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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Arkum Game Thread

    This thread is for the players to plan out the actions of the side of Arkum. New players are always welcome. New turns will be posted here
    Last edited by CyperWizWurmD; 2019-10-13 at 03:27 AM.

  2. - Top - End - #2
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    The Void is all and nothing. You would say the void was all you knew, but without a mouth it’s hard to say anything. You could think the void was all you knew, but without a mind, deep thinking is slightly beyond you. The Void wasn’t warm or cold. Not beautiful or ugly, because without a body you couldn't experience these things. The Void is all and nothing until it wasn’t.


    A swirling blood red portal was the first thing her eyes saw. Her eyes! Looking down she saw that she also had arms, hands, fingers, legs, and all the other things a women should have. That's right she was a woman! And not just any woman. She was a caster! And not just any caster, a Shockamancer! Looking around the room she realises she was in the portal room of a side, her side! Each new sight, sound, and thought seemed to pull her in a new direction, making her lose focus.


    After awhile the onrush of new sights, ideas, and stimuli finally stopped overwhelming her mind and her personality rooted itself loosely in place. She was Harley Tesla. Noble Shockamancer of the side of Arkum. Daughter of…


    “Wait, daughter! I have a father and I’m a noble that makes me a princess!”


    Pleased with her rise in station Harley began looking at her regalia. She was wearing a rather modest Dark Red gown, which disappointed her. The large two sided hammer in her had however did not. The yellow Smiley faces on the blunt end of each side sent giggles down her spine.

    “Now where is my father, I would think he would have summoned me at..”

    Harley was interrupted as the portal room began to shake and shrink at the same time. Harley mind was again overcome as she was again overloaded with new senses. Harley realized she had just become the heir of the side of Arkum! Before she could process that, she was again bombarded as she became ruler of the side!

    All the new information was too much for Harley's new mind. To go from newly popped to ruler in less than five minutes fractured her mind, filling her mind with different facets to handle the rush of information. With that, Harley passed out.


    A strange warmth awoke Harley. She was lying on the floor of the now smaller portal room. Looking at the portal she could now see other colors faintly mixed in with the red. Flashes of orange, blue, yellow, and black swirled inside the deep red portal. As she sat up Harley could sense the other units of her side and the state of her capital as a new turn dawned.


    Side information
    Spoiler
    Show
    Capital City Arkum
    Level 1
    Building Slots 0/2
    Tower lv 1 0/200
    Income 1000 shmuckers
    Upkeep 192
    Treasury 1257
    Production: 2 scouts


    Units

    Queen Harley Tesla
    Level 1 Shockamancer
    Juice 100/100
    2(3)/2/6/8 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 120 shmuckers
    Equipment: Blunted smile


    X8 Pikers
    Level 1
    1/2/6/0
    Specials: Garrison
    Upkeep: 6 shmuckers each

    X2 Scouts
    Level 1
    0/1/6/12
    Special: Scout
    Upkeep: 12 Shmuckers each







    Brushing off her dress. Harley picked up her enchanted hammer and headed for the stairs.
    Last edited by CyperWizWurmD; 2019-10-14 at 03:39 AM.

  3. - Top - End - #3
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    As she walks Harley starts pondering about her spells
    Quote Originally Posted by Spells
    Shockamancy special: caster level is doubled for all shockamancy spells.


    Hoboken
    Range: same hex
    Juice: 25
    Duration: instant
    Casting time: 1 round
    A basic single target spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. This spell deals raw arcane damage.



    Power Orb
    Range: touch
    Juice: varies
    Duration: one turn
    Casting time: 1 round
    Create a heatless smokeless free-floating light source. Triple the juice costs makes the light permanent and anchored to an object.
    10 juice: candle light level
    20 juice: torch light level
    30 juice: lamp light level



    Grounded
    Range: personal
    Juice: varies
    Duration: 1 attack
    Casting time: response
    A shockamancer may negate energy damage directed at them. This spell negates 1 damage for every 2 juice used. This spell can negate raw arcane damage, fire, electricity, and cold. This spell can be cast in response to being hit with energy damage.



    Energy shot
    Range: same hex
    Juice: 25
    Duration: instant
    Casting time: 1 round
    Advanced shockamancy spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. Spell can deal fire, electricity, or cold damage. Critical hits have added effects.


    Fire blast
    Range: same hex
    Juice: 25
    Duration: instant
    Casting time: 1 round
    Advanced shockamancy spell. Area effect blast can hit up to four targets in one stack. (At random or screeners first) Attack roll of combat+ caster level vs defense. A miss deals half damage. Deals 1d6+ ½ caster level. This spell deals fire damage.


    Resistance
    Range: touch
    Juice: 30
    Duration: 1 turn or until used
    Casting time: 1 round
    The caster give the target energy resistance 10. After the spell as absorbed ten points of energy damage. The spell ends. More juice can be used to increase the resistance. Caster must pick type of energy resistance when the the spell is cast.
    And she realizes she should be able to create new spells through research

    Then it hits her the types of units she can have popped
    Quote Originally Posted by Units
    Pikers
    1/2/6/8
    Upkeep 12
    Specials none
    Production: two/ turn

    Scout
    1/1/6/12
    Upkeep 12
    Special: scout
    Production: two/ turn

    Stabbers
    2/2/6/8
    Upkeep 14
    Specials none
    Production: one/ turn

    Archer
    1/1/6/8
    Upkeep 14
    Special: archery
    Production: one/ turn
    And that she can upgrade the current Garrison Pikers to Field by double their current Upkeep!
    Last edited by CyperWizWurmD; 2019-10-14 at 03:42 AM.

  4. - Top - End - #4
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    BAM!BEM!BUM! Information hits her like blows, one after the other
    - 1000 shmuckers for each level of the unit to promote a unit to a Knight
    - 5000 shmuckers per level of the unit to promote a unit to Warlord
    - 20000 shmuckers to promote a unit to be an heir
    - 10000 shmuckers to Upgrade the city to level 2

  5. - Top - End - #5
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    *She mentally orders all units to courtyard while quickly marching there herself*!

    As she arrives she commands "WHAT BEFELL HERE!? SPEAK!"

  6. - Top - End - #6
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    Your troops assemble in the court yard

    The two scout are standing together looking confused.

    The eight pikers stand together stacked and at attention. They look a little confused, but one steps forward.


    What do you mean your grace? Do you mean the turn starting? Because the turn started!

    He smiles and steps back into formation seeming to be proud of his answer.
    Last edited by CyperWizWurmD; 2019-10-14 at 04:00 AM.

  7. - Top - End - #7
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    *deep breath* (calming down and composing ourselves)

    "My dear subjects, I fell like I was just popped and am in need of counsel. How old are each of you?"

  8. - Top - End - #8
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    Pikers: "4 turns old Your Majesty!"
    Scouts: "We just popped this turn.."
    Last edited by CyperWizWurmD; 2019-10-14 at 04:01 AM.

  9. - Top - End - #9
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    "Was this city always a level 1?"

  10. - Top - End - #10
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    Piker: "It was level 3 last turn, but was reduced early in the turn."
    Last edited by CyperWizWurmD; 2019-10-14 at 04:02 AM.

  11. - Top - End - #11
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    "Was our side always composed of a single city?"

    Piker: "We do not know.." :(


    Pausing and pondering some more, more info filters onto Harley's mind
    - Before the start of next turn we may pick pikers, scouts, stabbers, or archers to be popped, and we may choose them to pop as Garrison or Field.


    "My Scouts, how will you tell me what you see when I order you to scout away from the Capital, what *can* you let me know at a distance?"

    Scout: "Your Grace, we can naturally transmit basic information as the terrain type, enemies, ferals, terrain features, ect. More detailed information has to be done in person or other means of communication."


    Harley then ponders that there are two building slots here, what could she build? ... and finally no new knowledge seems to materialize to answer this question. "(Maybe when we have more shmuckers in the treasure)" she mutters


    "Did the turn start at Dawn?" and several of the pikers nod in response.


    BAM! We can create Scrolls!
    - Creating scrolls costs no money, however it takes twice the amount of normal Juice.


    "Did we change sides recently? Did our livery change?"

    The pikers shake their head no.


