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/qst/ - Quests


Part I: http://suptg.thisisnotatrueending.com/qstarchive/232292/
Part II: http://suptg.thisisnotatrueending.com/qstarchive/249192/
Part III: http://suptg.thisisnotatrueending.com/qstarchive/262027/
Part IV: http://suptg.thisisnotatrueending.com/qstarchive/276655/

For all things Cewri: http://pastebin.com/UgtRDe9f (stat sheet, please read)

Summary of last thread:
After the Battle of Amberly, the giants entered into a year-long ceasefire with Brylon. Estgaard was able to convince the king to hold peace talks, but upon attending it the giants realized the truth about Brylon - that it was ruled by a storm giant. And that storm giant was a total dick so peace talks failed, and the Cewri Empire had one year to prepare for war's return. During that year, they formed an alliance with the Portobello Republic, and grew close to one with the Kholoron Khanate as well. In addition, there is a rebellion force against King Halios growing in Estgaard, led by Sir Guilford Raynes of the Knights of the White Rose. They have proven to be very supportive of the giants, although their hand is still largely being forced by Brylon. The giants also went exploring, finding the rogue city of Brigand's Rest to the south, where the giants can hire mercenaries or buy valuable intelligence from the Information Guild. They also explored to the southwest and discovered the Elven Kingdom of Cielo in there. Lastly, they expanded their territory to the unclaimed land to the southeast, and began building No-Man's Wharf, their newest settlement. It is now the 3rd of Coldha, and in three turns the ceasefire will end and Brylon will be back on the warpath.
>>
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(repost of last turn from last thread)

2nd of Coldha, Year 3
4 turns until Wetha
Cewri Empire Stats: (See http://pastebin.com/UgtRDe9f)
---
>(Free Action) Splitting the new territory
The giants decide to split the new territory, letting the shroomies inhabit the disease-ridden jungles to the south while the giants take the upper half. The Portobello Republic is pleased at this act of generosity and begins work on cultivating a new mushroom settlement within the depths of the rainforest.
>(Free Action) Another wave of troops
4 crossbowmen, 3 steel zweihandermen, 3 iron halberdiers and 3 steel hammerman were trained! (-4 wood, -10 iron, -9 coal, -8 iron bars, -18 mithril, +4 crossbowmen, +3 steel zweihandermen, +3 iron halberdiers, +3 steel hammermen)
>Wall-mounted ballistas
The ceasefire will be ending soon so the cities must be prepared for a siege at any time. Four ballistas are set up to be mounted on Anor Londo, New Londo, Ash Lake and Sen's Fortress. (-12 wood) (Progress: 1/3)
>A new settlement
Patches of jungle are cleared away to make way for the new settlement along the bay in the newly-claimed lands. You'll need stone to finish it though.. (Progress: 1/3)
>Digging deeper into the mine
You dig deeper into the Anor Londo Mine, almost completing the third level. (Progress: 2/3)
>Exploration Continues
The centaurs say that to the southwest, past the badlands where you fought the dragon, is the Nabir Desert, an unforgiving land that few walk away from. The giants don't get very far before they have to turn back...crossing this desert will take some planning. The giants also explore west of the Portobello Republic, uncovering the mushroom city of Tir Madarch. Further west they uncover a dense woodland, and the Kingdom of Cielo, an elven woodland nation. The elves seem to keep to themselves, not even noticing you. They seem to be incredibly advanced in magic, and their cities are full of all kinds of magical inventions.

>EVENTS:
-The population is getting a bit high in Ash Lake, and many giants are moving back to Anor Londo.
-The shroomies send additional reinforcements in thanks for the land given to them. 10 shroomie monks, 8 poison shroom warriors, and 3 black spore shrooms join your ranks.
-The centaurs propose to build an enclave where their ambassadors and those seeking to do business in the Cewri Empire may dwell. They offer to complete it themselves in return for permission to do so. Do you accept?
>>
>>291693

work on new settlement (No-Man's Wharf)

expand Anor Londo mine

constructing wall mounted ballistas

golden mask >>290735

I agree with the centaur enclave
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>>291794
I agree with all of this but maybe also have the shaman work on improving the school so we can have some clerics and shit too bolster our numbers
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>>291693
Keep working on the wall mounted ballistas, if we run in to any more dragons or need a perision shot.

Keep working on the settlement, No man's Wharf is my vote for the name.

In Sen's fortresses build a tinkering shop where we will train and send out smartest giants to build better military and civil items.
>Maybe apppiont a head war/siege engineer?
>>
>>291794
+1
>>
Fugged up, lemme redo that
>>
3rd of Coldha, Year 3
3 turns until Wetha
Cewri Empire Stats: (See http://pastebin.com/UgtRDe9f)
---
>(Free Action) The centaurs get to work
A group of centaur construction workers gets to work on the new centaur enclave outside of New Londo. They suspect it will be done at the start of Wetha.
>(Free Action) The Mask of the Father
Strengar, at Balgmar's request, makes a mask in the image of the face of Stronk Dad for Balgmar to wear, which makes him feel stronker when he wears it. (Mask of the Father gained, +1 atk and +1 def, Balgmar only) (-3 gold bars)
>Continuing the wall-mounted ballistas
The giants haul up more ballistas and nail them in. There's still a few more that need to go up though.
>The third level of the mines
The miners in Anor Londo breathe a sigh of relief as the third level of the mine is dug. On the third level, they find stone, iron, mithril, rubies, a strange black powder, and a strange red ore. (Mine upgraded! It now produces +3 stone, +4 iron, +3 mithril, +2 rubies, +2 ??? powder, +2 ??? ore per turn)
>Continuing work on the new settlement
The giants continue work on No-Man's Wharf, nearly completing it. All that's left are the walls and some of the roofing on the houses. (Progress: 2/3)
>The Siege Workshop
The giants begin work on a siege workshop in Sen's Fortress where they may build new, improved siege weapons. (Progress: 1/3)

>EVENTS: The wind picks up, the temperature drops and snow obscures almost all vision. A blizzard has come! In the warmer regions to the south, a vicious storm slams through the area, bringing with it lightning, high winds, and torrential rain. In both situations it would be dangerous to go outside the village, so the giants stay inside.
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>>292165
I forget our blacksmiths name but have him experiment with the new unknown ore in his shop

Can we make some more mithril defenders as well I feel like we are going to need to have some tanks for this battle

Also I vote to improve shaman school and buy the best hint we can with our money
>>
>>292165

train troops

-moar ballistas

-research the powder

-finish our new settlement so they can stop getting rained on

-siege workshop
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>>292165
Experiment with new ore
Finish the new settlement
Continue siege workshop
Work on ballistas
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>>292176
The best hint we can buy is just a hint worth 500 coins.
>>
+1 to the above, we have a consensus gentlegiants.

>>292198
I'm fine with a simple hint it's better than nothing and we only have 2 turns left before battle
>>
Don't worry anon I have a plan. Once the blizzard ends we send several people out.
One envoy to Palmyr and some humans to Andolor and Strommenburg. We would disguise the humans as merchants so the King doesn't see it as breaking the ceasefire. Then we persuade Andolor and Strommenburg to help us militarly or atleast stop from engaging in battle with us. Then the enemy only has 2 cities left.
Probably good idea to send a spy to check defenses of the capital and the other enemy city too.
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>>292194
+1 that's the perfect set of actions!
>Maybe send someone to the shrooms and Centaurs asking if they know what the power of red ore is? But don't give them any.
>>
>train the human espianoge unit, throw in some spy shroomies

Other than that these guys have the right idea
>>
>create pitfall traps along the entire road to the human Capitol all the way to the woods
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>>292418
It's the middle of blizzard anon
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>>292237
Actually I do like that plan
>>
4rd of Coldha, Year 3
2 turns until Wetha
Cewri Empire Stats: (See http://pastebin.com/UgtRDe9f)
---
>(Free Action): Another wave of troops
2 steel halberdiers and 2 mithril defenders are trained, along with 4 slingers (+4 iron zweihanders, +4 iron hammermen, +2 steel halberdiers, +2 mithril defenders, +4 slingers)
>A new settlement
The giants worked through the pouring rain to put a roof over their heads, and by the end of the storm No-Man's Wharf was completed. (New city: No-Man's Wharf)
>Finishing the ballistas
The ballistas are now all fully mounted and operational. Each city receives four ballistas, all ready to fire. However, like the Amberly ballistas, these are easy targets and can be easily damaged and destroyed. (+4 ballista (5A, 3D) in each town)
>Progress on the siege workshop
The siege workshop is slowly coming together, and soon the giants will be able to build new siege weapons! (Progress: 2/3)
>Experimenting with the new materials
Strengar cracks his knuckles and gets to work analyzing the new minerals found in the mines. He throws a bit of powder into his furnace and it creates a small explosion, knocking him back and blasting ash all over his face. After he cleans up the smithy he notes that this explosion powder may have useful applications for war. He has difficulty smelting the red material, having to throw extra coal in the forge to do so. Still, once smelted this ore may prove to be very strong. (Progress: 1/3)

>EVENTS:
-The vicious weather sweeping the region dies down, and the giants may resume activities outside.
>>
>>292544
Can we train some human spies
For anons plan?
>>
>>292544
Give some of those red ore to the lava mama, maybe it being red and her being red will get some nice favor points?

