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Gaiyamato
2013-10-01, 10:07 PM
Nomads IC thread.
Feel free to describe anything you need to in here.

rweird
2013-10-02, 06:30 AM
What week are we up too (I want to know how long I have to catch up)?

This is all before the retroactive adjustments for the different religions.

{table=head] # | Faith | Total (accounting for weight)
1 | Core Pantheon combined | 0
2 | R'ta'nakk'k the Ancient One | 0
3 | Sophia, the White Lady | 280
4 | Inautia, the Undead Lord | 0
5 | Sid'Jax/Wn'uf'cew Fn'yar | 0
6 | Nansuelbda | 48
7 | Eril, God of Travel, Shadows and Moonlight | 0
8 | Kyrrus, Lord of Chaos, Change, and Dreams | 0
9 | Dwarf Pantheon | 0
10 | Nordi the Smith, Dwarf All-Father | 15
11 | Evil Unity | 0
12 | The Dark Cabal | 0
13 | Good Unity Pantheon | 591
14 | Cult of Solana | 153
15 | Law Unity | 0
16 | Chaos Unity | 0
17 | The Changer of Ways | 0
18 | The Great Balance (Neutral Unity) | 0
19 | The Cult of the Darkness Below | 0
20 | Kayros - The Damned God (Evil) | 0
21 | Kayros - The Damned God (Neutral) | 0
22 | Tyrannus Nol Gathrik | 0
23 | Thoris Fire-Dreamer | 15
24 | Great Arachnid Hivemind | 0
25 | R'y'all'all'eth | 0
26 | Cult of Thanifex | 0
27 | Distrust the Gods/Dislike the Gods | 13
28 | Atheist (Gods don't exist) | 15
[/table]

{table=head] # | Faith | Kolvar (slot weight 2)
1 | Core Pantheon combined | 0
2 | R'ta'nakk'k the Ancient One | 0
3 | Sophia, the White Lady | 2
4 | Inautia, the Undead Lord | 0
5 | Sid'Jax/Wn'uf'cew Fn'yar | 42
6 | Nansuelbda | 11
7 | Eril, God of Travel, Shadows and Moonlight | 0
8 | Kyrrus, Lord of Chaos, Change, and Dreams | 0
9 | Dwarf Pantheon | 0
10 | Nordi the Smith, Dwarf All-Father | 1
11 | Evil Unity | 0
12 | The Dark Cabal | 0
13 | Good Unity Pantheon | 21
14 | Cult of Solana | 5
15 | Law Unity | 0
16 | Chaos Unity | 0
17 | The Changer of Ways | 0
18 | The Great Balance (Neutral Unity) | 0
19 | The Cult of the Darkness Below | 0
20 | Kayros - The Damned God (Evil) | 0
21 | Kayros - The Damned God (Neutral) | 0
22 | Tyrannus Nol Gathrik | 0
23 | Thoris Fire-Dreamer | 1
24 | Great Arachnid Hivemind | 0
25 | R'y'all'all'eth | 0
26 | Cult of Thanifex | 0
27 | Distrust the Gods/Dislike the Gods | 0
28 | Atheist (Gods don't exist) | 1
[/table]

{table=head] # | Faith | Klirbar (slot weight 2)
1 | Core Pantheon combined | 0
2 | R'ta'nakk'k the Ancient One | 0
3 | Sophia, the White Lady | 21
4 | Inautia, the Undead Lord | 0
5 | Sid'Jax/Wn'uf'cew Fn'yar | 4
6 | Nansuelbda | 2
7 | Eril, God of Travel, Shadows and Moonlight | 0
8 | Kyrrus, Lord of Chaos, Change, and Dreams | 0
9 | Dwarf Pantheon | 0
10 | Nordi the Smith, Dwarf All-Father | 1
11 | Evil Unity | 0
12 | The Dark Cabal | 0
13 | Good Unity Pantheon | 42
14 | Cult of Solana | 11
15 | Law Unity | 0
16 | Chaos Unity | 0
17 | The Changer of Ways | 0
18 | The Great Balance (Neutral Unity) | 0
19 | The Cult of the Darkness Below | 0
20 | Kayros - The Damned God (Evil) | 0
21 | Kayros - The Damned God (Neutral) | 0
22 | Tyrannus Nol Gathrik | 0
23 | Thoris Fire-Dreamer | 1
24 | Great Arachnid Hivemind | 0
25 | R'y'all'all'eth | 0
26 | Cult of Thanifex | 0
27 | Distrust the Gods/Dislike the Gods | 1
28 | Atheist (Gods don't exist) | 1
[/table]

{table=head] # | Faith | Jaithar (slot weight 2)
1 | Core Pantheon combined | 0
2 | R'ta'nakk'k the Ancient One | 0
3 | Sophia, the White Lady | 21
4 | Inautia, the Undead Lord | 0
5 | Sid'Jax/Wn'uf'cew Fn'yar | 4
6 | Nansuelbda | 2
7 | Eril, God of Travel, Shadows and Moonlight | 0
8 | Kyrrus, Lord of Chaos, Change, and Dreams | 0
9 | Dwarf Pantheon | 0
10 | Nordi the Smith, Dwarf All-Father | 1
11 | Evil Unity | 0
12 | The Dark Cabal | 0
13 | Good Unity Pantheon | 42
14 | Cult of Solana | 11
15 | Law Unity | 0
16 | Chaos Unity | 0
17 | The Changer of Ways | 0
18 | The Great Balance (Neutral Unity) | 0
19 | The Cult of the Darkness Below | 0
20 | Kayros - The Damned God (Evil) | 0
21 | Kayros - The Damned God (Neutral) | 0
22 | Tyrannus Nol Gathrik | 0
23 | Thoris Fire-Dreamer | 1
24 | Great Arachnid Hivemind | 0
25 | R'y'all'all'eth | 0
26 | Cult of Thanifex | 0
27 | Distrust the Gods/Dislike the Gods | 1
28 | Atheist (Gods don't exist) | 1
[/table]

{table=head] # | Faith | Hultar (slot weight 2)
1 | Core Pantheon combined | 0
2 | R'ta'nakk'k the Ancient One | 0
3 | Sophia, the White Lady | 21
4 | Inautia, the Undead Lord | 0
5 | Sid'Jax/Wn'uf'cew Fn'yar | 4
6 | Nansuelbda | 2
7 | Eril, God of Travel, Shadows and Moonlight | 0
8 | Kyrrus, Lord of Chaos, Change, and Dreams | 0
9 | Dwarf Pantheon | 0
10 | Nordi the Smith, Dwarf All-Father | 1
11 | Evil Unity | 0
12 | The Dark Cabal | 0
13 | Good Unity Pantheon | 42
14 | Cult of Solana | 11
15 | Law Unity | 0
16 | Chaos Unity | 0
17 | The Changer of Ways | 0
18 | The Great Balance (Neutral Unity) | 0
19 | The Cult of the Darkness Below | 0
20 | Kayros - The Damned God (Evil) | 0
21 | Kayros - The Damned God (Neutral) | 0
22 | Tyrannus Nol Gathrik | 0
23 | Thoris Fire-Dreamer | 1
24 | Great Arachnid Hivemind | 0
25 | R'y'all'all'eth | 0
26 | Cult of Thanifex | 0
27 | Distrust the Gods/Dislike the Gods | 1
28 | Atheist (Gods don't exist) | 1
[/table]

{table=head] # | Faith | Nulvar (slot weight 2)
1 | Core Pantheon combined | 0
2 | R'ta'nakk'k the Ancient One | 0
3 | Sophia, the White Lady | 21
4 | Inautia, the Undead Lord | 0
5 | Sid'Jax/Wn'uf'cew Fn'yar | 4
6 | Nansuelbda | 2
7 | Eril, God of Travel, Shadows and Moonlight | 0
8 | Kyrrus, Lord of Chaos, Change, and Dreams | 0
9 | Dwarf Pantheon | 0
10 | Nordi the Smith, Dwarf All-Father | 1
11 | Evil Unity | 0
12 | The Dark Cabal | 0
13 | Good Unity Pantheon | 42
14 | Cult of Solana | 11
15 | Law Unity | 0
16 | Chaos Unity | 0
17 | The Changer of Ways | 0
18 | The Great Balance (Neutral Unity) | 0
19 | The Cult of the Darkness Below | 0
20 | Kayros - The Damned God (Evil) | 0
21 | Kayros - The Damned God (Neutral) | 0
22 | Tyrannus Nol Gathrik | 0
23 | Thoris Fire-Dreamer | 1
24 | Great Arachnid Hivemind | 0
25 | R'y'all'all'eth | 0
26 | Cult of Thanifex | 0
27 | Distrust the Gods/Dislike the Gods | 1
28 | Atheist (Gods don't exist) | 1
[/table]