    "Pikers, have you trained before? Do you Know how much a hit from your pike on a fellow pikeman will do?"
    The same piker answers you.
    "We did train at the training grounds each turn. Our pikes leave a good size whole in straw dummies"


    ”Pikers have you seen combat? Do you know of any enemies our side has faced?”

    "No your majesty, we have not been in combat. The king marched off with most of the army the turn we popped. So I guess they went to fight something"
    The piker looks a little disappointed in being left behind


    From the top of the tower we see (red lines are roads)



    Looking at our Hammer, it seems to boost our combat score by 1. However when handed to a piker the Hammer shocks him and he drops the hammer. You could try and Identify the hammer with magic. However you are unsure of the juice cost and if you would be successful.


    We order the Scouts to scout down the roads.

    The Scouts bow and head out

    You receive the following scouting report in a few moments.

    Spoiler
    Show
    [attachment=2]A turn 1 scout.png[/attachment]


    Scout A has found a light forests "movement the same as plains" has used 5 of his 12 move

    Scout B has found the razed farm has used 2 of his 12 move

    "Pikers, I'm about to promote you to field units and send you out to explore. I *order* you to return here as soon as you spot an enemy unit, *before auto-attacking*. How do you feel? Do you believe you'd be able to follow my order out of hex?"


    The talkative piker looks at his fellow pikers and shrugs.
    "I believe so your majesty, but we have never seen an enemy so I'm not sure"


    ”Piker state your name. I hereby promote you to personal attendant to the Queen. You will accompany me on a tour of this city.”

    "Piker Spike your Majesty"
    As he steps up to join you in your tour

    Your tour of the city is short, but reveals several things of note.

    The city has no wall due its low level

    You find no library

    The armory is empty



    In the tower you find a work/ bed room you believe belonged to a caster. Several tools are scattered around the room. As you search you find 2 top hats, each with a wand next to it and a scrap of paper with the hats command word. You also find a Green helmet. All three hats are magical.

    You find a office in the tower filled with notes. They seem to be calculations on the amount of units needed to take a level three barbarian city. Sitting on the desk. Is a top hat with a wand next to it. With a single note sitting next to the hat.


    To My son or Daughter.
    I have embarked with your brothers in an effort to take a barbarian city we found many turns ago. I will use this message hat to contact you after we have taken the city. Tour the city to increase the income for next turn. I will have further orders for you after we have taken the city. The command word for the hat is Yokken.

    King .....



    The kings name has been obscured by an over turned ink bottle

    Subject: Arkum Discussion Thread
    - "(hmm, I believe we will need to go ourselves to capture that farm)"
    - "(And it shall cost 1000 shmuckers to restore it)"
    - "(Agk! My tour of the city did not increase its shmucker production!)"

    Subject: Arkum Discussion Thread
    - "(Hmm, I can store spells in the tower, either basic hobokin spells or more advanced shockamancy spells.)"

    Curious about the Green Helmet we lend it to Spike, Spike tries the helmet on with no obvious effect. Then we try it on ourselves, to no obvious effect.

    Afterwards, we test the Hat pair we found in the caster office, just to see it work. And indeed both hats are linked and can send messages to each other.

    "We need a map"*and we start drawing down the information we're receiving through our ruler sense from the Scouts, and start numbering the hexes in our drawn map, with 00.00 as our Capital.*

    "Ok, time to claim that Farm site."
    The scout moves into the empty farm. Harley then moves along the road to the empty farm. And claims the site.

    Subject: Arkum Discussion Thread

    Upgrading the farm -1000s!

    The farm is now level 1 it will provide rations for 5 units stationed in the capital/ other city. The full upkeep of these 5 units will be paid.

    Promote 7 pikers to field units -84 shmuckers!

    1/2/6/8
    Upkeep 12

    Current treasury 173


    Subject: Arkum Discussion Thread

    *Mumbling to herself*
    "(Another 1000 shumuckers will be needed to to upgrade Farm to lvl 2)"
    "(And we can choose to which unit each ration pops for)"
    "(Hmm, the hats can only transport pieces of paper and maybe scrolls, nothing bigger like rations)"

    Subject: Arkum Discussion Thread

    Updated scouting Map
    Spoiler
    Show
    [attachment=2]mymap.png[/attachment]
    The farm now has 2 pikers and a single scout in it after movement

    Scout reports a herd of some kind of ferals at -04.00 but they were far into the hex so he couldn't get a good look.

    Subject: Arkum Discussion Thread

    The pikers are sent to scout as well.

    Updated scouting reports
    Spoiler
    Show
    [attachment=1]mymap (3).png[/attachment]

    Hills found to the north

    As the piker entered Hex 00.03 You felt him engage in combat "briefly" a few movements later her light goes out. The unit has been croaked or captured.

    *more mumbling*
    "(Hm, if we raze the farm we'll get 500 shmuckers/ Half the cost of the total upgrades)"

    Subject: Arkum Discussion Thread

    Curious about our hammer we then hit a crate you find in the city, but see no obvious shockamancy effect.

    Subject: Arkum Discussion Thread

    With unseen enemies so close to home we decide to err on the side of caution. Harley charges the tower with two castings of Flame blast (50 J used.)

    Taking the Green Helm in hand Harley uses the rest of her juice to try and learn the secrets of the Helm. ( 50 J used)

    Critical Helm: Once per turn the helm can negate one critical dealt to the wearer.


    With no other actions or plans for the turn Harley ends her first turn as queen. Night falls as soon as Harley ends the turn.

    Subject: Arkum Discussion Thread

    A tense morning passes quickly as the turn starts shortly after dawn. A plate of Eggs, bacon, and fruit pop for Harley as she waits in her Office. Porridge pops for her Pikers.

    The 4 unused Farm rations pop in the tower larder

    Turn 2



    Quote Originally Posted by Side Info
    Capital City Arkum 00.00
    Level 1
    Building Slots 0/2
    Tower lv 1 50/200 (x2 Flame blast)
    Income 1000 shmuckers
    Upkeep 246/126 "after rations"
    Treasury 1047
    Production: 2 scouts

    Loot/ Gear
    4 Farm rations
    1 critical helm
    1 Message hat
    2 Paired message hats
    Units

    Queen Harley Tesla
    Level 1 Shockamancer
    XP: 1/6
    Juice 100/100
    2(3)/2/6/8 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 120 shmuckers Paid
    Equipment: Blunted smile

    Personal attendant to the queen Piker Spike
    Level 1 piker
    Xp: 1/8
    1/2/6/8
    Special none
    upkeep 12

    X3 Pikers
    Level 1
    1/2/6/8
    Specials:
    Upkeep: 12 shmuckers each

    X1 Pikers
    Level 1
    1/2/6/0
    Specials: Garrison
    Upkeep: 6 shmuckers each

    X1 Scouts
    Level 1
    Xp 1/8
    1/1/5/12
    Special: Scout
    Upkeep: 12 Shmuckers each

    X2 Scouts
    Level 1
    1/1/5/12
    Special: Scout
    Upkeep: 12 Shmuckers each


    Farm level 1 03.01

    2 Pikers
    1 Scout
    Subject: Arkum Discussion Thread

    "Scouts, when moving off, try to drop an item on the hex boundary, one of you drag a rope halfway through"

    Sticks and other such the items seem to bounce, roll or otherwise end up in the hex the scout is moving to. When a rope is used after a few moments, about 10 seconds, the rope is cut leaving you with two shorter ropes.


    We notice that when the first part of a unit's body crosses the hex boundary is when it loses its Move.


    "(I wonder if one can force a unit through a hex boundary)"
    We try to push a piker out of our hex boundary to test that out.

    And we can't seem to force a unit out of a hex


    "(How large are hexes I wonder)"

    We have the scouts count the hex sizes in steps.

    And hexes seem to vary in size. While the city is quite large. The road hex to the west seems to be half that size.


    Subject: Arkum Discussion Thread

    We try throwing items through hex boundary
    And the items bounce off of the hex boundary.

    Info comes from Harley's ruler sense
    On removing items from the capital and or farms. When its done as part of the normal running of the side. Such as using paper and ink to make notes. Animals from being harvested from farms normally. These items are replaced at start of turn. Items removed or destroyed for other things. Such as experiments are not replaced.