But other then that, keep experimenting with the ore and the black powdered.
>But tell him to keep the powder away from fire.

Start building a grand archery range as at Ash lake, send out best slingers, archers and back in throwers to ash lake to help in this production.

Keep working on the siege workshop, could we appoint two heads, one shroom and the other giant? It would be a good way to really cement our friendship with our shroom friends.
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>>292544
Experiment with ore
Finish siege workshop
Finish New Londo walls
Send normal envoy to Palnyr and envoys composing of humans to Andolyn and Strommenbury.
Ask Estgaard if he could let us have one pegasus as we have one human pegasus rider without a mount and we can use him as a messenger.
>>
>>292544

>Finish Siege Workshop

>Continue materials research

>Finish New Londo Walls (See its 1/2 on the pastebin)

>Train some spies
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One Pegasus rider is useless I suggest returning him and anyone we got from that skirmish to the Pegasus guy, get some extra points with him

>make pitfalls along the road

>keep working on anor castle

And pretty much +1 to other guys
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>>292685
We can use him as a messenger - asking for reinforcements from other nations and would allow us easier exploration.
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>>292619
+1 messenger and walls

Also +1 to castle ans pit falls
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>plant shroomie houses at no-mans wharf
>+1 to messengers
>Pits
>Anor londo castle
>Spy corps with humans and shroomies (training)
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4rd of Coldha, Year 3
2 turns until Wetha
Cewri Empire Stats: (See http://pastebin.com/UgtRDe9f)
---
(Free Action): A hint for you
A few giants travel down to Brigand's Rest and enter the hint shop, looking for some good information. You pay for the hint, and the shadowy man behind the desk looks to you and says, "Check the Howling Wench. Ask for Deathcap." As the giants turn to leave, he stops them and says "Hmm, you're first-timers, no? Cewri if I am not mistaken. Very well, then I shall tell you another hint for free just this once. You know of the nine Knights of the White Rose, yes? I will tell you their names. The first is Sir Crowley the lightning mage. The second, Sir Guilford Raynes, is the general of Estgaard and a master pegasus rider. The third is Lady Shirley Geare, the kingdom's head engineer. Fourth is Lady Astora, who is said to work miracles, and the fifth is Lady Mallory, otherwise known as Mallory the Black and the head of the espionage unit. The sixth is Sir Liefric the Titan, who is actually taller than you. Seventh is Sir Moriarty, the golem master, and the eighth is Sir Ozman, Ruler of the Waves. Lastly is their captain, Sir Karsten, he who has slain 1000 orcs. Well, that is all I can tell you for today. Come back when you have more money, heh heh..." The giants walk out of the store pleased with the information they received.
>(Free Action) Deathcap the Shroomie
After leaving the shop the giants then head for the Howling Wench, asking to see a man named Deathcap. They are led to one of the ominous corner tables where they meet what seems to be a black spore shroomie. He turns to you, speaking in a Shroomish accent. "You here for job? Not expect him to fetching Cewris, heh..well here is job I have for you. I into looking far and wide for shroomie girl by name of Chanterelle. She disappear from Bolete after humans raid, maybe shroomie hunters, but I know in heart she alive and waiting. I go with you, we travel, find Chanterelle. I ex-captain of Black Spore, I very sneak and easy kill. You accept?"
>(Free Action) Envoys to the cities
You send your envoys out, one giant and two human merchants. Sigmar, who was sent to Palmyr, is forced to return, saying that abnormally heavy military traffic makes it dangerous for a giant to go anywhere near Palmyr. The humans have greater success, however, and they meet with the leaders of Strommenburg and Andolor, who say that they cannot help at present due to martial law being reinstated but when the time is right they will take action.
>Strange ores and strange powders
Strengar definitely thinks that the powder could be very useful in military endeavors, although it still must be handled with care due to its volatility. The red ore seems to be stronger than mithril, and has mostly defensive properties, but what if a bit of the ore was combined with steel? Maybe it would make for a tougher, stronger blade. Strengar continues the research.

(cont'd)
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>>293295
We should continue to research our materials

We have some favor to spend. What should we use it on?

OP could we establish a modest tax on our cities and maybe the shroomies? Just a basic 10 silver per turn from each cities maybe?

We should build another fortress on the border with the human empire, west of Sens fortress.

I would even suggest we build a second wall/ fort north of Ash lake on the border.

Could our shroomie bros build a trading post near sen fortress?
and what happened to that Centaur enclave outside of New Londo? Is it down
>>
>>293295

>Walls and pitfalls
The giants hurry and put bronze plates to ground any electric attacks towards the wall. They also put the finishing touches on their pitfalls, covering the spikes with centaur shit for added measure. (Bronze plates added to wall! +1 defense in New Londo) (Pitfalls complete! Random chance for soldiers travelling around the Sen's Fortress road to die)
>More work on the castle
Progress continues on the castle after the giants get more stone. Getting there... (Progress: 3/5)
>Finishing the siege workshop
The siege workshop is now finished! Strengar, being unable to run it and the blacksmith's workshop at the same time, appoints a skilled shroomie engineer named Agaricus to help him oversee the workshop.

>EVENTS:
-Wetha will arrive next turn, and with it comes the end of the ceasefire. Better prepare yourselves.
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>>293356
Shit nigga

We got to gear everything towards military and defense.
>>
>>293356
Help Deathcap the Shroomie
Stable and pen expansion (1/2)
New Londo walls (1/2)
Siege Workshop (2/3)
Siege ammunition research (2/5)
>>
>>293415
Exactly.
We should also send scouts to palmyr to study the increase in military traffic, we need to know how many, which generals and most importantly are they coming for us.
>>
>>293356
Is death cap going to be a hero,
And do you guys think we can stave off one or maybe two attacks and get cities to possibly rally with us?


And find out from Pegasus man what white rose nights we should and shouldn't try and kill.


Possibly have death cap take a small team and try and take a hit out on one???!?
>>
>>293356
Hella pretty good turn.
Put our new workshop to use, have Agaricus start building better and long ranged ballistas and start drawing up ideas for a trebuchet.

Keep playing with the black powder and red ore.
>try mixing the red ore with Iron, steel or copper.

Start fucking up the main road in to gaint territory with holes and pits. Spread shit and dead animals on/along the road when you know the humans are gonna be marching by

>Accpet the shrooms mission. I don't see what could go wrong? If they kill the giants we get a free pass to take a new post city.
>>
>>293356
I think the deathcap mission will have to wait for now...
Finish what can be finished in 1 turn aka the stable and the pens, the siege workshop and our walls
>>
>>293499
>Start fucking up the main road in to gaint territory with holes and pits.

+1 and follow up with strike teams that come out of the woods and fuck them up while they're split up around the pits
>>
1st of Wetha, Year 3
5 turns until Hotha
Cewri Empire Stats: (See http://pastebin.com/UgtRDe9f)
---
>(Free Action) Correspondence from Guilford
Wilbur brings you another letter from Guilford, which says the following:

"I have managed to divert my forces northward on the pretenses of defending Scarlet Gate, so you have my word that they will not attack. However, due to a treaty allowing passage of Brylon troops to reinforce Scarlet Gate, my hands are tied at keeping troops from coming through this territory. Estgaard, Strommenburg and Andolor are still working on a plan for the rebellion and I will keep you informed of any progress, but it is essential that we wait for the right time to make our move. Finally, beware the eight other White Rose Knights. There is only one other besides myself who is against the king, and she is not a frontline combatant. Stay strong on the battlefield, and always keep your wits about you."
>(Free Action) Deathcap joins the giants!
Back at the Howling Wench, you accept Deathcap's proposal, seeing as how you are eventually going to have to go on the offensive with the humans anyway. "Very well, deal is made. I shall help until you find. Here is picture, help you find." Deathcap then travels to the Shroomietown of Ash Lake where he awaits further orders. (New hero: Deathcap the Shroomie)
>Finishing the metallurgy research
Strengar finally thinks he has the ore and the powder figured out. The ore is called Scarletite, which is great for constructing armor. It can be fused with steel to make red steel, a stronger alloy used for weapons. As for the powder, Strengar believes that it could be used in explosives if given a fuse or something to delay its detonation. The siege workshop might be able to help with figuring out more uses for it. (Discovered Scarletite, Red Steel and Gunpowder!)
>Siege weapons and ammunition research
Agaricus gets to work on new designs for siege weapons, using the new gunpowder to come up with some interesting ammunition types as well. All his notes are in garbled Shroomish, but he can at least communicate what it all means. (Siege weapon research progress: 1/3) (Siege ammunition progress: 4/5)
>Digging holes
The giants begin digging pits to break formations and divert the flow of traffic in key locations along the roads. (Progress: 1/2)
>Stable and pen expansion
The giants finally finish expansion on the stables and pens! (Improved Stable in Anor Londo upgraded to Stone Stable (can house 40), Dire Bear Pen improved to Stone Dire Bear Pen (Can house 10)