{table=head] # | Faith | Ulstar (slot weight 2)
1 | Core Pantheon combined | 0
2 | R'ta'nakk'k the Ancient One | 0
3 | Sophia, the White Lady | 21
4 | Inautia, the Undead Lord | 0
5 | Sid'Jax/Wn'uf'cew Fn'yar | 4
6 | Nansuelbda | 2
7 | Eril, God of Travel, Shadows and Moonlight | 0
8 | Kyrrus, Lord of Chaos, Change, and Dreams | 0
9 | Dwarf Pantheon | 0
10 | Nordi the Smith, Dwarf All-Father | 1
11 | Evil Unity | 0
12 | The Dark Cabal | 0
13 | Good Unity Pantheon | 42
14 | Cult of Solana | 11
15 | Law Unity | 0
16 | Chaos Unity | 0
17 | The Changer of Ways | 0
18 | The Great Balance (Neutral Unity) | 0
19 | The Cult of the Darkness Below | 0
20 | Kayros - The Damned God (Evil) | 0
21 | Kayros - The Damned God (Neutral) | 0
22 | Tyrannus Nol Gathrik | 0
23 | Thoris Fire-Dreamer | 1
24 | Great Arachnid Hivemind | 0
25 | R'y'all'all'eth | 0
26 | Cult of Thanifex | 0
27 | Distrust the Gods/Dislike the Gods | 1
28 | Atheist (Gods don't exist) | 1
[/table]

{table=head] # | Faith | Talzar (slot weight 3)
1 | Core Pantheon combined | 0
2 | R'ta'nakk'k the Ancient One | 0
3 | Sophia, the White Lady | 22
4 | Inautia, the Undead Lord | 0
5 | Sid'Jax/Wn'uf'cew Fn'yar | 4
6 | Nansuelbda | 2
7 | Eril, God of Travel, Shadows and Moonlight | 0
8 | Kyrrus, Lord of Chaos, Change, and Dreams | 0
9 | Dwarf Pantheon | 0
10 | Nordi the Smith, Dwarf All-Father | 1
11 | Evil Unity | 0
12 | The Dark Cabal | 0
13 | Good Unity Pantheon | 43
14 | Cult of Solana | 11
15 | Law Unity | 0
16 | Chaos Unity | 0
17 | The Changer of Ways | 0
18 | The Great Balance (Neutral Unity) | 0
19 | The Cult of the Darkness Below | 0
20 | Kayros - The Damned God (Evil) | 0
21 | Kayros - The Damned God (Neutral) | 0
22 | Tyrannus Nol Gathrik | 0
23 | Thoris Fire-Dreamer | 1
24 | Great Arachnid Hivemind | 0
25 | R'y'all'all'eth | 0
26 | Cult of Thanifex | 0
27 | Distrust the Gods/Dislike the Gods | 1
28 | Atheist (Gods don't exist) | 1
[/table]

rweird
2013-10-02, 04:30 PM
The camps are arrayed before Therrik, he speaks to a captain of

Realm Event: [roll0] (Are we supposed to do this, doesn't do anything anyways)?

Sending scouts from #115->#167->#162, seeing what there is. This is week one.

I'll PM you my orders soon.

Gaiyamato
2013-10-06, 09:52 PM
Still allowing week 1 actions and week 2 actions.

Gaiyamato
2013-10-07, 12:05 AM
I'll run your exploration either later today or tomorrow.

Gaiyamato
2013-10-07, 02:34 AM
#167 is empty.
#162 Contains a HobGoblin Thorpe (With a Palisade and a Market)!!
Guarded by 2 Hobgoblin Crossbowmen units and a Hobgoblin Cheiftan.

rweird
2013-10-07, 06:22 AM
Hmm, I think they'll go in debt pretty soon. Even with a market, thats under 200 RP with a 100 RP upkeep from thorpe alone. If I peacefully acquire it, would it turn into a camp (if so, would it have hobgoblin production)?

Gaiyamato
2013-10-07, 06:50 AM
They are attached to two other settlements, you can see roads heading west and north from the settlement.

But yeah, the Hobgoblins are not exactly rich.

If you can acquire it, it would devolve into a small camp of Hobgoblins yes.

rweird
2013-10-07, 04:12 PM
Okay. I'll try to get it. The captain approaches the settlement asking to speak with them. If they will speak with him.

Sales pitch: "We greet you and extend the hand of friendship and an opportunity. We offer you the opportunity to join our nation, if you are in times of scarcity, we will support you, and when you are in plenty, you will help support the other settlements. We will provide for your defense, and offer you the option to relocate to more productive regions than a desert if you want. In addition, we offer 40,000 GP as a gesture of our good faith."

(Pretty much join us, and we'll give you 400 RP in addition.

FYI: Marketplaces only can be made for villages or larger. Are you handwaving that?

Gaiyamato
2013-10-07, 06:40 PM
OOC: Oooh yeah, will just drop the market then.

IC:
The Hobgoblin commander replies in Hobgoblin "This is the village of Bahgan, it is the property of Warlord Tarul! Begone back to the south, you may come no further north."

Gaiyamato
2013-10-07, 06:42 PM
OOC:
While we are on the issue of rules I realised that in my delierious state we made some mistakes (I did with Drack as well):


Money from character WBL or any source other than standard income has to go into the Bank first and be used in the first week of next season.
You can only build two camps a turn, and only on explored hexes.

rweird
2013-10-07, 06:48 PM
OOC:
While we are on the issue of rules I realised that in my delierious state we made some mistakes (I did with Drack as well):


Money from character WBL or any source other than standard income has to go into the Bank first and be used in the first week of next season.
You can only build two camps a turn, and only on explored hexes.


I thought we could do that before the game started, because it is spending starting wealth, like how you can buy items before the game begins, and have a unit/population center.

IC: "May I speak with him then?"

Gaiyamato
2013-10-07, 07:41 PM
OOC: No. But I'll leave it now anyway. You are in the hardest geography of the map. :smalltongue:

IC: "and who might be asking?"

rweird
2013-10-07, 08:01 PM
OoC: Okay.

IC: "The designated representative your southern neighbors, did you know of us before today?"

Gaiyamato
2013-10-07, 08:47 PM
He seems to pause a little confused for a moment.

"Not really no."

Instead of yelling from the battlements he comes down and opens the gate permitting you entry into the small military encampment. It seems to you that what civilians live here have been sent here on purpose to serve the Military units here. Some sort of outpost to a larger empire.

"The Warlord is overseeing operations up north right now. He is due to come down this way sometime in the next few days however if you would like to wait."

rweird
2013-10-08, 05:39 AM
"I would be happy too."

Okay, will wait there, we are pretty much at the end of our movement for this week seeing as we don't want to get fatigued. Does he arrive by the end of the week (in 2 days 8 hours)?

Gaiyamato
2013-10-08, 07:39 PM
About a day and a half passes and the Warlord arrives with a bodyguard into the settlement.

He greets you in a large wooden feasting hall for the Hobgoblin officers. Aside from 4 guards you are alone.

"I am Warlord Tarul, ruler of this realm. How may I help you?" he asks

rweird
2013-10-08, 07:55 PM
Do I get a feel for the settlement in the half-day wait (government type, advancement, etc)?

"I am a representative from your southern neighbors. We seek to establish diplomatic contact, and potentially purchase this settlement."

Gaiyamato
2013-10-08, 08:10 PM
OOC: Barbarian, Despotic.

IC: The Hobgoblin king chuckles at your last request a little. "Well if you come in peace then you are welcome. You will need to tell me more of your people. As for your offer on this settlement what did you have in mind?"

OOC: Put the offer in gp.

rweird
2013-10-09, 05:43 AM
"We are a nomadic people, and figure that this settlement would be unprofitable in the desert, or have very little production for you. We offer 50,000 GP for this settlement. We are in general a mercantile people, and would enjoy establishing trade with you, though would need to build roads before that happens."

This is like the profit he'd make from this settlement for over 7 years (He makes like 17 RP profit/season), though with the units stationed here, there is no way he'd be making a profit (because he's despotic, he needs a unit, and a unit with under 17 RP upkeep is unlikely).

Gaiyamato
2013-10-09, 05:51 AM
OOC: However it links his two primary settlements and defends them. Increasing it's bonus strategically. It also blocks both yourself and Drack from advancing in this direction. Also minus the town he still needs to pay upkeep for the unit either way. So less upkeep is still better upkeep.