    Subject: Arkum Discussion Thread

    Scouting first leg:

    Scout A 3/12 move used

    Scout B 4/12 move used. Didn't notice an enemies in 00.03 entered the hex. It then reported that it had entered combat. Scout was able to disengage and enter hex -01. 02. Priority Reporting for hex -01.03


    Spoiler
    Show
    [attachment=0]mymap (4).png[/attachment]



    Subject: Arkum Discussion Thread

    Promote the remaining piker from garrison (-12 Schmuckers). 5 Pikers in the city and us, to 00.02. Bring helmet. Bring 4 rations

    Scout in farm to 02.02 -> 01.02 -> 00.02. When safe, 2 Pikers in farm to 02.02 -> 01.02 -> 00.02. And bring 3 chickens with them

    As the three of the five total chickens are taken out of the hex the farm gains the minor razed status. The farm will now only produce two rations a turn. And Harley knows she could have it restored for 600 shmuckers.


    The 7 pikers and Harley arrive in hex 00.02 with no problems.

    In the way we try two things:
    - We try to have the hex boundary cut a boulder by attempting to push it onto the boundary hex. But are unable to push a boulder through the hex boundary. You can dig up the dirt and carry it across, but you can't shove it through the hex boundary without expending move.
    - A piker goes on the other side of a hex boundary first and rapidly moves a rope back and forth across the hex boundary, to test if it still gets cut. And while the piker can pull the rope through the boundary towards him. It cant be pulled back through. To the hex he left.

    Scout B to 00.02, “What happened? And what's in -01.03?"

    your majesty, some kind of large bug came up from under the ground as I crossed the hex. I think it was a heavy.
    -01.03 I spotted what looks like a wagon with some croaked humanoids around it. I saw six large dogs feeding on the bodies.


    Subject: Arkum Discussion Thread

    "(Ooh, and we seemed to gain XP from spell work)"


    Subject: Arkum Discussion Thread

    "Scouts do you gain any idea of a unit’s level or stats?"

    No your Majesty

    "And did you escape the hex with the heavy bug without being hurt?"

    It missed me your majesty and I ran. It chased me to the end of the hex.


    Subject: Arkum Discussion Thread

    Updated scouting Map

    Scout A 6/12 move used -06.01
    Scout C 2/12 move used 01.01

    Army 00.02

    Harley 2/8 move used
    Spike 2/8 move used
    X4 Pikers 2/8 move used
    X2 Pikers 3/8 move used
    Scout B 5/12 move used


    Capital 00.00

    Scout D 0/12

    Spoiler
    Show



    Subject: Arkum Discussion Thread

    The "Army" moves to hex -01.02 and then -01.03. As the stack moves in to the hex. The pack of hounds howl moving towards the stack to attack. One of the hounds seems slightly larger than the others.

    Stack 1
    Harley shockamancer lv 1 100/100
    Spike lv 1 pikers
    X6 lv 1 pikers

    Stack 2
    Scout B


    Enemy
    X1 Alpha Woof
    x5 Woofs

    Subject: Arkum Discussion Thread

    Round 1


    Harley lets fly with her first Shockamancy blast. A Flameblast shoots out. The blast struck a little in front of the Pack. Dealing some damage, but not felling any. The two stacks slam into each other. The first four units in stack are able to fight each other.


    Two of the pikers manage to hit dealing some damage, but not dropping any of the Woofs. When the Woofs bite at the pikers. Only one manages to hit. The bite is deep one however. The scout holds back waiting for orders.


    Stack 1
    Harley shockamancer lv 1 75/100 HP 6/6
    Spike lv 1 pikers 6/6
    lv 1 pikers 1/6
    lv 1 pikers 6/6
    lv 1 pikers 6/6
    lv 1 pikers 6/6
    lv 1 pikers 6/6
    lv 1 pikers 6/6

    Stack 2
    Scout B 5/5


    Enemy
    X1 Alpha Woof 3 hits
    Woof 1 7 hits
    Woof 2 5 hits
    Woof 3 3 hits
    Woof 4 full
    Woof 5 full
    Subject: Arkum Discussion Thread

    Round 2

    Harley again Flame blasts the Woofs, being careful to not hit her Pikers. Three Woofs take minor burns, and one falls under the fire. The injured piker switches out with a fresh piker. The pikers stab at the Woofs two of them connecting. Another Woof falling under the pikes, while another takes a deep gash. Two of the Woofs bite the pikers again dealing a good bit of damage.

    Stack 1
    Harley shockamancer lv 1 50/100 HP 6/6
    Spike lv 1 pikers 6/6
    lv 1 pikers 1/6
    lv 1 pikers 1/6
    lv 1 pikers 2/6
    lv 1 pikers 6/6
    lv 1 pikers 6/6
    lv 1 pikers 6/6

    Stack 2
    Scout B 5/5


    Enemy
    X1 Alpha Woof 4 hits
    Woof 1 Croaked
    Woof 2 Croaked
    Woof 3 7 hits
    Woof 4 full
    Woof 5 full
    Subject: Arkum Discussion Thread

    Round 3

    Harley sends out a 3rd flame blast. Again taking careful aim. The blast again deals minor damage, but drops another Woof. The two injured pikers switch. Spike taking to the front with the last three uninjured pikers. Spike and two other pikers manage to hit. The Alpha Woof Manages to a Nasty gash on Spike while the others Miss.


    Stack 1
    Harley shockamancer lv 1 25/100 HP 6/6
    Spike lv 1 pikers 3/6
    lv 1 pikers 1/6
    lv 1 pikers 1/6
    lv 1 pikers 2/6
    lv 1 pikers 6/6
    lv 1 pikers 6/6
    lv 1 pikers 6/6

    Stack 2
    Scout B 5/5


    Enemy
    X1 Alpha Woof 7 hits
    Woof 1 Croaked
    Woof 2 Croaked
    Woof 3 Croaked
    Woof 4 6 hits
    Woof 5 5 hits
    Subject: Arkum Discussion Thread

    Round 4

    Harley uses the last of her juice to blast the Remaining Woofs. The alpha and one of the Woofs fall to the ground. The stack splits attempting to capture the Woof. While they are successful. Two of the Pikers pay for it with their life's.
    As they split the stack in two, their stack bonus drops from +7 to +3 to both Combat and Defense. And as they try to hit the Woof with the butt of their spears to make it unconscious, they open themselves to attacks of opportunity. Finally, while they club the Woof into submission it still bites at the same time.

    After the battle you find that two of the other Woofs are incapacitated. Both will recover at start of turn. After capturing the Woof Harley learns its upkeep will be 35 Shmuckers a turn.

    Quote Originally Posted by Army
    Stack 1
    Harley shockamancer lv 1 25/100 HP 6/6
    Spike lv 1 pikers 3/6
    lv 1 pikers 1/6
    lv 1 pikers 1/6
    lv 1 pikers Croaked
    lv 1 pikers 6/6
    lv 1 pikers Croaked
    lv 1 pikers 6/6

    Stack 2
    Scout B 5/5


    Enemy
    Alpha Woof Croaked
    Woof 1 Incapacitated will recover at start of turn
    Woof 2 Croaked
    Woof 3 Incapacitated will recover at start of turn
    Woof 4 Croaked
    Woof 5 Captured 7 hits
    End combat


    In the hex you find the following

    A Two wheeled cart that had been pulled by some kind of draft animal. While not a whole lot is left of the animal the cart seems to be intact. In side the cart is three chests. One of the chests is locked

    The remains of two short bearded men. Not a lot remains of their armor or bodies, but you do find two battle axes.

    3 croaked Woofs.

    Subject: Arkum Discussion Thread

    Updated move and Map

    Updated scouting Map

    Scout A 6/12 move used -06.01
    Scout C 2/12 move used 01.01

    Army -01.03

    Harley 4/8 move used
    Spike 4/8 move used
    X3 Pikers 4/8 move used
    X1 Pikers 5/8 move used
    Scout B 7/12 move used


    Capital 00.00

    Scout D 0/12

    Map


    Subject: Arkum Discussion Thread

    The cart is designed to be pulled by a heavy with the mount special, or two ferals with the mount special. Thus pulled it would not reduce the units move. Up to two of your current units could pull it however it would take double movement to pull. You can put all of the croaked, captured, and loot into the Wagon but it would take all the room. Also there is no long sticks in the hex. You find no key on the bodies.