>EVENTS:
-Wetha is here, and the cease-fire is over. Expect attacks.
-You've accepted the quest from Deathcap. He'll help you until you find Chanterelle, but make sure you actually look every now and then.
>>
It's starting to get late so I'm gonna call it a night. I'll probably be back later tomorrow evening. In the meantime, think of some good actions and think about how to prepare for war. What kind of new siege weapons do you want to see? You have access to gunpowder now. Any clever traps?
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>>293657
>Siege weapons and ammunition research
>look for Chanterelle
>work on Anor Londo castle (3/6)
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>>293666
Well... we would like to see the musket and... the howitzer (napoleonic era cannon, kind of weak and with small cannonballs but with high arc of fire and long range, pic related)
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>>293708
We can now upgrade our slingers to grenadier class
>>
>catapults that launch grenades(gunpowder barrelles with fuses)-similar ammo for slingers( if we can be sure it dosent mess up and blow up in the city)

>plant shroom city by nomans wharf-preferably with mostly stealth shroomies if we can choose

>send human espianoge unit to wolfsmeade to look for shroomie girl and see what kinda military they got building up

>Explore the lakes, and coast,
Make sure there aren't sirens or mermaids out there, what kind of fish(preferably large & or violent fish like sharks/ barracuda / piranha
>introduce them to the river that feeds enemy Capitol before we dam it up

Or make shark riding giant because why not

Use our spy shroomies as scouts along the roads

Continue on anor londo
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>>293666
Nice satan, and can we possibly have slingers and throwers launch small barrels of power with a fuse? And also set some barrels where there isn't holes and set them off under enemy forces like mines and such
>>
>>293732
>>293902
We should put shards of scrap metal and stone in the barrels to act as shrapnel as well
>>
Also maybe melt down the bronze clubmen and make them a more effective type

Like bronze zweihanders or bronze hammermen
Units with bonus damage rather than just average

We are past the age of clubs, we have better weapons now
>>
>>293666
Make a trap with gunpowder and ignite with a arrow in flames
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>>294084
Maybe not traditional "clubs" persay but more like maces and hammers

I like giants using heritage weapons, there are good reasons, mostly involving scale that explain why giants should prefer large bludgeons over bladed options, we seem to be able to one shot most smaller races regardless of weapon type, which makes sense to me.

Scale is everything, Shaq does not really need a fancy weapon to kill Kevin hart, Kevin hart could have a baseball bat and would still get knocked out.
>>
>>294828
That is an ecellent point anon but soon we may have to start fighting storm giants, and golem armies that may well be resistant to bash type attacks.

This case would be like shaq with a club vs shaq with a shield relatively equal dependent on what individual stats are

And while our heratage is important it won't matter if our people are crushed

>also may want to add some kind of pick axe tech to hammerers
Probably
advantage vs shields &
advantage vs walls
Possibly golems to
>>
>>295194
We could just turn all the heavy bronze clubs men into obsidian maseman and meltdown all the useless clubs.
>Obsidian has higher attack, armor breaking and lava mama might like it?
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>>295194
The war pick.
>>
Back

>>293708
Still got a long ways to go before you can do cannons and muskets, for what you can do with gunpowder right now think China just introduced Europe to gunpowder and they're screwing around with it
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>>295634
Wasn't that pretty much cannons that are good against walls and shit against infrantry?
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>>295634
We aren't too far from making these are we?
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>>295667

Yeah, the explosive barrels and the basic gunpowder traps would work as well. Gotta be careful though or your giants will get hurt using them.
>>
>>295634
Then we must create fireworks and signal flares

>>295233
+1 heck yeah pick yeah. Obsidian, too? Yeah boi
>>
Now that the ceasefire is over, we should continue to lay traps and increase border defense.

For an action
Setup gunpowder traps as anon proposed: with barrels hidden in the forest, triggered by flaming arrow. The barrels could be setup to divert forces into the pitfall traps we've already setup. Use stealth shroomies and archers to guard the border, spring the traps and report when armies are seen moving.

>>293682
+1 to all dis
>>
>>295998
Double checked the paste bin and we should use fire acolytes and slingers once they get fire-shot

Also I vote for finishing metallurgy research too were (2/3) on it
>>
>>296018
I am pretty sure we finished it last turn.
>>
>train 2 more clerics & 4 more acolytes
>plant shroomie village at nomans wharf
>make traps and grenade barrels
>ask pegisus guy if he's heard of the shroomie girl, mention she's kidnapped(offer reward?)
>make warpicks out of clubmen

Anything else?
>>
>>296066
I don't know if we have warpicks researched, should probably finish siege weapons and ammunition research first.
>>
>>296027
Oh you're right I was looking at the bin not the thread

>>296066
+1

>>296080
Ammunition yeah but we're playing defense now too so idk when we'll be siegeing again
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>>296090
We could get some better ammunition for our ballistas though. And right now we probably need more ranged weapons than meele if we are on the defense.
>>
>>296080

Yeah they're easy enough to make. You don't have enough obsidian tho ;_;

>>296090
Oops, I'll fix it when I update
>>
>>296103
We have red steel though, which I would think would make for crazy picks, I would think it could stand up to at least Mithril.
>>
2nd of Wetha, Year 3
5 turns until Hotha
Cewri Empire Stats: (See http://pastebin.com/UgtRDe9f)
---
>(Free Action) Looking for Chanterelle
Deathcap and a few black spores head to Wolfsmeade hiding in boxes in supply wagons driven by the human agents. They wait until the dead of night to make their move, scouring the city for any trace of Chanterelle. Upon their return they report that Chanterelle is not in the city, but she was seen captive with a group of shady humans who passed through recently. "Shroomie hunters! I knew! Pay soon, that I promise." Deathcap looks upset, but at least he knows she is probably alive. "Point me Brylon, I make death to them." he says in frustration. "Oh, find troops, I find many flappy horse, bad stone men. Rock shooties and big arrow too. Few zappy zap bad guy but no big zap. No big bad." An agent went to Guilford as well, but he hasn't seen many shroomies passing by lately. It's likely she and her kidnappers haven't come to Estgaard yet. He'll keep an eye out though.
>Free Action: Retrofitting the clubsmen
The clubsmen's clubs are recycled into four hammers, four halberds, and five warpicks. In addition, they make 2 warpicks out of red steel and give them to two lucky giant, who are trained in the art of using them. On top of that, you train a steel bear rider, 2 crossbowmen, 2 steel halberdiers, and 1 steel hammerman. (-14 iron ore, -14 coal, -2 scarletite, -12 mithril, -4 wood) (+2 red steel warpicksmen, +1 steel dire bear rider, +4 bronze hammermen, +4 bronze halberdiers, +5 bronze warpicksmen, +2 steel halberdiers, +1 steel hammerman)
>Gunpowder traps
The giants pour gunpowder into the newly dug pit traps. Now all they need is a well-aimed fire arrow and lots of humans will go up in smoke. (Gunpowder traps complete)
>Finishing siege ammunition research
The giants (and shroomie) roll out a variety of siege ammunition designs, including flaming pitch shot, grapeshot made of little iron balls, iron shot for slingers, and gunpowder barrels (25% chance of damaging friendly troops/catapult).
>Mushroom planting in No-Man's Wharf
The mushrooms grow well in the tropical environment, and will be fully grown before long. (Progress: 1/2)
>The blessing of Lava Mama
In exchange for favor, 2 more clerics of Lava Mama and 4 more acolytes are trained.

>EVENTS:
-The Koggarach giants and the centaurs have come to play some swatrock! And what's this? The shroomies too? They may be smaller than giants but don't underestimate these little guys. Everyone puts up 10 stone, will you join them? Chances of victory are lower but you'll get 4x the normal reward if you win.
-The centaurs announce that the centaur enclave is finished! 15 centaurs move in.
-The black spores report troops being rallied in both Wolfsmeade and Palmyr. No movement yet but be ready.
>>
>>296367
We might as well try making a human disguised as merchant envoy to Palmyr.
Making more crossbowmen would be good too, as we have low amount of ranged troops.
>>
>>293657

Did we ever look into what the runes on the centaur axe did since we became friends with them? If not I think we should look into that.

-Research siege weapons/ammunition (I'm hoping to possibly get some explosive ballista ammo out of this. Would that be an option or would that require further research?)