IC:
"Your offer is on the surface generous. However this town is fortified and holds a valuable link between my towns. I would need to build additional roads to re-link them were this to be in your hands. I could sell this place for no less than 120,000gp (1200RP). Which I am going to guess is out of your price range."

rweird
2013-10-09, 06:06 AM
OoC: Are we talking about the same hex? #162 only has one road, and doesn't link anything according to the map. The difference in upkeep is 17 RP/season, and he then could disband a unit because he doesn't need to hold there. For me and Drack's advance, that is true. They wouldn't need to relink any roads. Does he still make claims to the contrary?

Gaiyamato
2013-10-09, 06:32 AM
OOC: You are right. It does guard the region well though. However at a cost of 750RP to establish the settlement, plus the cost of the walls he still has more invested in it than what you are offering.
Perhaps haggle a little more?

rweird
2013-10-09, 02:28 PM
OoC: Thank might kind of be a sunk cost fallacy, unless he upgrades it, it'll continue making 17 RP/turn, and cost over that to maintain, so he'd go deeper and deeper in debt because of it. Still, I suppose I'll oblige him.

IC: "Understandable, though you won't need to build more roads, this thorpe only has one road. Still, we understand your concern. We'll be willing to give you 50,000 GP this season, and half of the earnings this settlement makes under our control each season until we have given you an additional value 75,000 GP from it." (So 500 RP, and an additional 750 RP payed off later, probably next season).

Gaiyamato
2013-10-09, 06:15 PM
He stops and thinks for a moment "I suppose that is a reasonable enough offer. But then there is the problem that I barely know you and I would be handing you another settlement. Clearly it is of more benefit to you than it is to me. Which then makes me wonder why you want it."

rweird
2013-10-09, 06:28 PM
"Two reasons, one is that we believe that we could give these people a better life by relocating them too the mountains, and we are very ineffective in the mountains, so getting others that can effectively exploit it to work for us would be more much profitable."

Gaiyamato
2013-10-09, 06:31 PM
The Hobgoblin king nods. "That it would be, for you. So in the longer term I am getting a little short-changed. How about we leave it for now then and give me some time to think things over?"

rweird
2013-10-09, 06:53 PM
"You aren't really. This settlement is unprofitable, you could with the money given, make a new settlement elsewhere, one that won't be giving you a net loss. The investment needed to make this settlement profitable would be massive for you. Perhaps in half a year, after spending over 500,000 gold, you could start turning a profit with this settlement. Though you'd be much better off starting in a more productive area. If we find one nearby you, we'll be sure to tell you. We would be fine with giving you time to think this over, how much would you like."

Diplomacy (if needed) [roll0]

Gaiyamato
2013-10-09, 06:57 PM
"Talk to me about it in 10 weeks time. For now, would you like to have dinner with me? My head Shaman will be joining us shortly."

rweird
2013-10-09, 07:14 PM
"Very well. I would be happy to join you for dinner."

rweird
2013-10-09, 08:46 PM
Should we skip the dinner and move on to week two (or will something happen then)?

Gaiyamato
2013-10-09, 08:48 PM
We can skip it if you like. Just inconsequential rping was all.

rweird
2013-10-09, 09:02 PM
We can skip it if you like. Just inconsequential rping was all.

How about we do the role playing, and also do week 2 actions (if splitting what is happening in time like that is okay with you)?

Scout Movement: #162->#164->#124->#123 (18 MPs used), if I don't find something before that, I'd find Drack there and would stop to negotiate with him.

For week 1, I'm Lesser Planar Binding to bind a medium air elementals (42 castings total, need 100 for a unit, so 1.5 more weeks). I am assuming that we just average successful saves (1/20), so I'd have 40. How should I deal with the charisma checks to convince them to serve in my army? Roll a bunch, take average, take 10, etc?

Gaiyamato
2013-10-09, 09:04 PM
Most of the summonings and planar bindings fail entirely.
At best you will have maybe 2 or 3 elements serving you by the end of the week.

I'll run the scout actions when I am doing other scout actions either tonight or tomorrow.

rweird
2013-10-10, 05:31 AM
Spellcraft for why this is: [roll0]

I only used planar binding, not summoning (DC 24, they have +1 on will saves).

Has anything like this happened before? Does detect magic show any auras?

I'd like details for exactly how many I have if you don't mind.

Gaiyamato
2013-10-10, 05:55 AM
For some reason the connections to the planes seems to fail most of the time. The links seems almost random at best. Some planar bindings succeed only to bring you creatures you did not intend to summon. Most of the time they succeed the creature is not bound to you and attacks or simply goes home if able. However mostly the spell simply fails with little to indicate why.

You notice that the energies involved seem to change and warp and twist and bend like they are caught in a storm of magic when attempting to summon creatures through any means. Only the simplest of summons seem to work regularly, and even then they fail from time to time.

rweird
2013-10-10, 06:01 AM
I wish I knew that before I decided to make a summoner. :smallannoyed:

This has always been the case?

Also "Most of the time they succeed the creature is not bound to you and attacks or simply goes home if able. However mostly the spell simply fails with little to indicate why."

I don't think that something can mostly fail and mostly succeed at the same time... :smallconfused:

Exactly how many did I summon?

Gaiyamato
2013-10-10, 06:06 AM
No, most of those who succeed the creature is not bound. But most of the attempts fail.

About 80-90% of summons fail entirely, the spell just fizzles. Of the remainder about 90% of those are unbound. Give or take..

The only exceptions to this seem to be Summon Monster I -> IV (Natures Ally, Ice Monster, Undead etc. of any level seem to work fine), from there it becomes more erratic.

Don't worry there are ways around this. You just need to research it. :smallcool:

In particular planar binding is going to be the better way to go to find a solution too!

Gaiyamato
2013-10-10, 06:22 AM
Scouting:
#164 you find nothing at all. You do find signs of hobgoblin tracks about the place though.
#124 is the start of the deep forest. It begins all of a sudden and you are forced to thrash your way through incredibly dense growth. Once you are only a short way in you start seeing thick cobwebs all through the tree tops and the undergrowth, some with large creatures in them.

I will give you a chance to turn back if you wish.. or try and break through to Drack.

rweird
2013-10-10, 06:29 AM
We are scouts, so unless whatever is in #124 has scouts, I think we'd be undetected, and if they have scouts, it'd be opposed will saves, though I don't think spiders or something similar would be scouts.

"In particular planar binding is going to be the better way to go to find a solution too!" Do you mean the 6th level version?

How would I research the cause of this?

Gaiyamato
2013-10-10, 06:50 AM
Scouting hexes still triggers encounters with any monsters that call it home.

Magical research will suffice. It will take your primary spellcaster away for quite a while though. But you can do it in bits.

rweird
2013-10-10, 02:08 PM
Continuing in then... I hope this is the right choice.

Magical Research: Take him away? Where? How do I decide to start doing this?

Gaiyamato
2013-10-10, 06:45 PM
Your scout unit vanishes without a trace.

The Quintessential Wizard II has rules for magical research. You can spend your time researching what the problem is and trying to find a solution.
However with your leader taken away from running a realm it would mean you have a -10 penalty to your tax roll, meaning less income for the Regeant actions, but more for Kingdom and Martial actions.

rweird
2013-10-10, 06:54 PM
I don't get to command a retreat or battle or anything for them? If it is a battle they'd be deployed a fair distance away from each other, and turn tail and run if they seem to be overwhelmed, and if not overwhelmed, should be given a chance to fight (and being elves in a forest, would need to face a very fast enemy to be run down). Or is this more magically transport them to somewhere I'd lose contact with them? They'd also have 5/6 chance to have 1/3 survivors if it is a battle.

Research: How big a library do I have access too for the research?

Gaiyamato
2013-10-10, 07:28 PM
They are completely wiped out. No word. That hex is not one you want to be sending units through...

The summoning issue is one you would have some familiarity with. Almost all summoners talk of it regularly. Your library would not need to be large.

How about this:
Each week dedicated to research costs you 4RP and gives you a cumulative 5% chance of finding out something. A DC 15 Spellcraft check gives you a bonus equal to how much you pass by (min +1), same with a Knowledge(Arcana) check. The more books you have access too will also give you a bonus on the roll. Wizard's towers etc. will also increase the bonus by the squared level of the Wizard's tower.

rweird
2013-10-10, 07:59 PM
I really wish I knew that some places just are dangerous enough you fiat "your scouts die" before I sent my units scouting. How do you handle exploration and decide when they just die? To my knowledge, the rules would have a battle, with deployment, the enemies a fair distance away, and if we realize we are outmatch because its a dragon or something, we'd run, making me confident enough to go explore there. If I knew that it is possible they'd vanish with no information gained, I'd be much more cautious.