    ("Hmm, 35 shmuckers upkeep, It's be nice if we could have them eat Farm rations")
    For the one you captured yes, for the two that are incapacitated no.


    The Prisoners can be place in the cart


    Shackles and a muzzle appears on all three Woofs. You can feel them as prisoners of your side. Your sure you could order their release.


    Subject: Arkum Discussion Thread

    Using scouts B, C, and D to pull the Wagon you manage to get right outside the capital. But one piker is out of move. You empty the wagon carrying the captured loot across. With the piker aboard the scout again start pulling the wagon. It's difficult, but the wagon crosses into the capital. The first two chest are opened with spear. Nothing bad happen. The last chest is broken open with an axe, and no trap goes off.

    The loot

    1 meat rations from the pack animal "there wasn't much left"
    9 meat rations from the slain woofs
    3 skins from the slain woofs
    2 battle axes
    1 cart
    Chest one: 8 trail rations, a tent, and 100 ft of rope
    Chest two: 1 magical battle axe, 4 normal battle axes. 4 daggers
    Chest three: contains a large amount of gems. The total you are unsure of.


    Subject: Arkum Discussion Thread

    Curious on the effect of armour Harley takes the armor off of one of our croaked Pikers and puts it on. Harley feels her defense go up by 1, but feels it might mess with her casting.

    We then
    - Put the weapons in the armory for now (including the weapons and armor from our croaked units)
    - Liquidate gems to find out how much they’re worth
    - Store bodies in a separate room
    - put the prisoners in the dungeons

    Gems total is 3462 shmuckers!

    Subject: Arkum Discussion Thread

    And with all that money in the treasury we feel that for 2000 shmuckers we could build a building!

    Quote Originally Posted by Buildings
    Infantry barracks: 24 basic garrison infantry can be assigned to the barracks. Their upkeep will be paid by the building. They cannot be promoted to field units while assigned to the infantry barracks

    Training ground: Up to 24 units may use the training grounds a turn. It doubles the amount of xp they get from training. However using the training ground uses four move. Garrison unit are able to use this building at no move cost.
    Subject: Arkum Discussion Thread

    Harley has spent alot of time thinking about her research options and came up with two ideas:

    Fire Field Meddle: Creating an elemental powerball rather than a light powerball should be possible at her current experience. And then attempt to attached to a weapon.

    Frequent fire miles: Absorbing regular fire to recharge her Juice. She feels this might be beyond her understanding. Maybe as a adept or master shockamancer.
    However the fact that she hasn't used powerball or grounding. The two base spells makes it more difficult to research advance versions of these spells as well.

    Also, not having any Juice left this turn, Harley feels no progress was made in her research.

    Subject: Arkum Discussion Thread

    Looking at the Wagon, it looks like there is room for 4 units plus a driver

    Scouting complete no units sited

    Turn ends

    Subject: Arkum Discussion Thread

    Turn 3


    Map: https://imgur.com/a/UPeDmn0

    Quote Originally Posted by Side information
    Capital City Arkum 00.00
    Level 1
    Building Slots 0/2
    Tower lv 1 50/200 (x2 Flame blast)
    Income 1000 shmuckers
    Upkeep 367/202 "after rations"
    Treasury 5295
    Production: 2 scouts

    Larder
    4 Farm rations
    10 Meat rations
    8 trail rations

    Armory
    1 Magic Battle axe
    6 Battle Axes
    4 daggers
    2 spears
    2 Piker armor

    Other loot
    1 Cart
    3 chests
    1 tent
    100 ft of rope
    3 Woof skins
    1 Message hat
    2 Paired message hats


    Units

    Queen Harley Tesla
    Level 2 Shockamancer
    XP: 7/18
    Juice 200/200
    3(4)/2/7/8 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 130 shmuckers Paid
    Equipment: Blunted smile, critical helm

    Personal attendant to the queen Piker Spike
    Level 1 piker
    Xp: 2/8
    1/2/6/8
    Special none
    upkeep 12

    X4 Pikers
    Level 1
    A) 1/8, B) 1/8, C) 1/8, D) 1/8
    1/2/6/8
    Specials:
    Upkeep: 12 shmuckers each





    X5 Scouts
    Level 1
    Xp B) 3/8, C-F) 0/8
    1/1/5/12
    Special: Scout
    Upkeep: 12 Shmuckers each

    X3 Woof " Prisoners"
    Upkeep 35 Shmuckers "One paid using rations"


    Farm level 1 03.01 "Partial Razed"

    Hex -04.02
    X1 Scout A
    Level 1
    Xp 1/8
    1/1/5/12
    Special: Scout
    Upkeep: 12 Shmuckers each
    Subject: Arkum Discussion Thread

    The scouts are ordered to scout in particular scouting routes, and report details through hex boundaries to other scouts.

    Map
    https://imgur.com/a/51KG9rg

    scout reports
    Scout A was not able to reach his report zone due to Deep forest and Encountering an enemy in hex -04.05.

    Hex -03.-02: three horse like creatures
    Hex 01. -05: Large Stone bull
    Hex 06. -01: six large spiders

    "Scouts, Heavy Forest takes 2 move to enter, and Hills 3 move?"
    Correct

    "And when sleeping in the field, and an enemy unit enters your hex, can you hide?"
    "Enemies shouldn't enter our hex while we are sleeping"

    "And is it easier to hide in Heavy Forest, or Hills?"
    They shrug unsure since they don't have experience with both

    "When hiding, is it even possible for you to *be* spotted from an adjacent hex? Do you think *you* could spot a hiding unit in an adjacent hex?"
    "In plains maybe in hills and forest probably not."

    "Scouts, If you're off turn in a hex, and an enemy unit enters the hex, *can* *you* *hide*? Or do you expect to be always detected?"

    We always try and hide its easier in some terrain than others.


    Harley ruler senses then tell her what will be the effect of a Managed City:
    Gain an extra 1000 shmuckers on start of next turn(!!!)

    Harley wonders if she could we remotely free prisoners, and the answer is
    No

    Harley then wonders if buildings could be created via manual labor rather than the expenditure of shmuckers.
    She feels that if our units knew anything about construction yes.

    We then give Spike the Magic Battle Axe
    And he gets a +1 to combat

    Finally we decide to attempt to tame the Woofs with rations.
    We determine that each Ration can be used for a total of four tame attempts. Spike tries first, but fails to tame any of the Woofs. Harley then tries and is successful. All three Woofs are tamed using 1 Meat rations and 1 farm ration.


    Quote Originally Posted by Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable
    The chickens are dropped back at the farm and the farm is fully restored. They did not lay any eggs in the meanwhile.


    Subject: Arkum Discussion Thread

    "AH!!!! MANAGING A CITY YIELDS +1000S A TURN!!
    AND we have 5K necessary to promote a Warlord" she realizes, and the knowledge that managing the city costs 4 move soon follows.


    Subject: Arkum Discussion Thread

    "(It's time to go into the Magic Kingdom)"

    Harley stands in front of her portal. The first thing she had seen in her brief life. Steeling herself, she took a deep breath and stepped through the portal. She found her self in a brightly light field. With hundreds of portals. There was a rough path through the portal park. From the hundreds of caster that had wander these paths. Following the paths harley comes across A man in a brightly colored robe and top hat. A little wisp of a curled mustash dotting his face.


    greeting ms.
    First time in the magic kingdom? You have that look about you. My name is master Herring. Is there anything I can help you with?


    "Oh my, yes indeed! Shockamancer Harley at your service" *small nod* "The Ruler of my side charged me with finding a Dirtamancer to help build up our Capital, and I am also very curious about the workings and customs of this Kingdom and its casters" *bright smile*

    Subject: Arkum Discussion Thread

    Master Herring nods along with you before answering.

    A dirtamancer. Why yes I could direct you to their mansion. However I must warn you. Dirtamancers are very expensive and in high demand. It could be several turns before they have the time and are sober enough to take any job. Is a dirtamancer all they directed you to find? Also if I may ask which side do you hail from ms. Harley?

