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>http://boards.4chan.org/qst/thread/1122183/hexcom-isvind-forest-bump#bottom
>http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Hexcom

>https://www.youtube.com/watch?v=m9vuuvC5GBE

====

A greeting of multiple pairs of manipulators.

====
>>
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Dawn breaks without incident. The wards have held, and despite the touch of the creeping dark, we are no worse for wear.

But dawn breaks with worse news - the Pytherian advance, heralded by their pathfinders which sought to disrupt the Signal Towers, will be here soon.

Our tired civilian baggage trains, worn of spirit and weary of feet, drag themselves along the road. Our job will be to buy them time.
>>
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To that end, the 5th Rangers and the 11th Fleetin' have supplied us with what scavenge they have,and will be running interference on the Pytherian outriders. Should the Legion attempt to flank us, they will find us well protected by both Lt. Colonel Merkalin's heavy infantry and Berkola's trained rangers.
>>
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Sharing in our stores and making sure most of the equipment is stowed carefully enables us to acquir more supplies.

Our current stocks are 29 supplies.
>>
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While the final civilian stragglers make their way down the road, we have time to plot, plan and prepare.

So settle in, Company. It'll be a hard fought fighting retreat.
>>
I feel hungover and my breath stinks of rum but I am here. Not sure I can help with set-up, but I can try to operate the signal tower and send some messages back to high command.
>>
>>1164964
That sure was a fun night. Alright comrades are we gonna make one big bomb or multiple small bombs with those four barrels we saved to deal with the Pytherian advance soon?
>>
Rolled 59, 56, 93 = 208 (3d100)

>>1164964
>Spend all prof in searching the map for nodes (study 60)

>>1165233
Ten will commune with this land for concentrations of elemental power. For our own use and their locations.

[[Ten of the Deep East],[Practicioner(Elementalist) Rank 1]

Spell Power: 16 Earth

Vitality - 8/8
Alacrity - 4
Proficiency - 3
Regalia: +1 Casting: Earth
Skills:
-[Threatening]: Attracts sharp pointy objects and other dangerous things to body
-[Dodge] 20
-[Melee] 30, 3 DMG
-[Study] 60
-[Elementalist] 90, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
=[Arc]: 1 Prof makes next attack Arc, going over friendlies
=[WorldNodes] 3 Prof spawns a [Node], which accumulates Energy passively.

Xp: 0
>>
>>1165329
Do we keep the spell power from last mission? And I didn't draw from the water node cause the mission ended before I can do so?
>>
>>1165361
Its been an entire night. Unless you stayed awake without closing your eyes even once, the held energy has lapsed.

And going without any rest is its own sort of issue, Elementalist.
>>
Rolled 25, 78, 38 = 141 (3d100)

>>1165168
Here are some dice, if you need them.
> [Study] to recall the message protocol
> [Cast] to send message 1
(wait for reply)
> [Cast] to send message 2

(someone running on more hours of sleep than I should determine the contents of the messages, a brief overview of what happened at the crossing and what we're about to fight off, and maybe a request for reinforcements to meet up with us down the road? They should definitely be made aware of the siegecraft rolling their way)
>>
Hexcom fuck yeah!

(How long until I can perform another Viet Cong impression?)

Type: SQUAD
Level: 2
Specialty: SCOUNDRELS TO A MAN
Vit: 7/7 7/7 7/7 7/7 7/7
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
87 [Bows], Crossbow - 5 DMG (ignore Shield], 7 RNG.
40 [Poison]
50 [Traps]
20 [Command]

Leftover XP: 3
>>
>>1165747
Now is the best time.
>>
>>1164964
"Yeah, that's how it's done!"
>>1164985
>>1165233
"I have a Plan!"
"Here we go again."
"No, listen, I'm brilliant! We make many bombs, and cluster them all in the inn, see, and-"
"The Inn, really?"
"Yes, shush you. We stuff bombs into sleeping bags and blankets, and fill the in with fake sleeping people. The old Baby Boom trick!"
"That is the worst name. Ever."
"No, it's great! The Pythies will try to kill the bombbeds, setting them off, and blow both whoever went inside and the inn itself to bits!"
"And we want that why?"
"Obvious! It'll let the forest do our work for us. Trashing the inn will destabilize the barrier! And new best pal can join in then too. Hey, got any relatives nearby, new bestie?"