Pretty much, I was pretty sure within the rules I could go in and be safe-ish (the rules say it would be a battle, right?), or at least have a chance to fight, and am annoyed it was denied, by what seems like DM fiat, especially after the calling thing seeming to be arbitrarily nerfed. I feel like something unaccounted for in the rules, and unknown is always throwing a screw in my plans and its getting irritating.

Okay, so the Quintessential Wizard research giving virtual ranks in skills too? Not doing any but the first calling. Researching that week. [roll0] (this is subtracting the 15 from spellcraft and arcana, so the roll is the bonus) Can others use aid another for this? If so, how many?

Gaiyamato
2013-10-10, 08:54 PM
If you have other casters they can make a Knowledge(Arcana) check to aid other, granting you a +2 bonus as normal.

Also I did give you warning and a chance to pull out of that hex. The forces there are so overwhelming that no one makes it out to give you a message. Had there been a character with them it would have been different.
Scout units can just vanish if they run into something so nasty it instantly wipes them out.

rweird
2013-10-11, 05:51 AM
Scouts: True or false, when there are monsters, there is a battle?

If true: True or false, according to FoB, if you enter a battle, the armies deploy in a pitched battle formation on opposite sides?

If true: True of false, you can move off the board to retreat?

If true: True or false, the recover troops action can be used to reform part of them (not spelled out in FoB too my knowledge, though if they don't count as destroyed, the should be able to continue on there merry way)?

If all of this is true, then the only way they'd be beaten is if from all the way across the board, in a deep forest (imposes penalties on ranged attacks), in turn one, two wounds were inflicted by ranged attacks. I based my entry into this hex on that assumption, thinking the rules would be followed, and I'd be able to learn what is in there, and feel cheated by the fiat. I heeded the warning, thinking that'd be the case.

If you'll continue to do things like this, could you give a comprehensive list of everything you'll be fiating now so I don't have to walk into it and get annoyed several more times?

Research: So I can have however many people I can aid another? No limit?

You say the next turn is on October 15th, is that the next season, or the next week?

Gaiyamato
2013-10-11, 07:23 AM
Scouts: True or false, when there are monsters, there is a battle?
Not always. But most likely.



If true: True or false, according to FoB, if you enter a battle, the armies deploy in a pitched battle formation on opposite sides?
If that is appropriate. Again. Not always.



If true: True of false, you can move off the board to retreat?
By board I assume you mean a battlefield. Yes, if given the chance. Remember if they beat you by initiative by enough they could move all of their units before you can move a single one. In the right situation that could prove to wipe out a single unit easily before the unit even knows what is going on.



If true: True or false, the recover troops action can be used to reform part of them (not spelled out in FoB too my knowledge, though if they don't count as destroyed, the should be able to continue on there merry way)?
Yes, if you have other troops and a General on the field. You need to use the appoint General action or have a PC present in order to count as havnig a General.



If all of this is true, then the only way they'd be beaten is if from all the way across the board, in a deep forest (imposes penalties on ranged attacks), in turn one, two wounds were inflicted by ranged attacks. I based my entry into this hex on that assumption, thinking the rules would be followed, and I'd be able to learn what is in there, and feel cheated by the fiat. I heeded the warning, thinking that'd be the case.
Ambushing and assuring that the unit does not get word out are part of normal warfare. Even following the rules does not mean that IC you actually get to know what is going on. Plus there is no way your unit would survive even to it's first round of combat, making it pointless to run the combat.




If you'll continue to do things like this, could you give a comprehensive list of everything you'll be fiating now so I don't have to walk into it and get annoyed several more times?
I am not going to reveal secret hex information. Everyone in the game has the same risks. Drack only survived that hex because he sent characters (decent level spellcasters) in alone without any units, and they escaped by sheer luck. He almost lost his cohorts however.



Research: So I can have however many people I can aid another? No limit?
How many have you got? you could put everyone on research duty. But I guess I would need to scale the bonus off at some point to stop it being silly.



You say the next turn is on October 15th, is that the next season, or the next week?
The next week. That would be the week 3 turn. We have 10 more weeks to go after that until the next season.

Also I need a link to your sheet and your official kingdom name.

rweird
2013-10-11, 04:40 PM
Not always. But most likely.

If negotiations fail I mean. My basic question is, do all violent confrontations with monsters v.s. FoB units of another nation follow rules for battle as outlined in Fob?


If that is appropriate. Again. Not always.

Pitched battle is the only way I've seen rules for setting it up. Counterexample?


By board I assume you mean a battlefield. Yes, if given the chance. Remember if they beat you by initiative by enough they could move all of their units before you can move a single one. In the right situation that could prove to wipe out a single unit easily before the unit even knows what is going on.

Yes, though it is highly unlikely, seeing as movement is halved, so whatever is in would need a ridiculous movement rate to reach us on turn one, and ranged attacks would be at a -3 penalty, and command checks at -5. I'd need a single move action to do so. If your normal maps (10" away) hold true for this battle, they enemy would need to be able to charge multiple units with a 50 ft or higher land speed at us, at least two of which hit AC 15, wound toughness 21, after beating 1d20+3 on a command check to go first (so my roll for command would help determine that unless the bonus on command checks is like +24 or higher). They could do that in the right situation perhaps, but I hardly think that this is the right situation.


Yes, if you have other troops and a General on the field. You need to use the appoint General action or have a PC present in order to count as havnig a General.

[citation needed]

It says it is a free Realm Action, nothing that I could find says it requires a general or anything to take said actions to my knowledge.


Ambushing and assuring that the unit does not get word out are part of normal warfare. Even following the rules does not mean that IC you actually get to know what is going on. Plus there is no way your unit would survive even to it's first round of combat, making it pointless to run the combat.

True, it is normal, but seeing as we are scouts, I think that us setting up an ambush is more likely than monsters who to my knowledge, can't be scouts, and therefore shouldn't be able to detect us in the first place.

Assuming they can do that, I beg to differ on survivability. I believe I have a good chance of escaping, hence me sending them in in the first place, and I believe that 1/3rd at least, probably would make it back (though realistically, all of them should if they didn't fight anyone before running).


I am not going to reveal secret hex information. Everyone in the game has the same risks. Drack only survived that hex because he sent characters (decent level spellcasters) in alone without any units, and they escaped by sheer luck. He almost lost his cohorts however.

It hardly is secret if you send an army of things to kill something. I was thinking I would have a good chance of getting word back to my leader and learn this, though seeing as you handwave that, I wanted a list of everything else you'll hand wave/fiat so I can know that from now on, if you give a chance not to enter somewhere, I won't come up with plans based on rules to learn stuff, and instead would just leave that place alone. I wondered if you'd fiat anything else so I can base further actions off the rules that we actually are playing with when the contradict the rules as they are written.


How many have you got? you could put everyone on research duty. But I guess I would need to scale the bonus off at some point to stop it being silly.

Well, I was thinking about 50 (followers), so I'd have over 100% chance to learn something, though you'd scale off the bonus after some point.


The next week. That would be the week 3 turn. We have 10 more weeks to go after that until the next season.

Also I need a link to your sheet and your official kingdom name.

Kingdom Name: Mavcerith, sorry for not including it earlier. I honestly forgot to name my nation until today. :smallredface:

Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=670032)

rweird
2013-10-12, 12:25 PM
Okay, so 5 aid anothers, 39% chance to learn something. [roll0] (1-39). I still think capping it at individual number is more realistic. If you gather a team of five of the worlds experts on magical lore, it would make sense they'd be of more help than 5 commoners off the street (as is, assuming experts have +20, then 3 top-class experts are equivalent too 5 commoners).

Gaiyamato
2013-10-12, 06:50 PM
I'll take your experts into account. But you would be surprised how many discoveries have been made by enthusiastic hobbyists instead of actual experts in the field IRL. lol.

You can try again in week 3 on the 15th with another 5% bonus.

rweird
2013-10-12, 09:26 PM
Okay... Nothing to do until then then. :smallsigh:

Gaiyamato
2013-10-12, 09:32 PM
Well you do still have a clear path up north now. If you have a follower to send you could move along the already explored hexes without incident and contact Drack in the north, moving through the Hobgoblins would allow them to get the Dark Empire, Orcs, Arnil and Thorns without any incident either.
Lots of potential rping.

rweird
2013-10-12, 09:35 PM
Well you do still have a clear path up north now. If you have a follower to send you could move along the already explored hexes without incident and contact Drack in the north, moving through the Hobgoblins would allow them to get the Dark Empire, Orcs, Arnil and Thorns without any incident either.
Lots of potential rping.

So I actually do know what the terrain looks like? There is a lot of potential RPing, though seeing as my only unit was wiped out due to unknown causes, and I shouldn't know any of the other nations exists for me to contact save the hobgoblins.