-Finish those holes

-Look into uses of the dragon's blood

-Continue Anor Londo castle construction

Train 2 acolytes of fire and 5 clerics of fire
>>
>>296389
too late XD
>>
> make gunpowder safer

All this stone could go a long way to finishing the castle accept

> traps on northern road between ash lake and new londo
More centaur shite

>+1 to runeic magic

>tell the pegasus guy we are looking for a shroomie girl and that we would pay
(2-4 silver bars for her alive? Not sure what slaves go for here)

Dragon head helmet for Havel, or stronks champion

+1 to blood studies
>>
>>296367

accept the offer

Would it be possible to set up a mead trade route with our various allies if we had a brewery setup to make mead per turn to get a stead silver coin coming in?

-Look into uses of the dragon blood

-Anor Londo castle construction

-mushroom planting in No-Man's wharf

-Reinforce our mounted ballista to make them stronger and more resilient
>>
Rolled 75, 43, 87, 23, 7, 54, 92, 22, 47, 37, 69, 50, 54, 77, 76, 26 = 839 (16d100)

>>296415

Play rock! Rules are the same but there's four teams now so 16d100. Here's the roll order:

Your teams:
>The Anor Londo Boulders
>The New Londo Direbears
>The Ash Lake Welsten-Wasters
>The No-Man's Wharf Boulder-Bashing-Buddies (BBB)

Koggarach's teams:
>The Koggarach Worgs
>The North Gargan Avalanches
>The South Gargan Mad Yaks
>The Welsten Valley Clobberers

Centaurs' teams:
>The Khanbarach Khans
>The Khor Nomads
>The Suterak Ironbloods
>The Kholoron Swifthoofs

Portobello Republic teams
>The Portobello Poison Shrooms
>The Quil'squeg Black Spores
>The Bolete Bruisers
>The Tir Madarch Monks
>>
>>296436
+1
>>
>>296438

Defeated again by those damn Mad Yaks! 40 stone goes to Koggarach and the Sir Gough's Trophy goes to the Mad Yaks. Better luck next season! (But seriously those shroomies have quite the arms on 'em..)
>>
>>296451

And just to clarify, you only lost 10 stone
>>
>>296389
+1 to this guy
>>
>>296415
Also +1 to shroomie by nomans wharf

Conjoined effeot by us and shroomies to connect their southern 2 cities to the main road
>>
>>296438
Also vote to change name of welsten wasters.

Acknowledgment of new londo having been welsten should be brought to a stop since its been a good while since humans lost that base and we got mor cities now

>sens Slayers
>>
>>296599

What to?
>>
>>296599
>sens Slayers

>Sen's Fortress-Co. (SF) Giants
>>
>>296599
>>296615

Oh, whoops, didn't see the last line
>>
>>296623
Kek I'll take it because it's clever but go Yanks
>>
>>296623
I'll change to this
Great name anon
>>
>>296623

10/10 done
>>
>>296636
>>296659

Thanks anons. BFG Bonds plays for them. (BFG stands for Barry-the-Fucking-Giant)
>>
New hero confirmed
> Barry the fucking giant
Swats poison shroomies inside barrels into enemy formations

Op do we have steroids yet!
>>
>>296695
>>296720
Watching this tripe come from a small village of less than 50 to steroid using baseball playing giants has been a ride to say the least
>>
>>296760
we truly have come a long way since our meager start of 10 tribesmen
>>
>>296367
Also since our ceasefire has ended could we ask our shroomie friends for a few more Black Spore Shrooms and setup a rotating patrol to watch for troop movements along the roads to give us an extra turn or two to prepare for an attack against us?

We should split up our troops fairly evenly among our outer cities to be ready if any of them are attacked
>>
>>296833
Second this as well, can we possibly train our own black shrooms or are they bred?
>>
3rd of Wetha, Year 4
3 turns until Hotha
Cewri Empire Stats: (See http://pastebin.com/UgtRDe9f)
---
>(Free Action) Reinforcements from the Portobello Republic
At your request, the Portobello Republic sends an additional 10 black spore shrooms, who diligently begin watching the road. Nothing yet, but lots of troops are going in and out of both Palmyr and Wolfsmeade...they gather word that a White Rose Knight is among them as well, but they did not see anything.
>(Free Action) The Dragon's Blood
According to Wor, dragon's blood, when mixed with ether crystals, creates a powerful healing elixir that can heal a wounded unit in battle. Now the question is, where do you get the ether crystals...
>(Free Action) Runelore 101
The centaurs explain that the symbol on the axe is Uruz, rune of strength, and the symbols on the totems of defense are Algiz runes. Unfortunately, none of the centaurs have anything beyond a basic knowledge of runelore, but they have scrolls of runic magic scattered about that teach a few runes each. But remember that runic magic is unique to the centaurs and can't be learned by other races.
>Continuing the castle's construction
The castle is getting higher and higher every day, and soon it will be complete. (Progress: 4/6)
>Making a dragonbone helm
While some wanted to keep the dragon's head as a sort of trophy, Strengar has other ideas, and decides to craft the rotting thing into a decent helmet. As Balgmar is already wearing the Mask of the Father, he gives the helmet to Havel instead. (Dragonbone helm obtained, +2 defense to Havel)
>Gunpowder research
After a giant nearly blew his head off with the new gunpowder, Agaricus decides to improve safety with gunpowder at the siege workshop. He immediately thinks hauling around big barrels full of the stuff will get a giant or two killed, so he begins working on how to incorporate it into a shell with a bit of paper to cause a delayed explosion. Still, there are a lot of flaws in the design that need to be worked out before this can be used on the front lines. No taking chances on this stuff. (Progress: 1/3)
>Finishing the mushroom growth
A shroomietown has grown at No-Man's Wharf! 20 shroomies happily move in, they seem to like the warmer weather.

>EVENTS:
- The wandering giant traders are in town! They have the following deals this time around.
>20 stone for 20 wood
>A Hint Shop Coupon (good for one good hint) for 25 iron
>A Scroll of Runic Magic for 1500 silver coins
-Gough finds an unmarked letter under his door. He opens it to find the following written on it: "Hey, I hear you have some nice stuff. Come down to Brigand's Rest and ask for Jeremy Fingers. We'll buy anything you got to sell, no questions asked."
>>
Also I THINK I have the pastebin all updated now, if there are any discrepancies please let me know.
>>
>>297234
>Continuing the castle's construction
>Gunpowder research
>Explosives research
>military training
>>
>>297234
Let's buy the coupon
Continue castle construction
Continue gunpowder research
Maybe let's send a spy to the capital and Wolfsmeade?
Maybe let's try to get in contact with Palmyr?
And let's build crossbowmen
>>
>continue gunpowder reaserch
>buy the coupon
>send out human spy's to get more info on troop mo enemy's and battle plans
Keep looking for princess peach of the mushroom kingdom

>trap holes On northern road

Buy 20 stone for 20 wood
Keep working on anor londo

I don't know if anyone here ever played dynasty warriors 4
But on one of the levels was this machine that fired like 10 arrows at a time in a row and could be operated by 2 people that only had to reload and wind it up

If anyone remembers the name could oy show a picture I couldent find one

Would that be something we might want for our defenses
>>
File: Hwacha-Shinkigeon_Style.jpg (2.42 MB, 2896x1944)
2.42 MB
2.42 MB JPG
>>297355
>>
>>297395
Yeah something similar to that

If we can get a few more anons to give a thumbs up it might be a good defensive option against large enemy formations
>>
>upgrade hammer men into Warpickmen?
>>
>>297234
Buy A Scroll of Runic Magic for 1500 silver coins I know we don't have 1500 silver coins but we do have silver bars so give him so of these.
>>
>>297234
Oh and make 20 barrels of mead for Totem of Animal Friendship.
>>
>>297497
+1
>>
>>297497
Maybe let's just make a brewery that brews it every round?
>>
>>297489

If you've noticed the warpick is slightly weaker than the warhammer normally but gets a higher bonus against armored troops. So if you want to specialize I'd recommend warpicks but for general purpose I'd go hammers personally.

>>297491
Might wanna talk to Jimmy Fingers in Brigand's Rest.
>>
>297548
Oh my bad I read the redsteel as just iron and thought it did higher base damage to

It there any advantage in slinger over crossbow? From what I'm seeing crossbows do 2 more base attack and get bonus vs air.

Thx for the info I almost messed up royal

>talk to fingers if we have any extra action spots this turn
>>
>>297548
Okay then let's go talk to Jimmy Fingers in Brigand's Rest.
>>
>>296853

Also to answer your question it's both. Black Spores usually come from a long bloodline of other black spores, who then undergo rigorous training in the arts of the Black Spore. However the knowledge of how they are trained is a well-kept secret of the Black Spores. To tell anyone who isn't a Black Spore its secrets would completely undermine the whole style. For that reason Deathcap (no longer captain but still a Black Spore) won't teach the humans how to stealth, nor will the other Black Spores.
>>
(pre-update stuff)
>(Free Action) Jimmy Fingers and the Black Market
Sigmar and some other giants venture down to Brigand's Rest, enter the Howling Wench, and ask for Jimmy Fingers. They are led outside and through some winding alleyways to a strange entryway. The guard, a giant, blocks the way with his crescent-shaped axe. He raises his lance only to meet a strange, short little man whose glowing eyes are the only indication that there's a face beneath his shadowy hood. "Ah, you must be the envoys of the Cewri. Welcome, welcome. Let them in." The giants are then led into a sprawling indoor marketplace. "Welcome, my friends, to the black market, where everything ends up at some point or other..heh heh...anyway, I hear from the information guild that your coffers are a little low but you have some....valuables...well I've just the solution. I'll pay top dollar for your gems, valuable metals, salt, what have you. What do you say? Have I piqued your curiosity?"

