’s fighting and stumble it. Sala immediately flies up above you to provide ranged support as the knight recovers and gives you a side-long look. If it has eyes inside the deep shadow of its curved helm you know they’re glaring at you.

[DC13/15 Offensive Combat]
>>
Rolled 17

>>31291161
dicegods pls.
>>
>>31291118
it was an accident

>>31290976
>You can’t risk these monsters engaging with your men.
Actually I was more conerned over them slaughtering our named characters as we turn to run, since they are much faster than any of us.
>>
Rolled 4

>>31291161
>>
Rolled 5

>>31291161
>>
Rolled 2

>>31291161
>>
Rolled 16

>>31291161

>>31291177
fantastic.
>>
>>31291161
we could really use a crit right about now (success not fail... a crit fail against those we pretty much have to burn a FR or lose a named char)
>>
>>31291177
So this should give us a bonus or a stat boost fighting against these monsters.
>>
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>Higher target met

You might not have Sala’s speed or Gnome’s skill, but you certainly know how to swing a sword. You and the god-knight trade a dozen blows over a couple of moments, sparks flying from each impact. You can almost feel the edge being ground off your blade against whatever that inky blade is made from. Not that it matters – with armour that thick it’ll be your strength that matters more than the edge of your blade.

You hop back suddenly as he attempts to bash you with his shield and Sala swathes him in flame. The monster blasts off the ground in an attempt to reach her but she strikes at him with her own sword, glowing white-hot, and bats him away. This gives you an opportunity as the god-knight goes down hard, losing his balance outright for the first time since the fight started.

>1. Leap on him and attempt to strike him with all your strength. He might dodge but if you strike him he should go down, depending on what he is.
>2. Keep your distance as he could be faking it.
>3. Try to quickly squeeze in a astral arrow. Overwhelming power is your best bet.
>4. Custom
>>
Rolled 9

>>31291325
1
>>
Rolled 9

>>31291325
>1. Leap on him and attempt to strike him with all your strength. He might dodge but if you strike him he should go down, depending on what he is.
>>
>>31291325
>3. Try to quickly squeeze in a astral arrow. Overwhelming power is your best bet.
>>
>>31291325
1
>>
>>31291325
>1. Leap on him and attempt to strike him with all your strength. He might dodge but if you strike him he should go down, depending on what he is.
>>
>>31291325
1
>>
>>31291325
Have these things shown any inkling of the thought needed to fake out? During our fight, we surely read them well enough to know if they're the type to fake out like this.

If not?
>1
If yes?
>3
>>
>>31291380
>>31291372
>>31291369
>>31291365
>>31291352
Really want to go in with an all or nothing plan?
When we can do something just as similar with option 3?
the DC would be 16.
>>
>>31291325
>1
>>
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Damn has it been a long time since I've had to worry about the thread 404ing while I'm running. As I don't think I can easily finish the battle before I need to head off, I'll probably finish the session (and this thread) shortly.

>>31291391
Everything about their fighting style suggests they're all about direct, overwhelming power. When you're a god you have no need for subtlety.
>>
>>31291456
In that case, throw my vote in with 1.

Also
Page 10, Aspir bro
>>
Rolled 4

>>31291456
Are you going to run a part 2 after this 404's, or just let it die?

Anyways, I vote 3.
>>
>>31291456
I'll laugh if the dc is higher than 16.
>>
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>>31291479
Probably the latter. There's more to come in the battle after this but I can't stick around to finish it off so I figure to end the thread on a good note instead of running a new thread for an hour.

>1.

If you can take him down in one blow, you can swiftly help Gnome and Vad clean up their opponent. Rationalising an otherwise rash decision that way, you channel power into your sword for a barrier break to punch through the knight’s armour.

Then, with the muscles in your legs firing at full capacity, you leap headlong at the god-knight with the intention of running him through with all of your strength before he can raise his guard.

[DC17 Reckless Leap]
>>
Rolled 12

>>31291531
Ha
>>
Rolled 8

>>31291531
>>
Rolled 9

>>31291531
TALON GO GO GO
>>
Rolled 17

>>31291531
HA
>>
Rolled 11

>>31291531
What would the DC be for option 3?
>>
>>31291325
We magically empower our sword strikes. Have we tried empowering them to the level of astral arrow?
no wait, that might be a bad idea... since the astral arrow makes a huge explosion and we are in the middle of our sword strike.
Maybe not empowered to THAT level, but still empowered?
Also, if they are a god-knight that was turned vampire than they are probably not going down with a single slash.
>>
>>31291531
Er...well we haven't got hit yet, so we can take a hit.

But still. That ain't good.
>>
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>>31291524
>>31291567
The DC of the astral arrow would have been higher, actually, as the god-knight has higher stats than damn near everything else you fight and can resist your attacks better.