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels], [Rangers], [Harassers], Rnk3|3XP
Vitality - 6/6 6/6 6/6
Alacrity - 5*
Proficiency - 2*
Skills -
40 [Swords], Shortswords, 4Dmg
80 [Bows], Crossbows, 6Dmg, 7Rng, [+1Dmg and Ignore Shield DR on Focus]
40 [Poison]
62 [Traps]
75 [Stealth] -Woodland Only
>>
>>1164985
I'll reiterate the plan I've proposed last thread:

>Magicked tunnels under the northern part of the map
>Presummoned critters in the tunnels
>Enough fortifications to provoke enemy into using theurges/sigilcraft
>Once they appear, unleash the summons from below

I'll draw a scheme one I'm home.

[Alistair Legweak], [Elementalist, Rank 1]
Energy: 0
Vitality 8/8
Alacrity 4
Proficiency 3
[Regalia]: Casting (Earth)
81 [Elementalist]
50 [Melee], 3 dmg
60 [Study]
20 [Dodge]
[Threatening]
[Arc]: 1 Prof to make spell arc
>>
>>1164985
I will try and get a barrikade up between the tower and the first rock behind the traps, funneling the enemy into them.


>>1165233
I say we make mines of it. If possible, ones that we can trigger at our leisure. like >>1166381, but with booms instead of critters.
>[Odvizran the Shielded], [with Armin and Perigrin, the Squires], [Knight ], [Threatening] Rnk2|0XP
Vitality - 13/13, 13/13, 13/13
Alacrity - 3
Proficiency - 2
DR 2
>Skills
70[Melee],
20[Dodge]
[Weaponry], 6Dmg
[{Indomitable} Shield] 4DR, Front
>Oaths:
Protection: Tap to give DR to another character

>>1165097
>tfw no faith skill for knight
>>
>>1165706
The Standard Vanadiar Messaging Protocol - SVMP relies on a peer to peer infrastructure of distributed network nodes that connect cross-temporally and cross-geographically using the latest in PTPIP - Peer 2 Peer Illusionist Powers. The stress-hardened node distribution allows the network to persist as a background construct riding on the Other, dynamically siphoning energy to maintain temporal buffer stocks of time-delayed messages for rewindind and rehearsal.

Latest innovations involve full sensory subjective perception interfacing, chromatically differentiated state indicators and full environemntal soundscape for a true mind to mind connection.

The network is double-secured by end to end triple-encoded 2 state crypto-thaumathurgical imbuement and Phantasm-12 illusionary metaphysically-activated mind-state induced recognition locks, usually keyed to specific behavioural gestures or locally available sensory stimuli tied to a certain reproducible contextuality.

The PTPIP Protocols ensure full reliablity in messasing, with only 3.4% to 4.7% dataloss over extended temporal gaps. Wind-buffer displacement and secondary thulpa thoughtform disruption defenses recently allowed great gains in long-term storage validity and hardening against local mundanity corruption of stored valence-loaded mesage-memory cues. Punching a short-term hole in the Void Between to directly upload mind-state contextuality to a recieving memory-stone can induce long-term fatigue stress on the instigating Practicioner. Please message responsibly. Contacting knowng Outsider entities using the PTPIP Network is inadvisible as the ensuring sympthathetic soul-link allows end-to-end instantionation to this plane of existence by any co-riders on the phantasmic informational substrate transfer. Exposure to the Worming Other, Devouring Other or Corrosive Other has a negative long-term health outlook for any Practicioner not practiced with Class 4 to Class 7 Wards.

Some interference can be reasonably expected during peak broadcasting hours, and the PTPIP Protocol Networ is not fully secure against outsider spoofing by practiced metaphantasmically aligned thaumathurges. Stored messages bound into a spefific tower locale can be hard-triggered by overloading the containment wards even if the attacker does not possess the proper key-gesture to intitialize Construction reiteration. This eventuality can be lowered by ensuring your wards are up to date and recently inspected by a practicing Convocant for any signs of Other infused leakage between the voided gaps our dimensions.

Please do not use the messaging signal towers to prank call Vanadiar High Command. In case of emergency, the memory-stone address is Star Cherubim Seven-Seven.
>>
>>1166694
That's a typo. Faith-60 still exists. It appears the text blocking simply ate it.

Fixing.
>>
>>1166781
yeah cause you bet I'm getting that shizznizz
>>
>>1166694
During preperation it helps if you specify which SKILLS and which SUPPLIES are being used.

Don't despair if there's a dearth of engineering expertise within your unit, the rolls account for that - but the rolls are needed simply to provide a baseline of the effeciacy of your preperations.