You should decide what you want to sell, if anything, and you can sell it as a free action.
>>
>>297667
Let's sell all halfling-sized suits of leather armor, all the salt, 10 emeralds?
>>
>>297674

"This is what I like to see. Hmm...I will pay 20 silver coins for each salt, 50 silver coins each for your lovely green emeralds, and...er...I guess 5 silver for those smelly little suits you're carrying...let's see now...I suppose that would add up to...er...Gordo, how much?" The giant leans over and plays with his abacus a bit. "1460 silver, boss." he booms. "Ah, most excellent. Here is your silver, don't spend it all in one place!" Gordo hands you a sack of silver, which the giants try to keep as well-hidden as possible as they escape the town of thieves.
>>
You now have enough to buy the scroll of runic magic. I assume you want to buy it?
>>
>>297737
Let's buy it
>>
4th of Wetha, Year 4
2 turns until Hotha
Cewri Empire Stats: (See http://pastebin.com/UgtRDe9f)
---
>(Free Action) Thanks for the business!
The traders walk away pleased once more, giving you a scroll of runic magic, 25 stone and a hint shop coupon (good for one good hint) for 1500 silver coins, 25 wood and 25 iron respectively. They then depart until next season.
>(Free Action) The runic scroll
You open the scroll and it has four runes described: Hagalaz, Uruz, Eihwaz and Isa. You'll have to talk to a centaur to learn more about these. There are 24 runes to learn, which means there are 5 more scrolls hidden around.
>(Free Action) Another wave of troops
One red steel halberdier, one mithril defender, two steel halberdiers, two steel zweihanders and four crossbowmen roll off the line. (-5 scarletite, -10 iron, -10 coal, -15 mithril, -4 wood, +1 red steel halberdier, +1 mithril defender, +2 steel halberdiers, +2 steel zweihanders, +4 crossbowmen)
>A castle nearly complete
The castle is getting higher and higher by the day, and is nearing completion. The humans will shit their pants when they see this thing. (Progress: 5/6)
>Not blowing up the workshop
The giants continue their research on better explosives. Agaricus mostly sticks to the designs, shroomies do not like flames. (Progress: 2/3)
>Spying on the cities
Bad news, the army from Palmyr has headed out. 10 stone golems, 5 catapults, 3 ballistas, 3 phalanxes of 50 iron spearmen, 3 phalanxes of 50 steel swordsmen, and 20 pegasus knights. Doesn't look like they have any heroes with them, though. Now would be a bad time to send envoys anywhere. They're headed to the southeast, which means...Ash Lake.
>Making a brewery
Mead, glorious mead. Beer too, beer is good, but mead seems to be more valuable, at least to the centaurs. The giants start building a brewery so they can get a regular flow of the stuff.

>EVENTS:
-Your population is blossoming wildly, which means an increase in food consumption.
-Raid incoming! Destination: Ash Lake!
>>
Okay, going to bed. There's a chance I might not get back until late tomorrow so make sure you plan your war strategy well. I may have to combine turns. Also you have 3 other actions, better complete things you need to complete.
>>
>>297821

Pray to Lava Mama and Stronk Dad for help and guidance in the upcoming battle.

Train one last set of troops (I vote for as many Defenders as we can make and a few crossbowmen) mobilize to Ash Lake to prepare for the defense.

-Cast Group Minor Fire Blessing on Havel, Gough, and Balgmar. (If any of those people already had the blessing add it to Armaaga as well, can't tell in the pastebin)

-Finish Castle

-Finish gunpowder research

-Finish Brewery

As for our actual plan, I say we go for a surprise pincer move. Have two teams hiding out in the forest along the road where the army will theoretically set itself up for the siege.
Each team will be composed of 3 Clerics of Fire, all the Defenders (1/2 in each group), 6 Crossbowmen, 3 Steel Zweihanders, 1 Iron Zweihander, 4 Steel Halberdiers, 10 Iron Halberdiers, 2 Obsidian Macemen, and then Wor in one group and Valdoth in the other.
A third group made of Balgmar, all Redsteel troops, 3 Steel Bear Riders, 10 Steel Hammermen, 3 Iron Hammermen wait in the city.
On the walls of Ash Lake Gough, Armaaga, Elmagh, 10 Slingers and 10 Crossbowmen.
-Turn 1- Have each Shaman cast Group Strength on their respective groups to increase the potency of the surprise. Have Clerics of Fire cast fireballs at the enemy aiming to set off the traps we laid down in the road, focusing more on the siege equipment (implying we trapped were they stop). Have our defenders move in front of the other troops to prevent an immediate counter attack. Also our pincer squads should stay in the forests for now to help prevent any pegasus attacks, but have crossbowmen in the squads shoot any that try to come at them. Have Elmagh cast Eruption on the stone golems, all the while crossbowmen on the wall are firing at the pegasus knights.
-Turn 2- Have each Shaman cast Group Defense on their respective groups. Now melee pincer units and Balgmar's group rush the remaining enemy troops (who I would imagine are in a bit of a panic after all the explosions).

Any troops not here should be spread out in our other cities in case there is more than one attack. Also after typing this I realized I didn't include any shroomies in my battle plan so everyone else must not forget about them :P unfortunately I have to go and I will be unable to be on the thread the next couple of days for the most part so I hope this attack and others go well.

Stay Stronk my friends.
>>
>>297911
Second
>>
God these humans are such dicks, don't they have a war with orcs to be fighting?

Can we ask Koggarach for aid? This human army is passing very close to them and their town, perhaps we can promise them Palmyr afterwards.
>>
>>297929
Palmyr guys were supposed to be chill but we never sent an envoy there.
>>
>>297932
Oh right I forgot not all the humans are directly ruled by that storm giant, still I kind of hope that town gets orc'd.
>>
Oh ye, enemy was ammasing and army in Wolfsmeade too, we should probably prepare for them coming to help
>>
Ask our allies for more reinforcement and promise too split the loot
>>
Nah we don't need to split the loot

>>297911
This guys plan seems pretty good

Don't forget we have shroomies, bring them inside the walls except the warriors. Have the warriors reinforce the side flanks, poison shroomies and black spores circle around the back and trap them in

We trapped that road right? If not try to dig a few fast holes in our kill zone

What size/ material/ stats are we lOoking at with the golems? Normal rock golems or mythril golems, steel golems?

>PRAISE STRONK
>PRAISE LAVA
>GLORY BE TO THE COUPLE
>>
>>2979211
All of this, +1, nice job anon.
>>
>>297911
I would like to add that at the begining of turn 2 our mages set off any other traps that are still below the remaining troops(if there are any) before our forces charge in
>>
Don't forget Havel
Any extra troops we have give to Havel as a backup unit

Send work to giant allies to send troops to the rear flank
>>
and also have our shroomie warriors hide in the farmland to the south

We can trap them from 3 sides

If gavels unit circles around the rear it'd be Compleatly encircled

BUT what if they attack no mans wharf while our armies are away
>>
>prepare the nets!
>>
>multiple giants carrying one absurdly large shield, more like a flat-out fortress wall, even the mightiest blows faltering to an iron defense
>other units can take cover behind and unleash hell by, for example, slinging over the shield or through small holes
literally a walking castle wall, are there any obvious problems with this that I'm not seeing?
>>
>>299273
Walking around the side

Lobbing weapons over the wall

Slow, heavy, weak against siege weapons

>may be better as an offensive option to give a forward command safespot in long-term sieges since they can't get around the sides

Building on your idea
>a small wooden/ rock room placed on giant logs able to be rolled to the front line. Place several side by side for a makeshift base

Like the English mulburys during ww2

Use them as places to keep wounded, prisoners, plan attacks, and resting spot for workout forces
>>
>>297911
+1 and have the shrooms form their own squad to come in third for the real killing blow and thus causing the greatest confusion because they will be prepared for an offense not defense
Maybe even get the shroomies to attack first then have the side flanks come in? But all an all I feel anons plan is pretty steady
>>
>>298360
Our other villages being attacked is why I suggested to leave the troops I didn't mention in the other cities. Also Havel should stay in the village to the south of Ash Lake(New Londo?), don't have the map right now so I can't remember what is what, able to come to our aid if need be but also able to reach other cities in a reasonable time
>>
>>297911
+1