>>31291568
You've been empowering your sword strikes since the second siege of Harrowmont. Maybe even earlier, but that was the first really significant time.
>>
>>31291531
I really wish we had lynn, and our squad of HMK right now
>>
>>31291595
Sooo... what? Are you throwing them at us to punish us for being rash or something? Why are you throwing enemies that can insta-gib entire armies at us?
>>
>>31291635
because we went after the single most protected location in taour territory.
If we had gone after darlesia first we would be fighting weaker opponents. And building up to these.
>>
Alright I'll be that guy.

Maybe use a FR point?

If this guy really is that strong, he can cleave our god damn head off with too many misses. And the dice never are really our friend.
>>
>>31291635
It's entirely possible that these were always going to be here, and that attacking the second most well-defended location in the entirety of Taour instead of the war-torn city province with a magitech factory and a rebel army was in fact a stupid, stupid idea.
>>
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>>31291635
Daywalkers are powerful. Taour is powerful. You literally went up against Taour's largest and most capable army that is defending one of their most vital strongholds/towns. Safe to say they give as good as they get.

>>31291664
Do you really want to burn a second FR point this session? Not knowing when you might get more? I'll call a vote if you're sure.
>>
>>31291664
Please don't, we know how to recharge these and we already used one in this war.
>>
>>31291664
Let's not use 2 FR points in the same thread. We can assume that one failed kill-roll won't hurt us. any other fuckups, though, could merit a FR point.
>>
>>31291664
You know what. I am actually tempted to. A crit might kill him and then it is 4 v 1 instead of two pairs of 2 v 1.

Of course, it would be just our luck for these to NOT be the toughest thing we have to face tonight or in the near future.

Actually, these remind me of that one champion, the reaver? I think their weakness is an army (else they would have been leading the charge). I bet if they are bombarded by spells from 200 mages, FMK, and HMK they will turn into fire paste.
>>
>>31291703
actually, changing my mind on that.
Lets not use that FR YET. if the battle really turns south, then FR

>>31291691
>Do you really want to burn a second FR point this session?
I really don't, but as you said
>You literally went up against Taour's largest and most capable army
>>
Rolled 5

>>31291691
>Daywalkers are powerful. Taour is powerful. You literally went up against Taour's largest and most capable army that is defending one of their most vital strongholds/towns. Safe to say they give as good as they get.
So what happens if we win over Raupe?
>>
>>31291691
Am I sure? No. Of course not. But I mean, this guy is freaking me out. And all the FR gives us is an auto success. Not an auto kill. This is the best chance to use if IF we're gonna use it.

Just suggesting it, to see what everyone else thinks. If no one wants to, then I shall shut my lips.
>>
>>31291719
Probably a major blow for Taour.
>>
>>31291719
We can park our asses down and laugh as the vampires starve to death.
>>
>>31291719
We win all of Taour. The Vampires starve, the thralls break, and the normals take control once again.
>>
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>>31291719
Taour is up shit creek and they get desperate. That was the whole reason you guys wanted to strike here.


FR POINT REROLL VOTE

You currently have 2 FR points. You do not currently know how to regain them.

Option 1
Burn an FR point in order to make the result of >>31291531 (You) an exceptional success (Nat 20).

Option 2
Do not burn an FR point.

Rules for voting are to make a post with a link to this post and the number you are voting for. No other text, no greentexting the number. All informal votes will be discarded. Voting window will be five minutes after the first vote.
>>
Rolled 15

>>31291770
2
>>
>>31291719
Oh man, that would be so sweet. We either build a fortress they will be forced to break upon... or conscript a fuckton of soldiers from the ex bloodslaves, kill off most of the thralls (keep some for research), and destroy all their equipment and leave while relocating the populace to our territory. (in essence, razing the town)

>>31291745
>as the vampires starve to death.
They don't, they are forced to start feeding on their local population which wreaks havock on their infrastructure.
>>
>>31291731
I'm with you on him freaking me out, but I REALLY don't want to use 2 FR points in the same thread, even if it's a kill-shot against a literal god-knight.
>>
>>31291770
2
>>
>>31291770
2
>>
>>31291770
2
>>
>>31291770
2
>>
>>31291770
2
>>
>>31291770
2
>>
>>31291770
Original suggestor: Abstaining.

I dunno, honestly. Just wanted to see the general reaction. But it's a pretty clear no.
>>
>>31291770
So, Aspir. As the GM, with all your GM secrets, and given that we literally went balls-to-the-wall against the biggest army in the area, how well are we playing against them so far?
>>
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>>31291824
Better than expected. Assuming the thread doesn't die too quick, I should have some time to talk about this sort of thing post thread. Not too long left of content posts, methinks.