>>1166381
We have a few hours before the main trust of the advancing cohort arrives. How much we manage to do is up to our own industry.
>>
>>1164964
>>1165052

>Inquire how many of those supply crates contain armor
>Inquire about the supply to XP conversion rate

>[Walk it off!] my last guy
>Move to a good position
>>
>>1166800
alright. so what I want as skill would be something like
>Dumb Labour
, dragging those trees down south up to the upper tower to block off the area I talked about.
If that's too specific, I'll deligate to
>Engineering.

As above, the supplies are the trees at the lake(?) already on the map.

Roll commencing.
>>
>>1166811
5 : 1 - 5 supplies buys 1 XP. Cataloging inventory will not teach you all that many new tricks.
>>
>>1166834
I still haven't figured out why rolls sometimes don't get displayed. do you have to solve the captcha before putting it into the option field?
>>
Rolled 99 (1d100)

>>1166838
turns out I was using the formatting for a different dicebot. smart.
>>
Rolled 93, 72 = 165 (2d100)

>>1166837
>He underestimates the power of logistics
>[Command][60]x2 as many reinforcements and squadies from the 11th and the 5th as posible to get me a suit of armor, I don't care if they have to look though the 30 supply crates or if they have to strip a dead pytherian pathfinder
>>
>>1166872
That sentence structure is garbled.

Are you commanding reinforcements or locating armor or searching supplies?
>>
>>1166946
I'm commanding the reinforcements to locate some armor via searching through the supplies, and if there is no armor in the crates to report back so I can send a couple of them to strip naked a pytherian pathfinder
>>
>>1166949
Thank you for clarifying.

As the 11th and 5th have already left to perform flank protection duty, nothing happens.

Stripping the pathfinders (and velites and legionares) provided +14 supplies.

Armor cannot be adaquately prepared or acquired without a proper quartermaster, for which contact with general Gereanis and high command is a likely pre-requisite.

There are 2 very swish hats available...
>>
>>1166961
Forget about the armor GIVE ME THE HAT!
>>
>>1166966
Aren't those the cursed hats?
>>
>>1166972
are they?
damn
>>
>>1166972
>>1166961

Hey, CC, are those the hats? Because if so, I want to do something with them.
>>
>>1166979
Yes
>>
Rolled 60, 4, 26, 65, 26, 53, 9, 46, 85, 91 = 465 (10d100)

>>1166961
>2 very swish hats available…
Hell no. Call up Carlsteen, give her the hats and instructions to do something very unpleasant at a very inconvenient time to whoever made them.

Command, will the Pytherians be assaulting from the south? If so, litter the road with as many traps as possible. Frankly, if I can put down more of them, I wouldn't mind putting down foot-snares instead of punji pits. The goal is to trap as much of the enemy in our effective range as long as possible.

I suggest that we deploy all of our vets, and put a flag either in the inn or the signal tower. At -least- 15 basic reinforcements should be called in, if not more. If nothing else, we can put them to work digging trenches and fortifying barricades for a second line of defense to fall back on, but I would like player agreement before we do such a thing.

Type: SQUAD
Level: 2
Specialty: SCOUNDRELS TO A MAN
Vit: 7/7 7/7 7/7 7/7 7/7
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
87 [Bows], Crossbow - 5 DMG (ignore Shield], 7 RNG.
40 [Poison]
50 [Traps]
20 [Command]

Leftover XP: 3
>>
>>1167074
no, the hats aren't made by the Pytherians. Give the hats to me, or keep them yourself. We need them in our back pocket once the wardens are destroyed and forest things encroach.
>>
Rolled 53, 43, 68, 60, 30, 16 = 270 (6d100)

"So, that's a no on rigging the inn to blow?"
"Good, that was a terrible plan."
"Fine, we can use Plan C, but note my objections on the record!"
"We keep records?"
>>1164985
>Assist in placing snares along projected enemy approach paths (>>1167074), Traps 62
>Transplant some of the nettles from our side of the line to along the front of the wall, Traps 62 or Poison 40?
>Search the tents

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels], [Rangers], [Harassers], Rnk3|3XP
Vitality - 6/6 6/6 6/6
Alacrity - 5*
Proficiency - 2*
Skills -
40 [Swords], Shortswords, 4Dmg
80 [Bows], Crossbows, 6Dmg, 7Rng, [+1Dmg and Ignore Shield DR on Focus]
40 [Poison]
62 [Traps]
75 [Stealth] -Woodland Only
>>
>>1167356
Give it to Odvizran that is
>>
>>1164985
>Deploy into shed to right of inn
>>
MINOR CORRECTION