    *slight pout* "Aww.. Several turns? Really?"
    "Well, I hail from the side of Arkum! And you dear Sir?"
    *bright smile*
    "And the gist of my coming here was the building up of the Capital. Dirtamancy was the first idea, but perhaps there are others that could achieve similar results through other ways.." *tapping lips with a pondering look*

    Subject: Arkum Discussion Thread

    Ahhh Arkum. You side is indeed blessed to have popped a 2nd caster so quickly. How is Burtrum doing anyway. I haven't seen him for a few turns, but he did say that he would be gone for at least five turns last time I spoke with him. As to building up your city. I do know a changeamancer who has done some city work in the past. While not as skilled as a dirtamancer. She could probably do the work this turn.

    *sheepish smile* "I'm afraid we've not been cleared the share the details of his situation, I guess you'll have to wait to hear it directly from him"

    "But a Changeamancer you say? I'd very much like to meet him. Would you be so kind as to fetch him for us? I have farm-popped eggs that I'd gladly share with you for this kindness. When was the last time you had the chance to taste them?" *Innocent smile while thinking 'you've not shared your discipline, or side with me after I asked you sly fellow'*

    Subject: Arkum Discussion Thread

    Herring pulls his hat off his head writes a brief note. Before saying a command word. After a few moments. The hat rumbles.

    Ann will join us shortly.

    "Ah! So efficient!!" *dazzling smile!*

    "Well, while we wait, if I wished to sell my labor in the form of Shockamancy scrolls, how would I go about it? Do you happen to know those who might be in the market for such?" *wide eyed expectant expression*

    Subject: Arkum Discussion Thread

    Harley suddenly "remembers" of the existence of Pinky Swears?
    And the limitation of pinky swears are that they are generally short term and turn or two at most.

    Subject: Arkum Discussion Thread

    Herring looks a little surprised by the offer

    while I know a number of sides that would be interested in shockamancy scrolls and a few free casters as well. However I wouldn't broker such a deal. Taking the bread and butter of my fellow barbarians would set me at odds with them. A dangerous thing with shockamancers. Also with all the troubles lately I'm surprised your side would be willing to sell such scrolls

    Just then a short mousy looking woman walks up to the two of you

    Greeting, my name is Anna Chance. I hear you're in the market for some construction work?

    "Hi Anna!" *small curtsy* "Quite true! Shockamancer Harley at your service! From the glorious side of Arkum!" *Huge smile*

    "Please! Do tell! What spells are you willing and able to cast for us? And what would you consider a fair price for them?!"

    Subject: Arkum Discussion Thread

    depends on what you wish for. Building construction, roads, walls, watch tower, or something else.

    "Well.. the immediate concern would be speeding up the upgrade of our Capital, but I'm sure we could find other uses for your Juice when we know their full potential." *slight bow*

    "And while we're at it, that's also an offer I'd extend to you Master Herring, if you have Juice to sell, tell us what it could do, and you may find Arkum to be a willing supporter." *wink*

    Subject: Arkum Discussion Thread

    Anna sighs

    First off ill explain how magical upgrading a city works. By using my juice I craft a building inside a city. This building or enhancement performs a specific action for the side and reduces the overall cost of upgrading the city to its next level. It would take 2 turns for me to construct a building. I charge 800 shmuckers if you provide the plans or 1000 if its a building I provide the plans for. What i can build depends on the number of enhancement slots open and the level of the city.

    Herring looks at you

    As for my juice, my spells tend to be situational in nature. Helpful in bending the rules to suit your needs. Combat enhancement, movement buffs, and other things like that.

    Subject: Arkum Discussion Thread

    *hand in chin* "Hmm, how interesting.. Two turns you say? How much Juice would that be? And how much would a new building reduce the price of upgrading a city to its next level?”"

    "And what about the so called Watchtower and roads you mentioned before? How much Juice would it take to build them? (and what exactly does a watchtower do? I confess to have never seen one)" *slight frown*


    Each building would reduce the cost of the upgrade by 2000. Same goes for upgrading the walls, but that would take an enhancement slot. A watch tower would take me two turns as well. It gives a unit posted in it a wider view of the area. A scout can normally keep an eye on a 3 hex area around the watch tower. However it works best in open ground. Roads are a bit easier. I can normally do two a turn. The road would half the cost of movement over it.

    "Hmmm, so watchtowers at first glance seem to be no better in open ground than a scout doing a 2-hex-radius circuit.. Harder to report what he sees, but safer for the scout. However, it would allow for keeping watch off-turn, and see our enemies move real-time. Nice" :)

    "Anna, may I assume you're level 1, and it costs you 200 Juice to Build Up a Building?
    And about your payment, would you accept a pinkie-swear of payment upon completion?
    And would you be open to full or partial payment in rations. We have this lovely little farm that pops the most delicious rations that would cover your upkeep for a turn each. I can only assume that your upkeep is at least 120 shmuckers so a few rations would certainly save you a lot a shmuckers"


    Subject: Arkum Discussion Thread

    Anna eyes flash briefly with anger, but she take a deep breath before speaking.

    I am not level one. You are new to the magic kingdom, so you may not know. Its considered very rude to ask someones level. I quoted you the amount of time based on using all my juice. Now as for payment. The first turn of work I would be willing to take 3 rations and an area effect shockamancy scroll as payment and 500 shmuckers for the 2nd turn.

    Taking another breath before continuing.

    As for just filling the slots with rocks or a tent I'm not sure, the way I understand it. Its the city improving that reduces the cost not filling the enhancement slot. However your way could work.

    Pausing before continuing

    Now are you thinking a basic building or something I know? What level your city is depends on what I could build.

    Subject: Arkum Discussion Thread



    ”I’m sorry Anna I meant no offence, outside my own field of Shockamancy I know little about magic and sometimes my curiosity can get the better of me. I hope you can forgive me” Harley replies looking down.

    ”Your offer sounds reasonable enough and I’m sure you’re going to love the rations” Harley declares with a bright smile. ”And I’ll make sure to put in some extra effort in to that scroll just for you” She adds now sounding rather bubbly.

    ”Hmmm it would probably be easiest if I gave you a tour of the city and then you could tell me what options are available....” Harley then suggests with a thoughtful look.

    ”Would you be willing to sign a non disclosure contract not to share any details of what you learn while in the city and in return Arkum will pinkie swear that no harm shall come to you while your in the city. I know it’s a pain but you know how paranoid rulers can be...” She then adds.

    *solemnly* "Anna, since it seems I gave offense, I'd gladly secretly offer the knowledge of my level for yours, and sincerely promise not to reveal it to others, as a token of mutual trust."

    "Is the knowledge of caster level, and the details of the basic spells of each discipline a guarded secret in the Magic Kingdom culture? Because I'm honestly interested in knowing more of the Changeamancy basic spells. Do you wish to know details of Shockamancy spells?"


    Subject: Arkum Discussion Thread

    Anna nods seeming to accept your apology


    Touring the city would make it easier to see what you need. As for the contract, we would need a signamancer for that unless...

    Anna looks at master Herring

    Master Herring reaches into his belt pouch pulling out a scroll.


    I always keep a few of these on me. Standard non aggression pact and non disclosure contact with a penalty of 10000 shmuckers. Paid to Knotts Bank here in the MK. I could sell it you for one of those shockamancy scrolls

    Subject: Arkum Discussion Thread

    ”That’s really handy, did you make this yourself or do you have them made for you?” Harley asks. ”Do you mind if I take a quick peek at it first?” Harley then asks with puppy dog eyes.

    He shows you the contract.

    I have many contacts one of them is a signamancer

    We then
    - Make 2 scrolls of Fireblast (-100J)
    - Pay Herring (-1 Farm ration)
    - Sign contract with Anna
    - Invite her into the city

    ”Herring dear are you contactable by Hat if we need to get in touch with you again?” Harley asks after looking over the contract.

    Subject: Arkum Discussion Thread
    Master Herring thanks you and says to keep in touch if you need more work in the future. Anna will follow you to your portal and tour the city. After looking around.

    well a level one city does limit our options. I could build an infantry barrack or training ground but I'm sure your ruler knows that. The only other option I have is an administration center. It would allow your side to pop courtiers. Courtiers are non combat units with random specials. Such as builder, miner, administrator, and others.

    ”Hmmm I don’t suppose you know how long a courtier takes to pop or their upkeep?” Harley questions with a thoughtful look. ”Do their specials tend to be useful? She then asks.

    ”You mentioned Walls earlier, do those take up a building slots aswell” Harley questions.