>>300009
+1 to this +1 shroomie backup ftw
>>
Back, let's get this shit rollin
>>
>>300311
Oh shit
>Stay Stronk and we will prevail
>I love you all
>>
God speed you magnificent con/qst/ador
>>
4th of Wetha, Year 4
2 turns until Hotha
Cewri Empire Stats: (See http://pastebin.com/UgtRDe9f)
---
>(Free Action) Another wave of troops
Three mithril defenders and four crossbowmen are trained and quickly moved to Ash Lake in preparation for the siege. (-15 mithril, -4 wood, +3 mithril defenders, +4 crossbowmen)
>Finishing the castle
The giants are finally finished with Anor Londo's mighty castle! The castle walls provide a huge boost to defense, and its legendary craftsmenship is a true testament to the strength of the giants. (New building in Anor Londo: Castle (+3 to town defense))
>Finishing the explosives research
Agaricus rolls out his final design on the new carriage containers, which proves to be a huge success! These new "bombs" as they are called are quite the amazing weapon. They can deal large amounts of damage but the giants will still get hurt if used in close range combat. In addition, accidents may happen. All the giants need to construct them is gunpowder.
>The new brewery
The new brewery at Anor Londo is now operational! The giants celebrate with a glass of the good stuff.
>Praying to Lava Mama and Stronk Dad
Lava Mama and Stronk Dad answer your prayers, and the walls are strengthened by the might of the Couple. (Blessing gained: Stronk Shield! +2 to town defense)

>EVENTS: Raid! The enemy is sighted, and the troops get into position.

This is how the troops are laid out as present:

Flanking Team A:
Wor (commanding officer)
3 clerics of fire
5 mithril defenders
2 bronze defenders
6 crossbowmen
3 steel zweihander
1 iron zweihander
3 steel halberdiers
10 iron halberdiers
2 obsidian macemen
Total: 36

Flanking Team B:
Valdoth (commanding officer)
3 clerics of fire
4 mithril defenders
3 bronze defenders
6 crossbowmen
2 steel zweihanders
1 iron zweihander
4 steel halberdiers
10 iron halberdiers
2 obsidian macemen
Total: 35

Base Team C:
Balgmar (commanding officer)
1 red steel halberdier
2 red steel warpicksmen
3 steel bear riders
10 steel hammermen
3 iron hammermen
Total: 20

Wall Team:
Gough (commanding officer)
Armaaga
Elmagh
10 slingers
10 crossbowmen
Total: 23

Shroomie Team:
Deathcap (commanding officer)
15 shroomie monks
10 poison shroom warriors
15 black spore shrooms
Total: 40

Reserve:
5 bronze halberdiers
4 iron halberdiers
4 bronze hammermen
1 obsidian maceman
5 bronze warpicksmen
6 slingers
1 javelin thrower
16 crossbowmen
4 clerics of fire
13 acolytes of fire
Catapult
Battering ram
Bronze human spearman
Human archer
Bronze human spearman (pegasus rider)
4 Koggarach bronze light clubsmen
4 Koggarach iron halberdiers
8 Koggarach javelin throwers
Total: 80
>>
>>300616

Forgot, Havel is commanding officer of the Reserve unit
>>
Is it possible to place bounties on the members of white rose(not the 2 cool ones) in brigands rest? And other high ranking personel?

Looks like a fine setup op may stronk lead us to victory!
>>
>>300616
Maybe we should move the catapult to Ash lake along with all of the auxiliary troops from our allies?
>>
>>300684
The aux troops are stationed In the center of our empire so they can be moved anywhere at a moments notice, wether they are needed at ash lake or a different city is still unknown

And the catapult is mounted on the city wall I think. Just kinda added defense for the (main target?) of the enemies attack
>>
>>300616
Should we have some troops in other cities? Is it possible for the to run and attack another city?

Are the shroomies a better fighting force if they are together?
>>
>>300616
We should have more clerica and acolytes in it. Maybe more ranged Defensemen as well
>>
>>300694

Also is fatigue a factor? We haven't had any long term conflicts yet


>don't forget the enemy was also building up in wolfsmeade, this attack could just be a diversion( there are no heroes ) so if anything we may have to much up there .

Havel may be strong defender but everyone has a limit. And against heroes he'll need as much help as he can get

Maybe ask shroomies to send a small defensive force to nomans wharf just to defend until Havel gets there
If needed
>>
>>300616
Have you everybody cast the Fear spell and see if they will run away
>>
>Turn 1

(Reinforcements from Koggarach in 2 turns)

It appears the traps laid out have worked, as there weren't as many troops as before. Still, the enemy presses on. Three phalanxes of 42, 50 and 44 spearmen respectively, three phalanxes of 40, 42 and 50 each, 20 pegasus knights, 10 stone golems, 5 catapults and 3 ballistas advance towards Ash Lake...

...but the clerics use their explosion spells to trigger the gunpowder traps in the pits! Heavy damage to the army was dealt, and 19 swordsmen, 32 spearmen, 1 golem, 1 ballista and 2 catapults were destroyed. The defenders move into place to prevent a counterattack, placing their shields up in a wall formation. The stone golems' eyes light up and they go to the sides towards Team A and Team B, programmed to track down and kill the nearest threat. The golems' pounding is able to overpower two bronze defenders from Team A, who are pummeled to death by the golems' giant stone fists. However, Elmagh is able to trap two with an eruption spell, rendering them inoperable. A catapult is caught in the eruption and goes up in smoke. The surviving catapults fire their opening barrage on Ash Lake's walls, severely damaging them. The ballistas take aim at the giants' ballistas on the wall, and the wall ballistas sustain heavy damage from the bombardment. The wall ballistas fire back, damaging a catapult and destroying a ballista, leaving one ballista left. The pegasus riders charge next, and although five of them are killed by a combination of crossbow fire and net entanglement they are still able to get over the walls and kill one crossbowman. A black blur is seen from the back of one of the pegasus riders, and a second later a dagger is stabbed through an opening in Gough's armor, and he falls to the floor, wounded. The perpetrator, a human in black, blows a kiss and like a blur is gone. Deathcap says something in Shroomish to his squad and he and 5 of the black spores break from the ranks and stealthily advance back towards Ash Lake to counter this threat. The rest of the enemy army advances forward while Balgmar's forces and the wall team are locked in battle against the pegasus riders.

[BOSS SPOTTED: MALLORY THE BLACK, KNIGHT OF THE WHITE ROSE]

MALLORY HP: 100%

ENEMY CATAPULT 1 HP: 52%
ENEMY CATAPULT 2 HP: 0%
ENEMY CATAPULT 3 HP: 31%
ENEMY CATAPULT 4 HP: 0%
ENEMY CATAPULT 5 HP: 0%
ENEMY BALLISTA 1 HP: 0%
ENEMY BALLISTA 2 HP: 72%
ENEMY BALLISTA 3 HP: 0%

GIANTS' WALL BALLISTA 1 HP: 62%
GIANTS' WALL BALLISTA 2 HP: 54%
GIANTS' WALL BALLISTA 3 HP: 100%
GIANTS' WALL BALLISTA 4 HP: 100%

(Giants' military strength: 152, Gough wounded, 2 bronze defenders and 1 crossbowman killed)
(Army of Brylon military strength: 247, 5 pegasus riders, 3 golems, 19 swordsmen, 32 spearmen, 3 catapults, 2 ballistas killed)
>>
>>300759
Oh shit niga

Have Wor cast minor battlefield healing spell on Gough

Have Valdosta cast a spell of Fearon our enemies.
>>
>>300759
Finish off the artillery and golems with our ballistas and throwers.
Reform the lines and send out our obsidian mace men with Halbert support against the Golems While our crossbow pepper down all the of riders and any ranged unit.

All of our lighter units should be looking for weak points to exploit, big blobs to throw bombs at and put a massive bounty for the head of that Harlot Malloy.

Have our best defenders take Gough back to Ash lake to heal, maybe some shroom escorts.
>>
>>300766
Wait, just heal Gough like this Anon said.
>>
>>300759

Also, Ash Lake town defense has dropped to 4.