>ACCOUNTING FOR ALREADY DEPLOYED ASSETS + SCAVENGE, THE COMPANY ACTUALLY HAS 39 SUPPLIES

>39

>NOT 29
>>
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Here's the general scheme of the plan I was talking about in >>1166381


Legend:
Green - earth walls
Green with purple - earth wall covered by an illusion of a natural hillside
Bright cyan - cut cliffs here
Blue - ramps
Orange - tunnels

Tunnels have height 3, just enough for a Brute. The entrance points are near the inn. The summons must have enough move to reach the target and attack in one turn, otherwise they'll get abjured.

The plan is to draw out enemy casters and war machines into the tunnel zone, then strike at them. The main strike force is summons in the tunnels, the secondary is long-range Elementalism, the third is a flank attack from behind the illusion-covered wall near the inn.
>>
>>1166761
I'll be honest, I expected audio/visual illusions projected to another tower on the horizon, being restricted to LoS as normal illusions are. Looks like I can use the emergency key to contact high-command at least, anyone want to write the mesasage for me?
> Contacting knowing Outsider entities using the PTPIP Network is inadvisible as the ensuring sympthathetic soul-link allows end-to-end instantionation to this plane of existence by any co-riders on the phantasmic informational substrate transfer.
So while mind-linking with the purple laser god of the forest is possible using the tower and it could use the mind-link to manifest, it isn't a good idea because Other Things could use the connection and come over as well.
Probably not a good idea.

> Some interference can be reasonably expected during peak broadcasting hours, and the PTPIP Protocol Networ is not fully secure against outsider spoofing by practiced metaphantasmically aligned thaumathurges
Convocants can interfere, nice to know.
>>
>>1167776
seems pretty wasteful. for one, why block off both those ramps if you could just block on the high ground? Second, three tunnels seems mighty optimistic. I like the illusion hilside as well as the wall ramps, but the way youÄre doing the earth wall would make the way through the traps the least likely to be taken.

This all of course ignores that the enemy has huge robots who will make most fortifications pointless beyond arrow shielding.
>>
>>1167869
The whole point of those fortifications is to make the enemy bring forward those huge robots.
Then we disable them. I have some ideas on how to do it with magic.
>>
While you are at it get me a good sniping spot, I have range 6+ [spolier]which is funny because guns are worse than xbows[/spoiler]
>>
>>1167776
>>1167869
The Pythies are likely to be using the main road. So, if Bjorns' and Tziganas' traping effort are focused in the NE and NW, and we make the earthwall look like a shitty wood palisade, that point will look like the weakest area of our defenses. Thus, weakpoint straight down the road they're already on would mean they'd make it the primary target.
If we can get some of that explosive to make landmines, that'd be swell.
Also, and idea for the tunnels: make the cielings strong enough to hold people, but weak enough that a sigilcraft would fall right in.
>>1167788
Find out if Merk, Berk, or Carlsteen have any of the proper codes. If not, just call and tell them that casualties have interrupted the comms-chain, and we've got a few thousand refugees fleeing the pythie advance, send help.
>>1167880
Climb the tower?
>>
Do we know what direction we're expecting company from? The barricade facing toward the lake indicates that direction, but we came from the north and we were being followed, so...
>>
>>1168043
We're expected to be attacked from the north due to them following us. there are no barricades facing the lake that I'm aware of. those in the middle are facing upwards.
>>
>>1165233
Ah comrade Vladimir I see you have some fine weapons, but sadly your gunnery skills are a bit lacking, I'd recommend you to stick with the bows with which you will be twice as likely to land a hit, and if you still wish to keep the guns could you at least share the WrackMunitions with me?

>>1165052
-5 supplies +1 surgeon unless we already have one then ignore this order
>>
Well then, if we aren't in a battle yet and I can do "prepwork" when I'll have
>Spawn in Stevens and his squad-7supply
>Spawn in 3 vanguard-12supply
>Order these squads to follow me around
>>
>>1165019
>>1165052
"Reporting for duty sir!"