Or should we assume knowledge of each other already (I have +21 on knowledge geography, politics, and local)?

Gaiyamato
2013-10-12, 09:41 PM
You can assume that the Hobgoblins mentioned the existence of the Orcs, Dark Empire and The Grove. They have also heard rumors of "Arnil and Thorns" to the south as their spies traders have reached that far.

So following the explored hexes you can now reach all of those without having to cross a single wild unexplored hex.

rweird
2013-10-12, 10:25 PM
You can assume that the Hobgoblins mentioned the existence of the Orcs, Dark Empire and The Grove. They have also heard rumors of "Arnil and Thorns" to the south as their spies traders have reached that far.

So following the explored hexes you can now reach all of those without having to cross a single wild unexplored hex.

Hmm, only would be able to reach the hobgoblins this week, though that'd cost even more RPs to move them, and seeing as I'll have four units next week, I don't think that is wise.

Gaiyamato
2013-10-12, 10:43 PM
No problems. The desert acts as a shield to protect you from everything anyway. you can just hunker down and by safe for some time now.

rweird
2013-10-12, 11:14 PM
Yeah, hopefully next week I'll be able to start summoning and enact my master plan (isn't really very masterful, just is summon a bunch of air elementals to make really fast flying scouts to figure out where everyone is). :smalltongue:

Natural isolation is a blessing and a curse.

Is there any option to expand off the edge of the world, or would that happen later and currently we don't need to worry about attack from there or anything.

Lastly: Would Knowledge Geography or Politics be able to tell me anything about the rest of the world?

Gaiyamato
2013-10-12, 11:30 PM
The edge of the world is a literal edge, you fall off it and cease to exist. Nothing can ever come from that way. Not even the Gods.

Knowledge Geography would only tell you about your area and some very vague and general stuff about the desert. Politics again would only be for your Kingdom and just what you already know OOC about the Hobgoblins.

rweird
2013-10-13, 07:27 AM
Okay, will those two skills ever really be useful then, or are they pretty much just fluffly mechanics for a ruler?

Gaiyamato
2013-10-13, 07:43 AM
They will be useful eventually. But I cannot see them of being commonly used.
Geography may help shape the battlefield if you are defending in a battle. As you can pick the terrain a little better.

If you want to shuffle a few skill points about you can.

rweird
2013-10-13, 11:49 AM
They will be useful eventually. But I cannot see them of being commonly used.
Geography may help shape the battlefield if you are defending in a battle. As you can pick the terrain a little better.

If you want to shuffle a few skill points about you can.

I don't think I will, though probably will stop investing ranks in them.

rweird
2013-10-14, 03:36 PM
Troop Movement, all new recruits: #115->#113->#116, will move more later on probably.

Research: [roll0]
[roll1]

EDIT: :smallsigh:

Gaiyamato
2013-10-14, 05:20 PM
The hills at #113 have a family of Copper Dragons in them. A unit of 5 Wyrmling dragons and a Young Adult Copper Dragon.
The Dragons will do nothing to you if you leave them be, and do not approach unless you wish to parlay with them.

Either way, once past the Copper Dragons you encounter... oh wow...
A family of Blue Dragons living at the base of the mountain toward the desert hex. 5 Blue Dragon Wyrmlings and a Young Adult Blue Dragon.
They are hostile toward you but wont attack if you leave immediately.

2 lots of dragons!!!

rweird
2013-10-14, 07:24 PM
I think that I'll parlay with the copper dragons, a bunch of dragons as allies is always helpful. Are the wyrmlings a single unit, or five units of a wyrmling each (I think the earlier). Not sure how to get them to join me. I imagine they'd have quite an upkeep.

Gaiyamato
2013-10-14, 07:25 PM
Yeah, high upkeep. A single unit of 5 wyrmlings.

rweird
2013-10-14, 07:29 PM
Yeah, still, a unit of dragons would be badass, and a big help against the blue dragons who probably will kill me if I fight them.

What do the coppers do when one of us approaches?

Gaiyamato
2013-10-14, 07:50 PM
"This is my domain elf, there will be no evil done here today. What business do you have here?" booms the voice of the lead Copper Dragon.

rweird
2013-10-14, 07:55 PM
"Seeing as our tents practically surround your domain, we thought it prudent to meet our neighbors. We bring no evil with us, though previous scouts we've sent have vanished mysteriously, which is why we come in numbers."

Gaiyamato
2013-10-14, 08:00 PM
"I understand there is much evil here in this world. I have even been forced to make a pact with my evil brothers north-east of here near the mountain in order to survive." The Dragon shifts into the form of a female woodland elf. "My name is Casillyranon. My sisters and I seek only peace and quite here to grow and live. Who are you?"

rweird
2013-10-14, 08:03 PM
"We are from the nomadic nation of Mavcerith currently dwelling around your domain."

Gaiyamato
2013-10-14, 08:17 PM
The Dragonesse nods. "We have noticed some of your people when flying high seeking our food. Good to know you are an organised nation. Please come and sit, I would like to know more of you personally and what it is that you would like from me." she offers you an old tree-stump to sit on and one her sisters brings out a plate of forest fruits.

rweird
2013-10-15, 06:28 AM
He sits. "Thank you. Primarily we just wanted to meet the inhabitants, and see if they know anything about other inhabitants, along with make peace with our neighbors if possible. You mentioned a group of dragons in the mountains. Could you tell us more?"

Gaiyamato
2013-10-15, 07:00 AM
"If you desire peace with us, we are happy to have peace with you. Peace is always the only way to peace. We took this approach with our brothers near the mountain and because we are all young in this world we decided to leave each other be. The Blue members of my kind harbor evil in their heart however. One day we shall have to face them. But for now they keep away from us and we keep away from them."

rweird
2013-10-15, 03:04 PM
"Hmm, we probably should face the blue dragons soon before they grow older. Do you have information on their numbers or age? Also, would you have any interest in joining our nation, exploring new lands, meeting new peoples, and helping teach others how to improve the lives they lead?"

Should I roll diplomacy or anything?

Gaiyamato
2013-10-15, 06:47 PM
"We are mostly happy where we are right now. However I have given some thought to perhaps moving west-ward and finding a better home for my people. Teaching the people of the land is something I had always wanted to do. However my sisters are still very young and we have our treasure hoard - as meager as it is - to bring with us somehow. I am not overly skilled at magic just yet, I am still learning myself.
As for the Blue Dragons to the east of here, they number the same as us. Five wyrmlings and a young adult - Karassa is his name."

OOC:
Not needed since they already hold a friendly stance with you.

rweird
2013-10-15, 07:06 PM
"We'd be able to send word to a camp to send a wagon you can use to transport your hoard. Are your people just your five sisters? If so, I'm sure they could find a home with us, or some other land we later find. We haven't pushed far west yet, all we can see is desert, though you might be happy in it. We'll probably try to face off with the blues soon, the longer we wait, the stronger they get, and the longer we have to worry about an unexpected attack."

A desert is where copper dragons normally live, making sense they'd be best off there, so they might just want to move to my capital or something.

Are they part of my nation now?

Gaiyamato
2013-10-15, 08:27 PM
The Dragon nods.
"I hate to see my brethren slain, even though they are evil at heart. But you are correct, they would plague this land if left to mature. A trek across the desert would be fine. I can help you to scout very easily, you could ride on me as we fly across the desert."
she suddenly leaps up "Be right back". A moment later she reappears with a small long rosewood box with a few finely engraved Draconic runes on the top, edged in solid gold. She opens it, the inside is finely lined with green velvet. In it sits a rosewood Sceptre with a perfect Saphire set in the top, edged in gold and with gently glowing green runs in the wooden handle. "This can help you greatly with your magic. Using this I have been able to improve my summoning magic, something which seems to be the most difficult field of spellcasting."

OOC: They join you. However they keep their treasure for now except for the gift.

It has the following abilities that may be activated either on their own or all at once (for the total sum of the costs):

Always on: +2 Caster Level to any summoning/calling Conjuration spell.

92 charges remaining.

Extend metamagic for free on the next spell cast for 5 charges.
Auto control the next summoned/called creature(s) as per normal rules for the spell for 10 charges.
+2 DC of next Conjuration spell cast for 8 charges.

These may be cast at any time for the listed cost. When cast these have no failure rate and work as normally without needing to activate the other abilities:
Cast summon Monster V - 8 charges.
1/day Cast summon Monster VI - 10 charges.
1/day Cast summon Monster VII - 12 charges.

Recharge:
The Sceptre can be recharged by taking 2D3 Charisma damage (heals normally) at any time. the Sceptre gains the amount of CHA damage dealt x5 charges to a maximum of 100 charges. Excess damage is still dealt. Creatures immune to Charisma damage cannot recharge the Sceptre. Recharging takes 10 minutes of concentration.

rweird
2013-10-16, 06:25 AM
OoC: Could I have the stats for the dragons at your convenience? Or do I build that?