    Subject: Arkum Discussion Thread

    For a level 1 2 turns maybe, last time i did this it was on a level 3 and they didn't tell me. I should say the type of courtier is random just like a warlords specials. Yes wall would take up a slot. But after the city upgrades the walls just increase in size and strength with the city.

    Subject: Arkum Discussion Thread

    Anna starts work on the admin center using one of the empty building in the capital as a base. She picks one near the tower/throne room

    You feel your treasury drop by 5000 as you promote spike to warlord! He grows a full 3 inches in height and his frame fills out with muscle.

    He looks down a look of surprise and delight on his face.
    I feel mighty

    Quote Originally Posted by Warlord Spike Stats
    Xp 2/8
    4/5/10/8
    Special: leadership, base popped
    Upkeep 120


    Leadership: grants +1 to combat and defense of units in stack for each level if leading the stack. Unit can also ride mounts, can keep all units in hex from auto engaging, and manage sites owned by the side.

    Base popped: basic infantry in stack the warlord leads gain a +1 to damage.

    Basic infantry: pikers stabber archers and scouts
    ("Promoting Spike to Chief Warlord will not cost Shmuckers as long as we don't currently have a chief warlord.")

    Quote Originally Posted by Chief warlord
    Chief warlord: grants half his or her level as a bonus to all units of the side in the same. Grants a third of their level as a bonus to any unit of the side not in the same hex. This bonus rounds up. A unit can only benefit from the bonus once. So a unit sharing a stack with the chief warlord will only get their standard leadership bonus.

    A chief warlord is one of the few units of side that can give a ruler orders. If the warlord thinks the ruler could croak themselves or end the side with their actions.

    Once a chief warlord is named you cant demote him/her only replace them. The cost for a new chief warlord is 5000 shmuckers.
    We then hook up the Woofs to the cart, and a harness appear around them. It will still take two move for them to haul the cart and more with riders in the cart

    And Spike manages the city.

    (as Anna works) "You really don't want to share the Juice cost of the spell you're casting, nor your level?
    Would you tell me what dangers would come from it so I follow your example henceforth?"
    *apprehensive smile*

    "I'm a lvl2 by the way, and that Fireblast scroll costed me 50 Juice to scribe"

    Subject: Arkum Discussion Thread

    Anna finishes her casting.

    I will return next turn to finish. We can talk about training with spells next turn. Maybe i can help guide you in the spell. And you could do the same for me with Shockamancy

    She takes her scroll and 3 rations 1 farm and 2 meat rations if Harley does not mind.

    She guide you back to Herring

    "We would like to be able to speak to you easily, can you do something with this Hat of ours?"

    You wish me to fix this hat to be linked with mine? He looks surprised by the request, but takes the hat. Taking a pin from his hat he attaches it to your hat with a quick flash of juice. There, the command word is Herring. And you wish to hire a dateamancer as well? Well I do know someone one moment.

    He again writes out a quick note. A little while later. A tall well built man wearing black pants and a green vest with no shirt arrives.

    Hello my name is James how can I be of service?

    Subject: Arkum Discussion Thread

    ”I believe your field specializes in how the taming of ferals occurs. Would you be interested in discussing how taming functions?”

    James looks at Harley then at Herring a confused look on his face.

    I thought you wanted to hire a dateamancer. Not ask craft secrets. Herring didn't you say they wanted to hire a dateamancer? turning back to Harley.What exactly are you looking for Ms sorry I didn't catch your name. Are you wanting me to tame some ferals for you or did you just want some tips on how to train them yourself?

    *raising hands* "James, sorry, let's start over.
    Hi! Shockamancer Harley at your service! From the side of Arkum."
    *bright smile*

    "We currently have quite a few Ferals in reach from our Capital, and definitely need an expert to deal with some of them, namely a Heavy burrowing bug feral. Do you have knowledge of such a one?"

    "*I* am scared of such a one, might he burst behind the screening lines. How would *you* approach such a one? What would you ask of us if we decide we wished you to tame it?"


    Subject: Arkum Discussion Thread

    James takes a deep breath. James ponders the problem for a few moments before answering

    A large burrowing heavy insect. I have heard of several types and honestly I wouldn't try and tame it. Insects have simple minds. Making them very difficult to tame and calm. To try and tame it. At least two stacks. One to cover an escape if the taming fails. For a feral like that I would charge at least 1200 shmuckers maybe more depending on the variety. Some of those types have breath weapons and can be very very nasty.


    295 shumkers left
    6 meat rations
    8 trail rations ( hardtack , jerky, and cheese)


    "uuUu naaasty, even worse than imagined!"

    "Okay, how about a Large Stone bull in a hills hex?"

    "Also how would this hiring you even work? You'd have to share our turn and have Move to be able to reach any of these, and might even have to sleep outside sometimes, how do you deal with that?."
    * slightly confused look*

    Subject: Arkum Discussion Thread

    A large stone bull that could a gorejon which again is very nasty. Easier to tame than an insect but still tough. They also have a breath weapon. But it could also be a stone golem which i could do nothing against. As for spending my time outside a city I would ally with your side. I would charge 500 shmuckers a turn plus extra for any taming. I would insist on a full escort and a non-aggression pact first however.

    *double thumbs up and a bright smile*

    "What about 3 horse-like creatures in a plains hex? How much for taming one, and would you be able to tame all three? (How would you go about such a feat?)"

    Subject: Arkum Discussion Thread

    well they are probably hobby horses or something similar. I could most likely tame all three. If its not too far maybe 100 to 150 shmuckers per feral

    [quote="WurmD"]"We also found 6 Spiders in a plains hex, being insects would you make an attempt to tame them anyway? If so, how much would you charge?"

    Subject: Arkum Discussion Thread

    Spidews come in many forms. Some are can be popped by sides. Honestly I've never tamed one. So can't give you a good idea. If I could tame one. As for the Woofs you could build a woof den


    *nod* "We'd love to hire you to deal with the bug, but we can't match your price this turn. We however thank you for your patience, and offer one of these rations" *withdrawing some from our pack* "for your time today"
    "Before you go, we tamed three woofs last turn. Do you happen to know how we can get them to pop more?” *sweet smile*

    Subject: Arkum Discussion Thread

    "Master Herring, this has been a most eventful turn for us! And we have *you* to thank for much of it!" *:3* "Would you indulge us just a bit longer? Do you have a Croakamancer contact that we could speak to? We think we'll ask for a scroll of Uncroak, to practice our Naughtymancy from another approach.
    Do you happen to know the details of the spell, or at least the Juice cost? To be able to gauge the value and cost of such a scroll."
    *smile batting eyelids*

    Master Herring thinks for a moment.
    I do have a contact. I am unsure of how her art functions however. I managed to find her a contract earlier this turn. A rare thing for croakamancers. I could send her a message, but she would likely want to know what you would offer for such a scroll. I can put in that you might have bodies to sell, however i'm unsure of what she could offer for one.

    "Mr. Herring, you mentioned that it's hard to find contracts for croakamancers. Do casters in the Magic Kingdom often run risks of starvation? Tell her we can offer rations for scrolls."
    Last edited by CyperWizWurmD; 2019-10-14 at 04:00 AM.

  12. - Top - End - #12
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    Subject: Arkum Discussion Thread

    Normally casters want more than a turns rations for a scroll, but I will see what I can do.

    "I don't mean 1 ration, I mean several!
    And just be honest, we have rations, shmuckers and bodies to offer for her labours, and would like to know what would be a fair price for them."

    Subject: Arkum Discussion Thread

    I will let you when I hear from her

    "(incidentally, would it be rude of me to ask you how much she is getting from the other contract you got her?)"
    *sheepish smile*

    that would violate the trust between me and my clients


    ("Hm, we can also manage the farm, it would produce 1 extra ration per level of the farm.")

    ”Warlord Spike, explain the basic combat mechanics including the combat and defence stats and the amount of damage a unit can deal”

    Your combat combat score is your plus to hit. For every four points your attack exceeds a targets defense you do an extra point of damage. Defense is your defense score +10. Scout do 1 point of damage base. Pikers and archers do a d3, stabbers and the woofs do a d4, I do a D6. The forest capable special lets a unit move in the forest without move reduction and give a bonus to stealth I believe. Archery lets the unit use bows.