Type: Squad
Level: 0/1
Specialty: Command staff
Squad Specialist: Artillery
Vit: 6/6 6/6 6/6 6/6
Alac: 4
Prof: 2
30 [Swords], Shortswords, 4 DMG
60[Bows], 4 dmg, 5 RNG.
50[Command]
30[Artillery
-Walk it off: Consume turn: Regain soldier
-Flashy clothing [Threatening] (See that dude with the flashy jacket? Stab him he looks to pimp to live)
>>
>>1168269
>>1168344
>>1165019
Deacon told me to ask again, so can I become a [HERO]?
>>
>>1168344
Sorry missed some things about it.

Type: Squad
Level: 0/1
Specialty: Command staff
Squad Specialist: Artillery
Vit: 6/6 6/6 6/6 6/6
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
70[Bows], 4 dmg, 5 RNG.
50[Command]
30[Artillery
25 [Dodge!] IF YOU CAN DODGE A CANNONBALL YOU CAN DODGE A ARROW!
-Walk it off: Consume turn: Regain soldier
-Flashy clothing [Threatening] (See that dude with the flashy jacket? Stab him he looks to pimp to live)
>>
File: CounterProposal.png (6.17 MB, 2485x2611)
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What follows is my counter proposal for our general defense. While I believe that Legweak's plan has its merits, I also believe that it will require too much time to properly set up.

Legend:
RED is where our traps should be concentrated, starting at the forward barricade and thinning out as you move away from the bottleneck.

The CYAN LINE is where we should construct a forward barricade, to be manned by the bulk of our player characters, with the notable exception of our Convocants and one of the sergeants Bernard or Vladimir.

In GREEN is the position of an illusion; our northern barricade should be obscured in one fashion or another, perhaps as a continuation of the hill.

The YELLOW X marks where we should deploy the bulk of our NPC troops, along with our Convocants and one of the sergeants Bernard or Vladimir.

The WHITE X's are where we should lay the mines. Two kegs per mine, each mine with a carefully camouflaged ignition device that sets it off when struck by a flaming arrow. If we saved the kegs from the signal tower, those should be contributed as well.

The BLUE LINE is where our elementalists should raise an earthen wall.

The WHITE NOTCHES in the signal tower show where more murder holes should be cut, allowing for a Squad stationed within to lay down fire in a wide arc.

The PURPLE LINE is where a cliff should be cut, destroying that particular avenue of advance.

The ORANGE X is where someone should place at least one siege engine.

>Comment too long, plan of action to follow.
>>
>>1168981

Plan:
The Convocants and our reinforcements stationed at the yellow x need to stay as quiet as possible, and focus on drawing a minimum of attention. Their job is to either strike the rear of the enemy when an opportunity arises, sealing the bottleneck behind them, or to sally forth and relieve the pressure mid-assault if our forward barricade is in danger of falling too quickly. One of our sergeants should be there to command them.

The forward barricade is our main line of battle for today. A screen of traps to slow the enemy advance should allow for us to deal with a disproportionate amount of them before contact is made. As per usual, our knights should focus on ganking their heavy hitters while the squads lend fire support and suppress the general area.

One squad needs to be stationed in the signal tower, both to ensure against its capture and put pressure on the bottleneck's western flank.

When the sigilcraft appear, we need only last long enough for them to get within the blast radius of one of the mines. When that happens, all squads in range need to open fire on the mine's trigger mechanism with flaming arrows. The ensuing explosion should at least immobilize them.

The siege engine at the orange x can provide long range supporting fire, focusing on the units that don't need to come into contact with our lines to deal damage. When the sigilcraft appear, though, they need to instantly become target priority number one.

When the main barricade is at risk of falling, we need to fall back to our secondary barricade, where the earthen wall raised by our elementalists will help form a second bottleneck for the Pytherians to advance through. The forces who were held at the yellow x can support the right flank, while the siege engine should suddenly find itself considerably more effective. The squad in the northern signal tower should move at their own discretion.

Of course, any additions to this plan would be more than welcome. From the sound of things, breaking this into a series of piecemeal defensive engagements seems to be in our favor. After all, this is still a fighting retreat.
>>
>>1168981
In the event that the enemy manages to break through the green line, do you want to have the illusionists set up "Barricades"or do you want to attempt to reestablish control?
>>
>>1168984
Your plan makes almost no use of Elementalists for fortification, so we can build the tunnels anyway.
>>
>>1168981
should we not place minds behind the first barricade, ensuring that it will not be accidentally triggered or, saints forbid FOUND by the soldiers?