I'll send the scepter to my ruler. Do you need to be able to cast spells to recharge the staff?

Also, it says "Auto control the next summoned/called creature", does this mean they normally aren't contained when summoned with Planar Binding?

Lastly, is this an artifact, or would it be possible at some time to buy/create another?

Is Abrupt Jaunt able to be used to avoid AoE in FoB (For the battle with the blue dragons, I was thinking my leader could abrupt jaunt out of the line of lightning, and fall to only suffer a strength 6 hit?

IC: "If you head to the north, you'd find our capital and our leader. Please give him this message." (Writes message explaining situation to leader and hands to Casillyranon). "Someone will send a wagon at your arrival for your hoard."

It should take like 2/210 MPs to get there, which is like an hour of flight. I plan on taking my leader to do battle with the dragons (other units too), having Casillyranon be his mount.

Gaiyamato
2013-10-17, 03:10 AM
Could I have the stats for the dragons at your convenience? Or do I build that?
Sure, the wyrmlings wont fight though, they cannot risk them.



I'll send the scepter to my ruler. Do you need to be able to cast spells to recharge the staff?
Yes. Only works for an Arcane or Divine spellcaster.



Also, it says "Auto control the next summoned/called creature", does this mean they normally aren't contained when summoned with Planar Binding? Correct. Though from time to time some are.




Lastly, is this an artifact, or would it be possible at some time to buy/create another? Sorry, bad choice of words. No not an artifact. But it is a very high level and expensive sceptre. You need the Craft Sceptre feat (Lost Empires of Faerun) and about twice your current level to be able to make one.



Is Abrupt Jaunt able to be used to avoid AoE in FoB (For the battle with the blue dragons, I was thinking my leader could abrupt jaunt out of the line of lightning, and fall to only suffer a strength 6 hit?
No, abilities like that do not apply to FoB. however if you are riding the Dragon in then you two count as one single FoB unit. Making you pretty badass.

rweird
2013-10-17, 06:01 AM
OoC:
Wyrmlings: Naturally.

Recharge: Okay. *plots*

So magic circles arbitrarily fail? Is it just in calling diagrams, or do they all have that chance? Or is it most of them aren't compelled to follow the agreement made when trapped?

Scepters, form LEoF, I must say I don't have that book, and didn't think it was allowed. Is the craft scepter feat allowed from it?

Abrupt Jaunt: Okay... :smallsigh: How would immunity to energy work with just one being immune but the other not being immune?

Gaiyamato
2013-10-19, 07:03 AM
So magic circles arbitrarily fail? Is it just in calling diagrams, or do they all have that chance? Or is it most of them aren't compelled to follow the agreement made when trapped?All have a chance is summoning/calling something. Most of those who do not fail are not compelled to follow the spell at all, let alone any agreement.



Scepters, form LEoF, I must say I don't have that book, and didn't think it was allowed. Is the craft scepter feat allowed from it?
Yes the Craft Sceptre feat is allowed.



Abrupt Jaunt: Okay... :smallsigh: How would immunity to energy work with just one being immune but the other not being immune?
Well if your unit dies and you are left all alone you wont have to worry about the breath weapon still. Total immunity to electricity will keep you safe.

rweird
2013-10-19, 07:39 AM
Okay, thanks. Now, if I want to capture the wyrmlings and teach them to be good aligned? How would it work? Is it a lost cause, like trying to convince a demon, or would it actually work? If so, how much would a comfortable cage to hold them in that they couldn't escape from (magic being used is acceptable) cost and how long would it take to acquire?

For avoiding attacks, would my mount Wings of Cover-ing and my abrupt jaunting work?

Gaiyamato
2013-10-19, 07:46 AM
We can simply use the Redemption rules in the BoED.
Each day you roll a Diplomacy check. The Wyrmling will need to make a will save DC equal to your diplomacy roll. They would get a +4 bonus though.
when they fail 7 saving throws they change to good alignment.
All there is to it. :smallsmile:

No one can assist the roll. You and each dragon need to spend all day every day talking together one on one. Wyrmlings will be a pushover.

Not sure on the avoiding attacks thing. If you are on your own on your mount it would work I suppose. Would need to see.

rweird
2013-10-19, 01:02 PM
Okay, how much would a comfortable prison for them cost (or cage of some sort)? Are you waving that the failures have to be consecutive, and making it so they immediately turn to good, not neutral?

EDIT: For the sceptre, does "Auto control the next summoned/called creature(s) as per normal rules for the spell for 10 charges." allow you to also call them as normal, or does it still have a chance of failure, and just controls them if it succeeds?

Gaiyamato
2013-10-19, 06:44 PM
Okay, how much would a comfortable prison for them cost (or cage of some sort)? Are you waving that the failures have to be consecutive, and making it so they immediately turn to good, not neutral?
7 failures total, they do not need to be consecutive. They will become good for simplicity sake.



EDIT: For the sceptre, does "Auto control the next summoned/called creature(s) as per normal rules for the spell for 10 charges." allow you to also call them as normal, or does it still have a chance of failure, and just controls them if it succeeds?

No, the spell can still fail with that one. But if it does work you can control them.

rweird
2013-10-19, 07:05 PM
Okay. What about a figure for cost of the cage/prison and feasibility of transporting it?

Sceptre: Okay. Does it just cost ten charges, and that sticks around until one spell succeeds, or do you have to expend a charge for each time you cast?

Gaiyamato
2013-10-19, 07:25 PM
Okay. What about a figure for cost of the cage/prison and feasibility of transporting it?
If you can knock it out or get it to agree then it should not be an issue.
Your capital can contain sufficient storage.



Sceptre: Okay. Does it just cost ten charges, and that sticks around until one spell succeeds, or do you have to expend a charge for each time you cast? Use it right before you cast the spell. It would probably fade over time, should give a mechanic for that ay..

rweird
2013-10-19, 08:51 PM
Okay, leader is taking young adult as mount, and secunding myself in archer cohort and going to blue dragon mountain.

So the charge is next spell attempted, so I still have a 90% failure rate.

Question: How old are the dragons?

Gaiyamato
2013-10-19, 08:54 PM
Dragon is it's own unit. If you mount it you two combine up using the cavalry rules into a single unit on your own. If you want to be secunded to a unit you will need to be on foot or horse.

Both your dragons and the blue Dragons are quite young. All of the Dragons are quite young. I will advance the dragons one age category on turn 5200....

rweird
2013-10-19, 09:06 PM
If I am mounted, then we'd be one unit, and seeing as you say me on a horse should be able to secund, why not a dragon? They are the same size.

Dragons: Wyrmlings advance at 5 years old, so they should advance by week 260 at the very least (5 years), young adults in turn 2600 (50 years).

Gaiyamato
2013-10-19, 10:02 PM
The wymlings will advance over the next few seasons by 1 age category and all the young adults will advance come autumn and winter. So 5200 weeks will be the next major advance. They will gain HD gradually in that period though.

The Dragon is a separate unit and it is larger than the normal bowmen, and the horse due to it's wingspan.

rweird
2013-10-20, 06:48 AM
Ages: Okay.

Dragon: Well, if its wings are out it could be flying above them, and if it isn't flying, wouldn't it fold its wings and not be any larger really?

Gaiyamato
2013-10-20, 06:55 AM
hmmm maybe. I think it is easier to keep monsters on their own or in their own units though. If it is just you and the Dragon you guys will be immune to a lot of stuff anyway and you can sweep attack, breath weapon, and cast spell all as one single action.
If you throw the Dragon into a normal unit when you activate you will have to decide if you use your breath weapon or cast a spell or nothing at all from you guys.

Also dude.. didnt you have a champion or two who was writing up a character for you? You should either open a recruitment thread for Champions or PM those who were going to be champions for you.

rweird
2013-10-20, 08:04 AM
The reason I want to secund them is so I can use my +23 command for there morale, seeing as the blue probably has a shock factor of like 10, once we kill it, I'd break off to capture the wyrmlings. I don't think it'd be worth risking the dragon in this fight when I don't think I need it (ironically, seeing as monsters don't get the +10 toughness, when I mount it, it'd have a lower toughness than my units. It'd give +4 to hit when secunded, which is pretty good IMO, and enough to turn the tide.

I think they lost interest in this game. I think I may PM them soon. Not sure how much I need champions currently though. For economic champions, is it possible to apply the benefit to somewhere other than the capital?

Gaiyamato
2013-10-20, 06:48 PM
If you assigning yourself as General to the army you can still use your command for rallying and command checks, as well as initiative.