>Turn 2

>Siege weapons
Your ballistas and the enemy catapults and ballistas are currently reloading.
>Valdoth
Valdoth waves his arms in the air and summons a feeling of primal fear in many of the army members, causing 14 swordsmen and 15 spearmen to flee. The golems seem to be immune, as they are incapable of showing emotion.
>Mallory
Mallory jumps like a pouncing tiger from her hiding spot and glances Balgmar's neck with her dagger, and then coughs as a smokebomb goes off underneath his feet. While Balgmar survives the blow, he feels his muscles start to tighten up as the paralytic poison sneaks into his veins. (2 turns until Balgmar is wounded)
>Deathcap
As Mallory escapes the cloud of smoke and leaps back onto the wall, she is met by Deathcap. Deathcap easily matches her speed and is able to land a solid blow with his dagger. "CHANTERELLE! WHERE!" he shouts. As long as Deathcap has her attention, she won't be able to shank anyone else.
>Wor
Wor summons the spirits of life and restores Gough's wounds, allowing him to fight once more
>Wall team
The wall team fires and throws nets at the pegasi, managing to down 6 this time around. However, two slingers are wounded by the charges of pegasus knights. Gough fires back and kills another one, and Elmagh lights one aflame for a total of 8 pegasus knight deaths. Not many more left.
>Enemy infantry
Following the golems' lead, the enemy infantry reforms its ranks and splits into three units to attack the flanking units. The clerics manage to reignite an unignited gunpowder trap, killing three spearmen and two swordsmen in addition to taking an arm off one of the golems, but the infantry is still able to close the ground on the groups. One of the golems gets behind the shield line of Team A through the hole left by the two fallen bronze defenders and is able to wound a mithril defender from behind, but the macemen are able to cripple it by taking out its legs. The shield line of Team B holds strong, however, although there are several golems and a wave of troops incoming.
>Balgmar's Team
Balgmar's team, seeing the army split, decides to move forward and strike the iron while it is hot. The gates open briefly and Balgmar and company charge out of them. The bear riders take point, killing 6 swordsmen. They need to stay away from spearmen, however! Balgmar leaps into the air and, using his signature technique, jumps into the middle of the formation, flattens two spearmen, and does a spinning attack slicing 7 more spearmen to pieces. This is complimented by a charge from the hammermen, who pound through the spearmens' heavy armor and kill 9 in the front line. The halberdier also kills a spearman, and Balgmar is able to pull himself out of the middle of the formation with their help. 19 spearmen in total were killed in the ensuing chaos.

(cont'd)
>>
>The shroomie team
The shroomies are the ones to move next, with the armored monks taking point while the poison shrooms stay behind. As the monks engage the enemies, the poison shrooms shake their heads violently and eject toxic spores into the air, paralyzing many soldiers and making them easy kills as the poison shrooms slam their axes into their prey. 3 swordsmen and 4 spearmen are killed by this tactic. The monks also kill 3 spearmen who nearly have the skeletons punched out of their bodies when the shroomies' fists of iron made impact with them. One of the black spore shroomies manages to strike the weak point of a catapult, and it tumbles to the ground like a stack of bricks. The others pick their targets and get into position.

ENEMY CATAPULT 1 HP: 0%
ENEMY CATAPULT 3 HP: 31%
ENEMY BALLISTA 2 HP: 72%

GIANTS' WALL BALLISTA 1 HP: 62%
GIANTS' WALL BALLISTA 2 HP: 54%
GIANTS' WALL BALLISTA 3 HP: 100%
GIANTS' WALL BALLISTA 4 HP: 100%

(Giants' military strength: 151, 2 slingers wounded, 2 bronze defenders and 1 crossbowman killed)
(Army of Brylon military strength: 207)
>>
>>300912
Really foucs down in the enemy artillery with the mushroom and giant troops. Our wall mounted ballista should aim for the golems and riders.

The base team should stay on the offensive, using the hammers and war picks against the golems while the flanking forces focuses on the infantry and advancing the line.
>>
>>300912
Too put it in a better way now that my laptop is back.
Team C:Keep pushing forward to further split the forces to divide and conquer the humans. Sending the bear riders to finish off the remaining catapult and ballista.
Team A and B:Reform and start push forward to get the main forces in range of the wall slingers.

The mushroom folk and Deathcap should keep trying to find/kill Mallory but if she's gone help the C team split the main army.
>>
>Turn 3

>Siege weapons
The enemy catapult manages to fire off one more shot which firmly hits the walls before the catapult is taken out by a ballista shot from the Ash Lake walls. The enemy ballista fires next, destroying one of the ballistas on the wall. The other three wall-mounted ballistas aim for the golems. One shot misses, another takes a chunk out of a golem but doesn't kill it, and another hits a leg joint of a golem, causing it to fall to the ground and crumble to pieces.
>Team A
Although the ballista managed to destroy one golem, two more came charging towards the defenders, overwhelming them and pushing them back as wall hit wall so that the enemy infantry could break through. One mithril defender, one bronze defender and one crossbowman was injured in the charge, and one iron zweihander was killed. However, the macemen were able to down another golem, and the steel zweihanders picked off 3 spearmen. The crossbows in Team A were forced to take their aim off the pegasus riders and turn to the problem at hand, so they began firing on the troops flooding in, killing 2 swordsmen. The defenders tried reforming the shieldwall but it was just too broken up. They may be in danger if they stay for much longer.
>Team B
Team B has three golems to deal with, who use similar tactics to break the shieldwalls of the giants. One bronze defender is crushed to death underneath the golems' feet and another is wounded in the charge. The zweihanders charge, killing 4 spearmen and 2 swordsmen in the group, and Valdoth charges and kills another two, but those golems are tough and proving to be very difficult targets
>Team C
Balgmar is starting to feel the venom course through his veins as his muscles continue to tighten up and his breathing gets heavy. He won't last much longer like this, but he keeps pressing forward anyway, killing three spearmen and driving the line further back. The bear riders charge as well, but one is knocked off his bear and wounded by a spearman. The other two manage to kill three spearmen and one swordsman, and the hammermen join in and kill 6 spearmen. Meanwhile, the warpickmen rush to Teams A and B to deal with the golems.
>On the walls
The pegasus knights move away and target the ballistas this time, managing to light and throw a torch at one, setting it ablaze. The one who did this was shot shortly after but he did some serious damage. Gough kills another two and the rest nail three, but not before the remaining one manages to push a crossbowman off the wall and to his death.
>Mallory and Deathcap
Mallory manages to kick aside Deathcap and make motions as if she was casting a spell before disappearing once more. She's on the move again, which means one of your heroes may be in danger. Deathcap looks around frantically but even his eyes cannot pierce her magic.
>>
>>301024

>Shroomie Squad
The black spores jump into action, easily landing sneak attacks on four spearmen and killing them. However, one unfortunate black spore is caught and chopped in half by an enemy attack. However, he's...not dead? He is saved by a poison shroom, who gets the sliced shroomie off the field. A monk gets pierced by a spear as well, but he's still alive, even though he's impaled to the ground. Either way, two shroomies lie wounded. Two swordsmen become prey to the shroomies, however. Additionally, a black spore shroomie sabotages the ballista so that it becomes unusable.

MALLORY HP: 75%

ENEMY CATAPULT 3 HP: 0%
ENEMY BALLISTA 2 HP: 0%

GIANTS' WALL BALLISTA 1 HP: 15% (burning!)
GIANTS' WALL BALLISTA 2 HP: 54%
GIANTS' WALL BALLISTA 3 HP: 100%
GIANTS' WALL BALLISTA 4 HP: 100%

(Giants' military strength: 138, 2 slingers,1 mithril defender, 4 bronze defenders, 1 steel bear rider and 1 crossbowman injured. 1 bronze defender, 1 iron zweihander and 2 crossbowman killed)
(Brylon Army military strength: 172)

At least a dozen large sailed ships with the Brylonian flag are sailing towards No-Man's Wharf. They look like military ships and have catapults mounted on them, in addition to carrying many troops.
>>
Whew. Going to bed now, see you guys tomorrow evening. Better work out a plan for that second attack, you've got the land and the air down but can you master the sea?
>>
>>301026
Wellllllllllllll fuck.....

Well for starters, we need to put out that fire and heal Balgmar before the poison gets him.

As for the ships, how long till they land, can our troops make it there in time?

Should we give up No Man's? Evacuate to Sen's where we have a much better defense. on the way out could we trash our wall to make it easier for us to take back?
>>
I suggest having our priests and clerics as well as ballista's fire on the ships as soon as they're in range, possibly using the fire magic of our clerics to buff our ranged units. Gough and Amagga should use their fire buff given to them by Wor, unless we no longer posses that/already used it. Have Wor heal Balgmar, and have the ground units finish off the remaining army, particularly the shrooms, they seem to put in work and survive, meaning less casualties. Oh, and put out the fire on the first ballista, we gonna need it for them ships.
>Praise Lava Mama!
>Stay Stronk, brothers!
>>
>>302096
Shit, ignore all of that. Forget No Man's Wharf was a different city. T.T
>>
>>301092
I agree I think this might be a healthy loss unless we can make enough gun powder barrels to somehow float out to the ships to light them up? Or just right the wjole city to blow but I don't think we can handle two big fights at once
>>
>>301196
let's just do whatever we can to explode the fuckers at no-man's wharf, i say
>>
>>301026
Do we have any Military at No-Man's Wharf?
>>
We shouldn't leave them a city
> send haval and all the acolytes and clerics

> have all civilians or troops in nmw set up explosives

> aim the magic and sink the boats
---------
Give each hero 2 bodyguards and a poison shroom
>aim for her legs! We should capture her if possible. Use the shroomie poison to paralyze her
>>
>Net as many human hostages as possible.

>Get information>ransom them back>profit
>>
>>301196
>gunpowder barrels
We don't even have to have gunpowder in every barrel, they won't know the difference if we fill some up with dirt, as long as some have powder they'll have to act like they all do.
>>
>>301504
I vote for this idea
>>
>>301789
Now that anor londo has a castle it must have a dungeon!