If we have a barricade that has to be crushed by siege engines, we know the siege engines will be in front when that happens.
>>
>>1169370
"Ok, Better Plan for the munitions!"
"Send help, please."
"But this one is actually good! So, we bury the casks, right, and we cover over them with alittle dirt, and place a smaller trap in the shallow hole still there, like spikes or somesuch, so the pythies think they've found the trap, but the real deal is underneath! And then, instead of burning arrows or bullets, we just build Legweak a campfire. See, he can drain the firepit to remotely set of the traps! Others Beyond, I am brilliant!"
"...That's actually not bad. I still hate you."
>>
>>1168981
It's a start, but I'm not confident that my illusion would fool them all. At least one convocant should stay with the cyan line.

I am in favour of sabotaging the central wardstone as we retreat, why should we leave this sanctuary intact for the Pytherians to use?
>>
>>1169370 #
If we go with Tzig's suggestion for ignition (which we should- it's pretty good) then we can bury them deep enough for them not to be found. Nobody's going to be scratching around and looking for antitank mines when they're being peppered by arrows and there are some very keen knights with rather sharp swords heading towards them.

>>1169352 #
I'd rather cut a trench behind a barricade or just gather energy or something than do the tunnels, in all honesty. I'll be surprised if we ever make use of them besides deploying Brutes or Malice or whatnot, and as much as I would love to see a turn where at least a quarter of the Pythies have a heart attack before being immolated by something pulled out of a lunatic's head, so far our success with using those constructs has been incredibly limited.
That being said, if you maintain that it's a good idea, there is nothing I nor anyone except Command can do to prevent you from doing as you see best.

>>1169498
All the illusion needs to do is buy time for the Pytherians to commit to battle for our main line. You've routed entire units before with a single illusion, despite having no prep time. I can't see there being much of an issue.
>>
>>1168981
I'm ok with staying behind with the recruits, but I'd like some ramps to get on top of those walls, also if vladimir gives me the Wrackingammo belts I can take down Sigilcrafts from a safe distance, so there is that
>>
>>1169629
I will provide you with ramps. It was part of my plan to get you up that wall anyway.
>>
>>1169389
>>1169623
Well I'm convinced
>>
>>1169623
Don't forget that Elementalism needs LoS. I won't be able to ignite the mines if I can't see them.
>>
>>1169623
Playing on that animal fear is quite easy, hiding something from hundreds is harder but I will try. Likely, it will consume all of my time after I am done in the tower.

If I am to glamor so bluntly, there is no harm in glamouring a wall behind the fake hillside either to discourage climbers. I also could try to create illusory nettle, pits and stakes to augment what we already have, but that would have to be a separate illusion or risk the entire hillside being disrupted as infantry phase through illusory obstacles.
>>
>>1169650
What if you dropped a massive rock on them? Black powder is pressure sensitive, and if you lobbed a hard stone the explosion would scatter it in the form of shrapnel instead of deadening the blast.

Alternately, we put the world's shortest fuse on it and have the fuse barely visible. Sigilcraft walks up, you hose the area with flames indiscriminately.

We should put a flag and a field hospital behind the southernmost barricade, in any case. That takes us down to 34 supply, fifteen reinforcements drops that to 19 supply, which I think is a good cushion to use for construction of the new barricade.
>>
>>1169650
Throw in a point of earth aswell, and all you need is LoS to the hex, rather than the bomb itself.
>>
It's good to know that the Pytherians may have us beat on men, material and money but they'll never get us on insidious preperation.

I'll ask the volunteers and the slackers to start putting the plan into action...
>>
>>1168394
Welcome aboard. I see a practiced artillerist has managed to saunter in. You didn't desert from Merk's lot, did you?

No matter. We'll put those skills to use.

[Uploading artillery options to command staff...]
>>
>>1168352
Sign up option.

You're really the most heroic of the lot anyhow, since unlike your collegues you'll be alive later to tell everyone what happened here.
>>
>>1170053
>>1165329
"Let's get to work, everyone. Master Ten, I implore you to help me in preparing the earhworks"

>Bend Earth all day
>Priority one is the purple cliff-face according to >>1168981
>Priority two is the middle tunnel according to >>1167776
>Then one ramp to the inn wall (blue in >>1167776)
>The southern tunnel
>The connecting tunnel
>The northern tunnel
>The earthwall covering the northern exit from the inn
>The blue wall in >>1168981
>Devote the rest of the time to placing eartwalls where >>1168981 calls for fortifications, because earthwalls don't cost supplies
>If somehow there's time left, draw Earth.