If you are not taking your own dragons then you can join the unit no worries. But even a young adult blue is pretty tough.

rweird
2013-10-20, 06:53 PM
Long and short, I need to ride the dragon to be able to reach the army in a timely manner, I suppose I'd ride it, join the archer cohort, and have the dragon alone be a special unit (unless I could chose to not deploy it in the battle), though I'd rather the dragon join with me, and see no reason why it couldn't.

Gaiyamato
2013-10-20, 07:04 PM
You can ride there on the Dragon and then chose for it to not participate.

rweird
2013-10-20, 07:06 PM
Then that is what I'll do.

Gaiyamato
2013-10-20, 11:59 PM
Start this battle tomorrow or the day after then. :smallsmile:

rweird
2013-10-21, 02:27 PM
Okay, casting Spectral Hand before the battle starts. Tell me when you're ready.

rweird
2013-10-21, 04:02 PM
Gather Information on Lors Ikrell: [roll0]

EDIT: :smallsigh: How long before you can try again?

Gaiyamato
2013-10-21, 08:36 PM
You can try once each week.

rweird
2013-10-24, 03:19 PM
Ready to start the battle?

Command: [roll0]

Gaiyamato
2013-10-24, 07:52 PM
About to go out, but sure.

You won the roll.... lol.

[roll0]

EDIT: Your entire force gets to attack in surprise before the Blue Dragon can even act. The wyrmlings will start to flee to the north.

rweird
2013-10-24, 07:57 PM
Surprise round. All attacking big dragon.
To hit: [roll0]
To wound: [roll1]
To hit: [roll2]
To wound: [roll3]
To hit: [roll4]
To wound: [roll5]
To hit: [roll6]
To wound: [roll7]

I cast Blindness on dragon (DC 21 will save or be blinded).

First round, same as before. (command, on a 4+, even if they get a 20, I'd go first). [roll8]
To hit: [roll9]
To wound: [roll10]
To hit: [roll11]
To wound: [roll12]
To hit: [roll13]
To wound: [roll14]
To hit: [roll15]
To wound: [roll16]

Read action to shivering touch dragon if he comes within reach (adjacent squares).

How far away is this battle taking place from my capital (I want to know if bardic music is in range).

Gaiyamato
2013-10-24, 09:07 PM
This is about 20 miles from your capital. Typical young adult blue dragon with max hp.

rweird
2013-10-24, 10:00 PM
Apparently Shady will be intervening somehow so I'll wait to continue.

Gaiyamato
2013-10-25, 12:08 AM
:smallsigh:

Really? This will be an interesting IC justification then.. lol.

rweird
2013-10-25, 07:34 AM
Well, he does have the Scalykind domain, and doesn't want dragons to die. Not sure.

Should this be in a new thread?

ShadowFireLance
2013-10-26, 01:31 AM
Shards of ice burst forth from the ground, and forth comes from it an albino Lizardfolk, with jet black eyes, and scales of cold.

"I speak for his majesty, my word is his, and all shall freeze. Cease attacking of my child, this is your first offense that I am aware of, and therefore, I shall not punish you. Fault me again, and I shall not be so kind."

Gaiyamato
2013-10-26, 04:45 AM
It is two Dragons fighting and the elves are supporting the good aligned Dragon against the evil Dragon. The elves live in all the hexes around this hex.

So which Dragon are you talking to??

ShadowFireLance
2013-10-26, 04:48 AM
It is two Dragons fighting and the elves are supporting the good aligned Dragon against the evil Dragon. The elves live in all the hexes around this hex.

So which Dragon are you talking to??

The Elf, not any Dragon.

Gaiyamato
2013-10-26, 04:51 AM
Well you have the problem that both sides have Dragons on them.
the elves are trying to capture the blue wyrmlings to reform them to a good alignment. The good dragons are trying to ensure that everyone lives in peace.

So both Dragons are praying to you for assistance. Which side do you take?

ShadowFireLance
2013-10-26, 04:55 AM
Well you have the problem that both sides have Dragons on them.
the elves are trying to capture the blue wyrmlings to reform them to a good alignment. The good dragons are trying to ensure that everyone lives in peace.

So both Dragons are praying to you for assistance. Which side do you take?

The problem is, They are taking the Blue Wyrmlings away from their mother, and the way they were meant to be raised.

Gaiyamato
2013-10-26, 05:56 AM
They are not their mother/father. These Dragons are all siblings in each clutch.

rweird
2013-10-26, 07:39 AM
Well, I doubt that CG copper dragons would worship a CE god. Still, this is exactly the kind of intervention that everyone things the game should stop having apparently. :smallsigh: I wish he'd at least be a bit more diplomatic about it.

"Stand down your dragon then, and tell me who you are so we can negotiate a settlement that is agreeable to both of us. I was unaware a nation lived here."

ShadowFireLance
2013-10-26, 02:54 PM
"I am asking that they be allowed to live their lives as they where born, it is their choice if they wish to become good and live alongside you, or remain evil. No nation under my name lives here, and for good reason. Take warning."

The albino lizardfolk looks at the fleeing Dragons, and back at you, before Greater Teleport activates.

rweird
2013-10-26, 03:01 PM
"Then who are you and why do you care about this?"

EDIT: How do you know anything about me anyways?

rweird
2013-10-27, 11:11 AM
Seeing as shady did nothing really. What do the dragons do?

Gaiyamato
2013-11-01, 10:53 PM
The Dragons will just keep ripping into one another as soon as Shady leaves.
Everything was rather confusing. lol.

[roll0]

Blue Dragon is blinded.

Gaiyamato
2013-11-01, 10:54 PM
[roll0] morale.

Blinded the Blue Dragon will fight on.
But thanks to Shady you now have an entire other round of attacks.

222hp remaining on the Blue Dragon.

Using FoB rules he is on 3 wounds however.

rweird
2013-11-02, 07:33 AM
Is Don't Fire Until You See the Whites of Their Eyes (Eldritch Glow technically) using the Overkill rule as recommended?

"Perhaps you would like to talk this out? We may have been to quick to attack. Perhaps this could be resolved peacefully?"

Gaiyamato
2013-11-02, 08:43 AM
Overkill rule is not in effect.

rweird
2013-11-02, 08:51 AM
Overkill rule is not in effect.

So Don't Fire Until You See the Eldritch Glow of Their Eyes is a pretty much pointless maneuver because you have no real chance to kill the attack, and shoot/move back always is better?

Does the dragon answer me?

rweird
2013-11-26, 10:52 PM
Bump-ed-y bump bump bump. How do I resolve Tyrannus suddenly becoming a vestige? Also, does this mean I'll never be able to kill him?

Gaiyamato
2013-11-26, 10:54 PM
Going to shorten what you were doing. The Blue Dragon is not stupid. It will surrender if you agree to spare it's siblings.

Tyrannus is gone. So yeah no killing of him. If you destroy the artifact he left behind you would severely weaken his vestige from a major vestige to a minor however.

rweird
2013-11-26, 11:12 PM
Where does he leave the artifact behind? Here or somewhere else?

Accepting surrender, will try to redeem them (can I take 10 on the diplomacy check?). We'll swing by 96, 97, 165 & 166, then return to our main camp.

I return to my main camp (meeting with Drack and sidequest in progress).

Gaiyamato
2013-11-27, 12:22 AM
Where does he leave the artifact behind? Here or somewhere else?
Elsewhere. You would need to search it out.



Accepting surrender, will try to redeem them (can I take 10 on the diplomacy check?). We'll swing by 96, 97, 165 & 166, then return to our main camp.

I return to my main camp (meeting with Drack and sidequest in progress).

No problem.

96: A Huge (20HD) Sanctified Saint Marid who keeps the small inland lake pure, clean and protected. The region is safe for any to come and drink and rest and is non-violent.
97: Large Monstrous Scorpion Menagerie (build a settlement with a Menagerie here and use them for mounts.)
165: A small oasis that is supporting a small neutral aligned desert kobold nomadic settlement.
166: A Tyrannosaurus Menagrie! EDIT: I might swap that for a Bulette (http://www.d20srd.org/srd/monsters/bulette.htm) menagerie as they don't eat elves. :smallcool: (build a settlement with a Menagerie here and use them for mounts.) Alternatively you could swap the scorpion menagerie and keep the T-Rexes. I just want you to have Bulettes...

rweird
2013-11-27, 10:23 AM
Ah. Does the Marid have any information on the surrounding hexes?

I'll keep the Bulettes, can the riders go with the bulette underground (I think they'd have to breathe), though could they go underground for a few rounds like that holding their breath?