    Subject: Arkum Discussion Thread

    The cart with two woofs attached then moves into hex -01, -01. Both woofs lose 2 move, Spike and the 4 pikers all lose one move.

    Spike takes 4 field rations and his axe with him, and the rope fashioned in to lassos

    Subject: Arkum Discussion Thread

    ”Spike do you deal 1d6 Damage because you’re a warlord or because your weapon is a battleaxe or is it because of something else? Also when does a critical hit occur?”

    Because im a warlord. A critical hit happens when you get a good solid strike.

    Subject: Arkum Discussion Thread

    As the force moves into the hex. The horses move to the far side of the hex. Spike approaches with the trail rations. One of the horses. Comes into reach it sniffs at the trail rations, but does not take it moving off. Harley then tries to tame a horse, but to the same effect.

    Subject: Arkum Story thread

    [quote="CyperWizWurmD"]Subject: Arkum Discussion Thread

    Searching the near by hexes you manage to find a number of small fruits and berries. While not enough for upkeep. It should be enough for a few taming attempts. Spike approaches one of the horses. The horse takes the the treat. And after a few more handfuls you feel it join the side. The process is repeated a 2nd horse. It to joins the side, but spike uses the last of the forage in the process


    Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: mount, passenger
    Mount: Can carry a rider, (warlords, casters, and other rider units) The mount auto screens for its rider.

    Passenger: Mount can carry an another unit (Command units), but cant fight from the mount.

    The hobby horses currently have 6 move left

    Spoiler
    Show
    Subject: Arkum Discussion Thread

    Spike takes out Hobby Horse A He returns shortly will only a single small fruit. The mount having used only 3 move. He attempts to tame the 3rd horse but fails. He then hops on Hobby horse B and set off again. He return with 2 more small fruits again attempts to tame the 3rd horse again. This time he is successful with the last fruit.


    Move Remaining
    -03-02
    Harley 5 move
    Spike 1 move
    X4 pikers 3 move
    X2 Hobby horses 3 move
    X1 Hobby horse 6 move

    -02.-01
    3 Woofs 10 move
    Cart

    Subject: Arkum Discussion Thread

    Everyone returns to the capital with no problems.

    Thinking of testing cutting rocks with the hex boundary we look around, but there is no large rocks in the near by hexes to load into the cart. The pikers try and dig a trench but with only their spears and their inexperience they make no real progress.

    Harley trains in the yard, but without a training ground she doesn't think she gained a lot from it.

    Subject: Arkum Discussion Thread

    Onwards to researching.

    Sitting down in a work room. You start casting. You create a small candle sized power orb. A fixing it to a small candle stick on the desk. (-30 J)

    You then look out a window and energy blast (Fire) a pile of crates in the court yard. (-25 juice)

    Again sitting down you focus on trying to combine the two spells. You burn up a lot of juice trying to fill in the gaps in your experience. Having little practical experience with the two spells. Just as you feel you might have something your juice runs out. A flash of white hot energy rushes over the table leaving it scorched.

    After catching your breath. You try and reabsorb the juice from the powerball, but have no luck.

    2 scouts pop at dawn.

    Subject: Arkum Discussion Thread

    Turn 4!

    Map
    https://imgur.com/a/UzU7Zz7

    Scouting report: At Dawn Scout A (Hex -04.03) reported encountering A natural ally. No combat. Natural Ally left hex before turn started.


    Shortly after start of turn Anna returns and asks if she can continue work on the building.

    Capital City Arkum 00.00
    Level 1
    Building Slots .5/2
    Tower lv 1 50/200 (x2 Flame blast)
    Income 1000/ 2000 Managed
    Upkeep 594/354 "after rations"
    Treasury 1905
    Production: 2 scouts

    Larder
    3 Farm Rations
    6 Meat rations
    8 trail rations

    Armory
    1 Magic Battle axe "unidentified"
    6 Battle Axes
    4 daggers
    2 spears
    2 Piker armor

    Other loot
    1 Cart
    3 chests
    1 tent
    100 ft of rope
    3 Woof skins
    1 Message hat “ linked to Herring hat”
    2 Paired message hats
    Quote Originally Posted by Units
    Queen Harley Tesla
    Level 2 Shockamancer
    XP: 9/18
    Juice 200/200
    3(4)/2/7/8 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 130 shmuckers "Paid"
    Equipment: Blunted smile "unidentified", critical helm

    Warlord spike
    Xp 3/8
    4/5/10/8
    Special: leadership, base popped
    Upkeep 120 "paid"

    X4 Pikers
    Level 1
    A) 1/8, B) 1/8, C) 1/8, D) 1/8

    X3 Scout F, G, H Lv 1 XP 0/8



    X3 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X3 Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: mount, passenger


    Hex 03.01
    Farm level 1

    Hex -04.03
    X1 Scout A, Level 1, Xp 4/8


    Hex 00.01
    X1 scout B, Level 1Xp 3/8

    Hex 04.01
    X1 Scout C lv 1 Xp 1/8

    Hex 05.-03
    X1 Scout D lv 1 XP 1/8

    Hex -03.-03
    X1 Scout E Lv 1 XP 1/8
    Subject: Arkum Discussion Thread

    Map

    https://imgur.com/a/fStSm52

    Scouting report

    Scout A: The Natural ally was three elves. They all had bows and seemed to appear out of the woods. The said the deep woods were their territory and to stay out.

    03.-03: One Large spider and seven small spiders.
    07.00: Six Small deer like creatures
    -02.-04: Large stone bull


    Spike

    "Spike, the Hobby Horses, how much damage do you think their hooves do?"

    A d3 I believe


    "Spike, can archers fire point blank with no issues? Or do they cause attacks of opportunity or some other disadvantage?"

    As far as I know they have no problems as long as they are not threatened

    "I'm asking when they *are* threatened. Can they attack normally? What disadvantage will occur if any."

    "If a stabber is trying to stab an archer, and the archer fires on the stabber, what happens, they will get an attack of opportunity?"



    If a Stabber is fighting the Archer are fighting, the Stabber would get an Attack of Opportunity. Plus his normal attack. They should have no difficulty otherwise.


    "Spike, the tower crenellations, and windows, how many archers could fit, and fire from them each round?"


    Depends on if you want them stacked up. I think we could get a full stack at the top, but the other windows maybe another 5 or 6 to a side. However they wouldn't be stacked.


    And we feel stabbers and Scouts could be promoted to knights, but are unsure what the changes would be.



    Write 2 missives to Hat with Scout H
    "Dearest Scout,
    Do not fight any Elf Natural Ally you encounter.
    And if you spot them, do not try to hide, but hail them, saying you have an offer of Upkeep and friendship from your Queen"
    "To Elf Natural Allies:

    This is Queen Harley of the side of Arkum.

    Regardless of our past history, we'd very much like to parley with you, to hopefully establish a long lasting relationship.

    Would you send an emissary to our Capital at the end of this road?

    We offer safe passage and Upkeep in the form of Rations to any that come to our Capital, or end turn within 4 hexes of it.

    Please tell my scout your answer.

    Graciously,
    Queen Harley Tesla, of Arkum"
    Scout H

    Understood your Majesty.


    Then write to Master Herring (drawing smileys on the paper)
    "GOOD MORNING! =D

    We'll be going to the MK again this turn, will let you know just before, would you like to join us? :)

    In the meanwhile, did you put in a request yesterday with any Dirtamancer? If not, would you try to get a hold of one? The more Juice we can hire to upgrade our city, the better :)
    On that note, do you have another Changeamancer contact? (would that put you at odds with Anna? We'd pinky swear to always hire Anna first if that would help)

    Tata! :D
    Harley ⚡"

    From Master Herring

    I have no contact with the Dirtamancers and have not made any contacts. I do have another Changeamancer on contract, however he has another job this turn. However, the Croakamancer has time this turn. She is with me currently. If you wish to meet us.

    Anna
    ”Ah Anna welcome back!” Harley declares with a big smile. ”I trust you had a good night? Did you get a chance to try one of those delicious rations we gave you this morning?” Harley adds bouncing slightly on the balls of her feet.


    Very good Harley and the rations were very welcome, better than the Stew pots of the Magic kingdom

    ”Yes yes let’s get that building up” Harley then agrees as the pair both head towards the construction zone. ”So how’s this work?” Harley then questions as she peers towards the site of the new building.