[Alistair Legweak], [Elementalist, Rank 1]
Energy: 0
Vitality 8/8
Alacrity 4
Proficiency 3
[Regalia]: Casting (Earth)
81 [Elementalist]
50 [Melee], 3 dmg
60 [Study]
20 [Dodge]
[Threatening]
[Arc]: 1 Prof to make spell arc
>>
>>1170066
Your maps are too clean to be Monday, which one are you? I didn't think anyone else was crazy enough.
>>
>>1172461
Just another non-monday doing the Monday thing.

For Monday, you want this one: http://boards.4chan.org/qst/thread/1147142#bottom
>>
>>1172461
crazy enough for what?
>>
>>1173134
To run a skirmish.
>>
>>1179301
Is running a skirmish that suicidally time consuming?
>>
>>1179612
Yes
There's also the gnawing responsibility to deliver and the crushing guilt when you take a long time to do the next thread.
CompanyCommand is immune to it though.
>>
>>1179680
Well. There's goes that, I guess.
On the upside, Command's drawings are always full of these tiny details you'd otherwise miss. Last thread, the knight Bjorn shot to death bled into the hole Ten made, and before that there was a distinct wagon in the barricades, which was mentioned in the exposition.
It's neat.
>>
>>1179680
Completely.
>>
Rolled 55, 8, 10, 48 = 121 (4d60)

Preperation Time Check
>>
Rolled 45, 84, 48, 81, 57, 36, 26, 34 = 411 (8d100)

>>1181548
Ignition Primers and Shady Things Hidden In the Depth
>>
>Two hours after Command checks in, makes rolls.
>Still nothing.
My arousal has combined with my impotence to create a general sense of heightened frustration.
>>
>>1181548
>>1181561
>>1182175
Truly, a worthy successor to Monday.
>>
>>1183621
Stow that successor shit, the dudes his own flavor and style.
>>
File: MomenteryIntermission.png (85 KB, 200x200)
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85 KB PNG
>>1183653
>>1183621
>>1182175
>Swear to the Saints Who Watch and the Other, every time I sit down for 20 minutes to update something comes up
>>
File: IsvindForestBarricade_2.png (6.64 MB, 2485x2611)
6.64 MB
6.64 MB PNG
Rolled 6, 5 = 11 (2d6)

No message to be transmitted via signal tower to High Command in Isfelt has been specified. No message has been sent.

All supplies tied up into reinforcements.

Bjorn delivering instructions on how to properly spike the approach.

Tzigana has found a pair of socks and...
>>
!!

A quiver of heartseekers.

+3 Range, [TrueFlight]

The best arrow is the kind of arrow undetered by wind, rain, tornado or finnicky elemetalist barriers.

--

One of the departed 5th Rangers probably left these, intended to use them for a rainy day against a band of theurges. Well, they won't be needing them now. . .
>>
>>1183879
>uses up all our supply for barricades
>leaves a bunch of chopped of trees just lying there

Truly the kingdom's finest!
>>
>>1183879
is it possible if i can
>deploy?
>>
>>1183879 #
>Run 3, 4,4,4,4,4
Vitality 12/12
DR 4
Alacrity 4
Proficiency 3
60[Command]-"HILE"
80[Melee]
75[Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 2DR, front
[Dodge]20
[Threatening]-"That prick in the fancy armor needs a good stabbing"
-Oaths of war-
[Zeal]
[Squire]-"Verrick, stop that honorable babble, do you want to get killed?''
XP:3
>>
>>1183879
Requesting the status of the tunnels and the ramp to the inn-side wall.
>>
>>1183879
>deploy
>>
>>1183883
Naturally, there are 11 (hence the roll)
>>
>>1183883
>>1184024
Will one use function for a full squad volley, or will it be one per unit? Also, what does [TrueFlight] actually do?
I assume they're a tap to use, right?
>>1183879
How much longer do we have until the Pythies arrive?
>>
>>1184033
Flies true.
>>
>>1184033
More specifically - 1 arrow, one soldier, 1 prof.

Tap to use, yes.

Not long.

>>1184015
Impossible without your parameters.

>>1184013
Being worked on.

>>1184001
Not action phase.

>>1183959
Yes.

>>1183929
The Vandiar Volunteer Force employs on the best (of the volunteers). However, in this case all supples were spent on reinforcements, not the barricade. All is well.

>>1183621
Thank you. That made me smile as much as that one time forumguy insisted I get my own forum for this "silly game"
spoiler: WE DID

>>1182175
mmmmh, hot.