Approaching Kobold camp, asking them to join us, explaining how we have different resources that wouldn't be avail. What is kobold production in different terrains?

Gaiyamato
2013-11-27, 08:54 PM
Ah. Does the Marid have any information on the surrounding hexes?
Nope, and he does not care either.



I'll keep the Bulettes, can the riders go with the bulette underground (I think they'd have to breathe), though could they go underground for a few rounds like that holding their breath?
They can hold their breath for a few rounds. We could adapt a feat/class etc. based on the purple worm riders for an Elite unit though.



Approaching Kobold camp, asking them to join us, explaining how we have different resources that wouldn't be avail. What is kobold production in different terrains?
They have 6 production for desert tiles.
Don't have time to IC this so made a roll.
They accept and are willing to join you. Their leader is not overly tough. They are followers of Sid'Jax however. PM Erik for the details on them.

rweird
2013-11-27, 09:43 PM
Ah, thanks. Will think about it later (next season, once I move people there).

Is the 6 in the desert the highest production they have, or would other terrain be higher? Will PM Erik.

Gaiyamato
2013-11-27, 10:02 PM
Ah, thanks. Will think about it later (next season, once I move people there).

Is the 6 in the desert the highest production they have, or would other terrain be higher? Will PM Erik.

6 is the highest. 4 on mountains, 4 in the underdark.

rweird
2013-11-27, 10:56 PM
Thanks, have they heard anything of the DE or Darkened Grove or any news? Or should I ask Erik about this.

For redemption of the blue dragons, can I take 10 on the diplomacy check?

Gaiyamato
2013-11-27, 11:43 PM
They met the BelTran rebels led by Bavboi (before assassins from the DE killed him). They have a low opinion of the DE. They also were not overly friendly with the Hobgoblins before they fell to the DE.
They know of the Darkened Grove, but know little about it and have not had direct contact.

I'd ask Erik about the rest.

I'll get back to you on the redemption stuff.
Thinking best not to allow taking 10/20 though.

rweird
2013-11-28, 02:50 PM
Okay, do they know Bravboi died?

So no take 10/20 on redemption (taking 20 wouldn't work unless you'd pass on a 1, seeing as the successes need to be consecutive).

Could I have the full table of Kobold production so when I use the unit of kobolds in my army? I know how fast they are in the different hexes.

rweird
2013-12-04, 06:55 AM
Knowledge (Local) on the cult thing (I assume it'd be a lower than DC 22 check to know it exists, meaning I automatically pass). [roll0]

Gaiyamato
2013-12-04, 07:02 AM
Knowledge (Local) on the cult thing (I assume it'd be a lower than DC 22 check to know it exists, meaning I automatically pass). [roll0]

You have heard a whisper of a rumor and some wild stories is all. you have gathered enough knowledge to start to suspect that perhaps in some farther-off places such as the Dark Empire it may be a reality. You are not certain however, and have found not a single shred of concrete evidence.


Okay, do they know Bravboi died?
No as he still seems to be about the place... :smallcool:



So no take 10/20 on redemption (taking 20 wouldn't work unless you'd pass on a 1, seeing as the successes need to be consecutive).
Indeed.



Could I have the full table of Kobold production so when I use the unit of kobolds in my army? I know how fast they are in the different hexes.
I'll work that as we need it later. But with three good scores they are not going to be very good anywhere else.

rweird
2013-12-04, 04:32 PM
Okay... What are the wild stories and rumors?

Redemption: Can I just make all the rolls now?

Brave: ... Okay... Though I know he's dead but the kobolds don't? :smallconfused: Is he still in the camp? Why is he still about?

Kobolds: Yeah, like us, though a 1 and a 2 make somewhat of a difference.

Gaiyamato
2013-12-04, 11:25 PM
Okay... What are the wild stories and rumors?
Whispers of a dark and sinister cult dedicated to the destruction of the planet. Though other rumors say they are here to subvert the world for a different purpose. Rumors of children vanishing and being used by the cult.
But all of it is without any evidence. All sorts of little stories of the cult stealing goats and random nonsense that contradicts itself half the time.



Redemption: Can I just make all the rolls now?
Sure go for it.



Brave: ... Okay... Though I know he's dead but the kobolds don't? :smallconfused: Is he still in the camp? Why is he still about?
He left the camp a few days ago. Neither you or the Kobolds know he is dead.



Kobolds: Yeah, like us, though a 1 and a 2 make somewhat of a difference.
Indeed.

rweird
2013-12-05, 06:29 AM
Whispers of a dark and sinister cult dedicated to the destruction of the planet. Though other rumors say they are here to subvert the world for a different purpose. Rumors of children vanishing and being used by the cult.
But all of it is without any evidence. All sorts of little stories of the cult stealing goats and random nonsense that contradicts itself half the time.

Ah. Any children supposedly vanishing in my nation?


Sure go for it.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

So 8 days after capture. I forgot the rolls for the young ones. Will double-post for that.


He left the camp a few days ago. Neither you or the Kobolds know he is dead.

Okay... :smallconfused:

rweird
2013-12-05, 06:31 AM
Young ones:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]
[roll18]
[roll19]

[roll20]
[roll21]
[roll22]
[roll23]
[roll24]
[roll25]
[roll26]
[roll27]
[roll28]
[roll29]

[roll30]
[roll31]
[roll32]
[roll33]
[roll34]
[roll35]
[roll36]
[roll37]
[roll38]
[roll39]

[roll40]
[roll41]
[roll42]
[roll43]
[roll44]
[roll45]
[roll46]
[roll47]
[roll48]
[roll49]

Gaiyamato
2014-01-14, 05:55 PM
What week are we up too (I want to know how long I have to catch up)?

It is just starting week 4.

Gaiyamato
2014-01-14, 07:23 PM
{table=head] # | Faith | Kolvar[2] | Klirbar[2] | Jaithar[2] | Hultar [2] | Nulvar[2] | Ulstar[2] | Talzar[3] | Total | Total Weighted
1 | Core Pantheon combined | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
2 | R'ta'nakk'k the Ancient One | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
3 | Sophia, the White Lady | 2 | 21 | 21 | 21 | 21 | 21 | 22 | 129 | 280
4 | Inautia, the Undead Lord | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
5 | Sid'Jax/Wn'uf'cew Fn'yar | 42 | 4 | 4 | 4 | 4 | 4 | 4 | 66 | 136
6 | Nansuelbda | 11 | 2 | 2 | 2 | 2 | 2 | 2 | 23 | 48
7 | Eril, God of Travel, Shadows and Moonlight | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0| 0
8 | Kyrrus, Lord of Chaos, Change, and Dreams | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
9 | Dwarf Pantheon | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
10 | Nordi the Smith, Dwarf All-Father | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 7 | 15
11 | Evil Unity | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
12 | The Dark Cabal | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
13 | Good Unity Pantheon | 21 | 42 | 42 | 42 | 42 | 42 | 43 | 274 | 591
14 | Cult of Solana | 5 | 11 | 11 | 11 | 11 | 11 | 11 | 71 | 153
15 | Law Unity | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
16 | Chaos Unity | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
17 | The Changer of Ways | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
18 | The Great Balance (Neutral Unity) | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
19 | The Cult of the Darkness Below | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
20 | Kayros - The Damned God (Evil) | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
21 | Kayros - The Damned God (Neutral) | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
22 | Tyrannus Nol Gathrik | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
23 | Thoris Fire-Dreamer | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 7 | 15
24 | Great Arachnid Hivemind | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
25 | R'y'all'all'eth | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
26 | Cult of Thanifex | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
27 | Distrust the Gods/Dislike the Gods | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 6 | 13
28 | Atheist (Gods don't exist) | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 7 | 15
[/table]

rweird
2014-01-14, 07:39 PM
I added everything up and found that I was two slots short. Looking back at my original plans, in Kolvar, Sophia has two slots, bringing her total up to 280. I forgot to put it on my table.

Also, Kolvar shouldn't have Distrust/Dislike gods, just atheism (so the total is 13).

Sorry for those mistakes. I made the originals, then tried to copy them onto the table, seemingly with a few mistakes. I think the corrections should be quick. Sorry for the inconvenience in me realizing my mistake.

Gaiyamato
2014-01-14, 07:43 PM
It happens all the time. In particular when dealing with big piles of numbers of like this. The human brain is not that great at juggling so much information at once.

I'll get onto doing the weeks 2, 3 and 4 spread religions rolls for every settlement soon.. :smalltongue:

Gaiyamato
2014-01-14, 07:50 PM
Actually looking at the map 4 of your settlements are within range to be affected by religion spread. That means that until I have the Marru'ai and Hobgoblins done and Drack gets me the Grove details I cannot do your religion spreads.

I'll get my stuff done asap.