If we capture Mallory we can work on a brainwashing spell and make her a double agent

And having several prisoners to use at any time, also whom we can get information out of would be invaluable!
>>
>>302282
+1
>>
>>301504
the body guard idea is a good one, mallory is a pain.

We should just go ahead and send all reserve troops there, if those boats land 12 ships of troops will slaughter ours
>>
>>301809
+1
>>
Back, fucked up my right arm so updates will be slow unfortunately :(

I'll get them going as fast as I can though.

>>301092

1 turn. The reserve can arrive by then if you wish. They aren't huge ships, think caravels from the Civilization series. The battle is winnable if you play your cards right.

>>301337
1/4th of your reserve.

>>302306
It does, but it can only hold maybe 10 prisoners tops. You may wish to build a prison to house more.
>>
>>304134
>>304134
My body is ready
>>
>304134
>cast stronk strength on Op

Call shroomies for reinforcements

Caravels in civ are pretty tiny and could only carry scouts if I recall, so guessing like 20-30 men tops

I vote to send our forces to nmw.
>have clerics focus on stopping catapult rocks in the air
Acolytes focus on nearest boats/set fire to them/ blow the hulls

Any distance units wait on the walls for the armies to hit the beach& fire upon them
Defenders protect the troops & hide in the forest waiting for beachfall

1/2 troops inside the walls
1/2 outside hiding in forest

Shroomie reinforcements go inside
>>
>>304314
Per boat

Send in all reinforcements available
>>
>>304318
>>304314
Maybe we send out our giant canooe filled with explosives
>>
>>304134
Alright so full reserve to No Man's, try to mage down as many ships as possible.
>>
>>304330
Canooes*
>>
>Turn 4

(Reserve squad headed to No-Man's Wharf, arrival in 1 turn)
(Koggarach reinforcements diverted to No-Man's Wharf, arrival in two turns)
>Siege weapons
The fire on your ballista is put out but it is too damged to be used any further. The rest are currently reloading.
>Balgmar
Balgmar passes out as the poison consumes him, however Wor heals him shortly after, bringing him back to fighting strength.
>Mallory and Deathcap
Mallory, already halfway down the field, appears behind Elmagh and easily incapacitates her, but Deathcap appears shortly after and, with the ad of another black spore, manages to bring down Mallory with a well-timed slice to a knee tendon. She hits the ground, wounded. Elmagh is also wounded, although you no longer have to deal with Mallory's assassination attempts.
>Team A
Team A,reinforced by a red steel warpicksman, manage to take down one of the golems harassing them, although the remaining iron golem kills two iron halberdiers in a deadly charge. The other troops clash with the enemy troops, and 5 swordsmen and 3 spearmen are killed, but at the cost of one crossbowman and one mithril defender being wounded.
>Team B
Similarly, the warpicksman was able to easily pick apart the heavily armed golem, although two remain. Valdoth continues charging around, killing 1 spearman and 3 swordsmen, but he is knocked off his bear by an enemy spear and wounded. The rest of the unit slays 4 swordsmen, taking only one loss - a wounded bronze defender.
>Team C
Team C continues to close the gap, as Balgmar kills two spearmen and a swordsman soon after getting back up. The rest of the unit kills 5 swordsmen and 5 spearmen, but a bear rider and an iron hammerman are wounded. They continue to press the groups into a disorganized blob where they may easily be trapped into a pincer attack.
>On the walls
The last of the pegasus riders is taken down, and the crossbowmen and Gough begin to focus on the army below the walls. Five spearmen and five swordsmen are shot and killed in the volley.
>Clerics
The clerics' explosion spells are charged up and they unleash them on the attacking army, killing 4 spearmen and 6 swordsmen.
>Shroomies
The black spores take a turn to get into good hiding positions while the poison shrooms and monks press forward, killing 2 spearmen and a swordsman. Two monks and a poison shroom are wounded, however.

MALLORY HP: 1% (captured!)

GIANTS' WALL BALLISTA 1 HP: 0%
GIANTS' WALL BALLISTA 2 HP: 54%
GIANTS' WALL BALLISTA 3 HP: 100%
GIANTS' WALL BALLISTA 4 HP: 100%

(Giants' military strength: 128, 2 slingers, 2 mithril defenders, 5 bronze defenders, 2 steel bear riders, 1 iron hammerman, Elmagh, Valdoth, 2 poison shroom, 2 shroomie monks, 1 black spore shroom and 2 crossbowmen wounded. 1 bronze defender, 2 iron halberdiers, 1 iron zweihander and 2 crossbowman killed)
(Brylon Army military strength: 117)

Enemy ships at No-Man's Wharf will be in firing range in 1 turn.
>>
we caught us a boss!
Keep a team of shroomies to make sure she dosent escape or get freed
>tie her up

>offer them a chance to surrender?
Now that we have the boss they are leaderless an moral will be rock bottom

Disarm them, identify high ranking personel 9max and send them to anor londo with mallory(also the people who were controlling golems)

Send a messenger to the pegasus general about imprisoned army and offer any of HIS troops that were forcefully made a part of the campeign in exchange for info/ return of deathcaps girl
>>
Then send any fresh troops( ones that barely saw any of the fight) and any heroes that arent poisoned or hurt & all clerics to no mans wharf

Keep the rest behind as a procaution in the event a second northern wave attacks
>have them reset the traps if there is time
>>
>Turn 5

(1 turn until Koggarach reinforcements arrive in No-Man's Wharf)
(Balgmar, Gough, Wor, Armaaga and all clerics sent to No-Man's Wharf, arrival in 2 turns)

ASH LAKE
>Siege weapons
The ballistas fire once more and are able to bring down a golem.
>Team A
One halberdier and one maceman are wounded by the charge of the last remaining golem, but it is brought down soon after. The rest of the forces kill 7 spearmen and 6 swordsmen, but another mithril defender is wounded. Ten spearmen and 9 swordsmen flee the battle.
>Team B
Team B manages to kill 9 swordsmen and 7 spearmen, although a mithril defender is surrounded and killed. Ten spearmen and twelve swordsmen flee the battle.
>Team C
A swordsman manages to wound a steel hammerman, but the rest of the forces manage to kill 6 swordsmen and 8 spearmen. Twenty swordsmen and eighteen spearmen manage to escape, but the rest are caught in the middle of the formation and are captured. Of the 19 swordsmen and one spearmen remaining, only one of them is a high-ranking officer - a swordsman lieutenant. The rest are just rank-and-file troops. None of them bear Estgaard insignia. You find no golem controllers, they probably fled as well or the golems were simply not being controlled by anyone.

(Giants' military strength: 113, 2 slingers, 3 mithril defenders, 5 bronze defenders, 2 steel bear riders, 1 steel hammerman, 1 iron hammerman, Elmagh, Valdoth, 2 poison shroom, 2 shroomie monks, 1 black spore shroom and 2 crossbowmen wounded. 1 bronze defender, 1 mithril defender, 2 iron halberdiers, 1 iron zweihander, 1 obsidian maceman, 1 steel halberdier and 2 crossbowman killed)

NO-MAN'S WHARF
The ships are now in sight! There are seven transport ships and five catapult ships. The catapult ships stay further out to sea while the transport ships advance. Havel and the reserve arrive and gives orders for the acolytes on the ships to fire at the transport ships. The catapult ships, meanwhile, fire their load, and while the clerics are able to divert the path of two rocks, three hit the wall. The acolytes spread out their attacks and hit many ships, amaging them.

TRANSPORT 1 HP: 72%
TRNSPORT 2 HP: 88%
TRANSPORT 3 HP: 52%
TRANSPORT 4 HP: 100%
TRANSPORT 5 HP: 71%
TRANSPORT 6 HP: 90%
TRANSPORT 7 HP: 56%
CATAPULT SHIPS ALL AT FULL HEALTH
Transports 1, 2, 3 and 4 will land in one turn, Transports 5, 6 and 7 will land in two turns.
>>
Alright it's getting late and my arm is killing me, pretty sure it's sprained. Can you stop the ships from reaching land? And what do you want to do with the soldiers you've captured at Ash Lake?
>>
Also I'll be back tomorrow, probably around the same time that I was on today.
>>
Also we've hit autosage so new thread tomorrow
>>
>>305053
Focus fire in 5,6 and 7
>>
>>305053
Havel should give the order to fire down on the first, second and third transport ships. If they can not sink the ship, at least get some nice kill shots.

The land forces start putting up some D-day style anti-landing craft defenses on the beaches, get some black power barrels ready to roll down into the 4th transport ship once it lands.
>>
>>305053
Focus down 1, 3, 7, (and 5 if we can take out a fourth) since those have the lowest health

Take the lieutenant and Mallory down to the dungeon, tie the rest up and keep them as hostages for now.
>>
New thread up!

>>308899



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