>>1179612
Not actually. Set out a hard time constraint for yourself, and operate within it - you can do player + enemy functionality in 30-40 minutes total. Faster if you skimp on details, faster still if you decide to just do it, damn the consequences.

20 min to 30 min / a day for 1 turn a day is perfectly functional, sustainable usability.

Unfortunately life tends to get in the way, and you get somewhat attached to the presentation, and want to add flourishes - and flourishes take time.
>>
>>1183879
Fuck it right to heck then. I'll

>deploy
at the road barracade. eastwise.


>[Odvizran the Shielded], [with Armin and Perigrin, the Squires], [Knight ], [Threatening] Rnk2|0XP
Vitality - 13/13, 13/13, 13/13
Alacrity - 3
Proficiency - 2
DR 2
>Skills
70[Melee],
20[Dodge]
[Weaponry], 6Dmg
[{Indomitable} Shield] 4DR, Front
>Oaths:
Protection: Tap to give DR to another character
>>
>>1183879
>Deploy at the Northern barricade on the spit next to the tower
>Also offer up the Wrack Ammo to whoever wants it as I'd prefer the increased rate of fire over needing to reload

Name] Vladimir and Co, Engineer Company
[Type] Command Staff
>Main unit becomes sergeant with a command 75( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
>Leadership +10 command, +1 Soldier
Weapon Equiped:[Pytherian Repeater]
"The Marching Beat of the Pytherian Warmachine"

[Rifles] at ½ best ranged or Rifle skill
DMG 6 vs ½DR, RNG 3
[Tinker] trades 1 prof for +1 damage or +1 range, but +1 malfunction
>Malfunction 96

[WrackMunitions Belt]
Specialized bullets formed from a powdered fireglass / iron composite. Lingering in a wound, they fester and kill. Some say more than just the flesh dies.
>If loaded in a weapon, for duration of battle. . .
>Increase Malf by +6.
>Increase damage by +4 and range by +2.
>If no reload, weapon must now [RELOAD]
>If [reload] requirement, reload cost increase a step.

Vitality - 5*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
38(Rifle)
75 (Bows) Short bows,4 damage 5 RNG
Field Engineer(54)
Dodge(20
*per unit in squad

Drawbacks: Threatening
- Glacies
>Icicle spike
>from the eye of a star
Exp(3)
>>
>>1184140
>Accept Vladimir's offering and equip the ammo belt
"If you ever need the extra range, we have some normal sigilguns somewhere over... well just ask command"
>deploy in the north east inn with the recruits
>>
>>1183879
Well thank you company command.
>Deploy at the barricades more likely near those veterans(?)
>>
>>1184481
Also if possible bring up the options for artillery.
>>
>>1184128
>fuck it right to heck
So are you chill with profanity or...?
>>
Rolled 58, 4 = 62 (2d100)

>>1183879
>Contacting known Outsider entities using the PTPIP Network is inadvisable as the ensuring sympathetic soul-link allows end-to-end instantiation to this plane... not practiced with Class 4 to Class 7 Wards.
I want to know how dangerous those co-riders would be (dice 1), in case I need to contact the Other entity that fought off the Pytherian yesterday directly.
Purple laser beams melt Sigilcraft.

Message 1: I am going to specifically avoid mentioning anything about the planned defensive in case this message is being intercepted.
> Recording to memory stone: Star Cherubim Seven-Seven (dice 2)
"Command, Albretch Company up and reporting, Captain Karl has lead. 5th Rangers and 11th Infantries up, we are retreating towards Isfelt through Isvind with refugees. Pytherian Legion with three sigilcraft in pursuit."
=====
[Il5] Annice
[Annice], [Illusionist] Rnk1|3XP
Vitality - 8
Alacrity - 4
Proficiency - 3
Regalia - [Visual Specialist+10], [DR0]
Skills - Study 58, Melee 50 [5DMG], Illusionist 20
> Targets roll vs Illusion to Disbelieve
> +10 to +50 for [Plausibility], -10-100 for [Impossibilities]
Duelist 50 [3/5DMG], Dodge 20
> Alacrity can be used to strike, fight and otherwise attack.
> So long as you have a free hand, apply the Solid Iron bonus to these attacks.
> New Regalia Options (upgrade weapon, as: KNIGHT)
> Free engagement attacks
> Free intercept attacks
[Illusionist Tricks]
> R1: [Solid Iron]




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