Also, not even gonna bother calling votes on that FR vote. This is as one-sided as it gets. I might institute a rule that an FR call needs two supporters before a vote is called (unless the thread is really quiet).

>Target not met

Unfortunately, you’re unable to make it in time and your blow lands against the god-knight’s shield. You take a small measure of satisfaction in the way your sword goes straight through it and into his arm and lower torso but that fades when you realise that your sword is now stuck in the god-knight and his sword arm is free.

Safe to say, this is not a good position. The knight illustrates the point by clubbing in the side of the head with the pommel of his sword. You groggily think that things would have been worse if he’d been able to slash you with that huge sword.

[DC13/15 Very Close Quarters Combat]
>>
Rolled 10

>>31291865
>>
Rolled 4

>>31291865
>>
Rolled 13

>>31291865
dice godss plsss
>>
Rolled 16

>>31291865
>>
>>31291884
You've just been saving our ass the whole night, haven't you?
>>
>>31291889
so close, yet so far
>>
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>>31291884
>>
Rolled 18

>>31291865
This would be an ideal time for Salamander to stab him. After all he only has his sword hand in use right now.
>>
>>31291865
Sorry Aspir, I didn't mean to tie up the thread or anything. I just wanted to gauge the reaction of everyone else. I'll watch myself next time.
>>
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Probably only two posts after this before thread end.

>Lower target met

The knight gives you a wild shake with his shield arm and you manage to leverage off his strength to withdraw your sword and roll away before you get cut to ribbons. Rising to your feet, you watch in horror as the hole you made in the ink god-knight closes itself. Just what in the hell is it going to take to kill this bastard?

You don’t have a moment to think about that before the knight is on you, though you have the support of Salamander, who dives in and alternates with you. You’ve got the knight on the backfoot now, but you need to make use of that somehow.

>1. Pull back and attempt to hit the god-knight with an astral arrow.
>2. Try to put your sword through the seemingly empty helm.
>3. Activate Iron Body and keep laying into the god-knight with Sala’s help.
>4. Custom
>>
>>31291972
>Probably only two posts after this before thread end.
Why not go ahead and make the next thread right now, even if it is a short one?
That at least ensures nothing is lost in the archive
>>
>>31291972
>3
Yes Iron body yeeeees
>>
>>31291972
3
We need to whittle him down before we go in for a killshot. Lower these ridiculous DCs.
>>
>>31291972
>3. Activate Iron Body and keep laying into the god-knight with Sala’s help.
>>
>>31291964
Eh, it was my bad for calling the vote when there was no support and a fair bit of opposition.

>>31291988
I'm not sure how I'd feel about starting a thread that won't last very long...
>>
>>31291972
3
>>
>>31291972
3
>>
>>31291972
>Has regeneration
if it works like a vampire, then we need to cut off its head... alternatively, we should cut off limbs and then sala can torch him while he is helpless. Don't aim for the body, aim for slicing off limbs
>>
>>31292004
A lot of people do it. It can be mainly for post-thread discussion, and if you get the feeling to pick up tomorrow, it'll be there for use.
>>
>>31292004
>won't last very long...
you can do it like last time, where you pick it up hours later and try to finish the battle.
>>
>>31291972
>3.
>>
>>31291972
Do we have enough room to check on how gnome and Vad are holding up?
>>
>>31292029
Eh, might as well. Next post will have its own thread.

>>31292031
I won't be resuming until next week. I have work tomorrow.
>>
>>31292004
So do any stats increase because of this battle?
>>
>>31292062
>I won't be resuming until next week. I have work tomorrow.
ah ok, all is good.
>>
Rolled 20

>>31291972
>3. Activate Iron Body and keep laying into the god-knight with Sala’s help.
>>
>>31292067
Nah probably not. Aspir said 5 was the 'normal mortal' cap. After that, it takes way more to increase I believe.
>>
>>31292083
GOD DAMMIT DON'T WASTE OUR NAT CRITS. WE NEED THOSE RIGHT NOW.
>>
>>31292083
aaaaand there goes the good roll
>>
>>31292067
there is actually an XP system in place.
Each skill and stat has their own individual XP that rises as we use them.
So, strength has its own XP, as does magic defense. As does "iron body"
>>
Rolled 10

>>31292086
Someone should probably get Suptg to read the tread again. Last time it recorded was like a hour and a half ago.
>>
>>31292132
And how would you go about getting it to read the thread?
>>
>>31292148
Not sure. Been a long time since I worked it but I think you have to reimput the thread and it will archive it again under the same name.
>>
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>>31292145
New thread.

Also, could somebody please refresh this one in the archive shortly? You just need to rearchive it. I don't think suptg will let me rearchive this one after creating the other one.
>>
>>31292166
>>31292169

I'll try that, then. Somebody else should as well, though.
>>
>>31292169
Whoops, scratch that it seems I can.


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