    Well its difficult to explain to someone without changeamancy sense, but I change the focus of the building. Shape it to my new design. Would you like to assist with this spell. It maybe expensive juice wise or would you just like to watch.

    ”So what’s it like being a free caster and living in the magic kingdom?” Harley asks when a good moment presents itself.

    Honestly I like the freedom, I get to use it how I want most of the time, rather than what my former side picked each turn.

    "Anna, I'm curious. Do you see those degraded roads going out of the hex? They don't boost movement. Do roads constructed by Changeamancy have some kind of expiration date?" *wide eyed look*

    From what I know as long as the roads are attached to an active site the roads will not degrade, how long it takes after that i'm not sure


    "Anna, we have here your promised 500 shmuckers. We do also have more rations and more scrolls. Financially speaking 3 rations and a 25 Juice scroll are worth more than 500s. If you so wish we'd be happy to pay the second half in rations and scrolls too. (it would also help us, as we're saving to upgrade our Capital..)" :\ *fidgets*


    Our deal was for the 500 shmuckers, you knew that you were working on upgrading the capital when we made this deal. Rations are good, but they degrade over time. To many and it is just a waste. I'm willing to take a direct damage scroll of lighting damage and 250 shmuckers however.

    "We accept! This turn I'd like to simply watch, we're making you a scroll and later on trying to create a new spell ourselves! That will likely be expensive Juice-wise too. But tomorrow? I think you'd be on!"
    "OH! Will you be back tomorrow?" *puppy eyes* "We'd love for you to keep building"


    Well We could strike another deal. What would you like me to work on? Walls, another building, a lookout post attached to your tower? What is your offer?
    (after she finishes casting)

    *enthusiastically* "Do you still have Juice??" (maybe she leveled last turn) "You said you wanted me to guide you in Shockamancy! You could fire at me! It would be fun!"


    I'm afraid I'm dry and attacking you would violate our Non Aggression pact

    "Anna! James the Dateamancer said we could have our city pop Woofs if had a Woof den! Do you know how to build one!?"

    Well if its like a stables, it would be something that can be built at level two

    Subject: Arkum Discussion Thread

    ”Anna to be honest there’s much Arkum could do with a caster of your skill. So many projects that would benefit from your talents....”[/b] Harley declares with a far off look. ”I don’t suppose I could interest you in a long term contract? Arkum would be willing to pay your upkeep with a freshly popped ration every turn and pay let’s say an additional fee of 300 schmuckers for Your purse per turn we would even be willing to throw in your own lodgings in Arkum’s tower. You would of course be able to come and go from the magic kingdom as you please and all we would ask in return is that you invest your juice in the betterment and Improvement of Arkum.” Harley declares with a hopeful look.

    Is this appealing at all? Please be candid with your opinion of this offer; we have given you offense through ignorance before, we'd not want to offend again."



    After taking her payment and new scroll Anna answers.

    The offer is tempting. However I have a few concerns. One this would end my working relationship with Master Herring. The man has saved my life several times. Always finding me work, loaning, or just giving me upkeep when I needed it. It wouldn't be fair to abandon him now. However, if you also gave a ration to master Herring then I could see my way to accepting. Second before I agree, I would need to meet your ruler. Third there maybe turns that I don't want to work. I would say one out of five turns. My juice is my own. Fourth I would not help with combat and if I have work out of the city I would want to use one of the mounts.



    Anna, if you didn’t have to worry about upkeep or anything, what kinds of projects would you spend your time doing?”


    First I would work on reaching adept. Then would work on learning to make magic items. Maybe learn to upgrade units with juice.

    Subject: Arkum Discussion Thread

    *bows with hands spread wide* "I present to you... Queen Harley Tesla of Arkum!" *Victory pose!*

    "I recently popped, and never met my father the King. He fell, and our side was reduced to this level 1 city. I thought it prudent to not share how vulnerable we are in the MK.."

    "And how eminently reasonable are your concerns! We already were going to ask Master Herring if he wished to Ally and take the office of Voice of Arkum in the MK for guaranteed upkeep. I hope he accepts!"*

    "We'd definitely guarantee that you get to end turn at the Capital every time work abroad is necessary"

    "And how about we don't make it strict? Instead of asking you to guarantee 4 turns of Juice always, how about you decide whenever you wish to work on your own projects, and on those turns we simply cover your upkeep? We'd be more than happy with that, specially if you shared and let us help by casting in tandem if we wished"





    Anna eye get wider and wider as you talk, by the end she looks very worried.

    Your majesty you may not be aware, but the powers in the MK have had several problems with caster rulers. While they haven't taken direct action. They have in the past funded other side in their battles against such sides. While I have no problem with caster rulers, this is very dangerous information. I would advise you to keep it to yourself and to avoid the casters who are in power. Dirtamancer, Thinkamancer, Turnamancers, and moneymancers if you can. Master Herring can be trusted with the information but make sure you get a non disclosure agreement first. For his and your safety. As for your offer, I think we can do business. With the non disclosure I cant be force to reveal anything.

    Subject: Arkum Discussion Thread

    "Thank you for that information, and your concern Anna."

    "We were however already quite wary of sharing our Queenship status without an NDA protecting us. We shall just have to continue with that stance."

    "It would do much and more for us to secure a loan from the Knotts Bank this turn, to upgrade the Capital this very turn. Would you really council me against it? You think they would discover our status by other means just by us going there an inquiring about a loan?"


    Depends on how you go about it. They will want the name of the side, the sides ruler, and it to be signed by the ruler. A moneymancer will come and inspect the side.To judge if the side is worth the investment and they wont sign a nondisclosure agreement. Since they have to share the information with the rest of the bank.


    Spike manages the city and is promoted to chief warlord.


    Subject: Arkum Discussion Thread

    "Anna, do you know how many shmuckers a lvl2 or lvl3 city produces?"

    Level 2 2000
    Level 3 3000


    "And Anna, you said rations go bad? How long do the rations you took have? Do you know? And do you know if storing them in a city's Larder makes a difference in the expiration date?"

    I know rations go bad and that there is a change in the rations as they degrade, but how long not sure.


    Subject: Arkum Discussion Thread

    We write to Master Herring
    Comming
    Step through the portal, and look around for Master Herring.

    (upon seeing him and Croakamancer)
    "Hi!hi!" *wave enthusiastically*

    (to Croakamancer)
    "So NICE to meet you! You're the first other Naughtymancer I meet!" *shake hands with both hands enthusiastically*

    "Shockamancer Harley, from Arkum!" =)

    A short pale girl with black hair done in two pigtails shakes your hand.

    croakamancer Dee. So what can I do for you Harley



    "So, we're looking to level up!!" =D "By casting ALL other magiks! And Naughtymancy seems like the best place to start!
    We were thinking of starting our education by casting a scroll of Uncroak on a single Piker's body; Unless you have a better idea? (like casting the spell together in tandem (is that even a thing?)?)" :D



    I'm not sure scrolls work that way. I'm fine with doing a little uncroaking or teaching you the spell assuming the price is right. Casting in tandem, I've never really tried, but we could.

    ”How about 200 Schmuckers and a turn of rations for teaching us the basics of uncroaking, and letting us pick your brain on this project of ours?”

    Subject: Arkum Discussion Thread

    I normally charge 400 for my juice. More if there is combat involved. I would be willing for two rations and 200 shmuckers. For my juice and consult. Are you wanting me to uncroak units or try and guide you in casting? How many units do you have for uncroaking.

    ”Two rations and 200 Schmuckers sounds entirely reasonable. We were hoping you could walk us through the basics of uncroaking spells, and give your opinion on some spell research we’ve got going. We want to make a sustained fireball, for enchanting weapons with, by taking the anchor-to-objects aspect of powerballs and combining it with a damage spell. We got something, but the spell croaked instantly. We were wondering if, both schools of magic being Naughtymancy, there were enough parallels between croakamancy and Shockamancy to “uncroak” the Shockamancy spell, resuscitating it from its death and keeping it active.”

    "We currently have 2 Piker bodies available, and we're willing to carry them into the MK, and cast here, so the Uncroaked that results from our Juice can be Ordered to Turn to You as part of the payment."

    "Is this appealing to you? Is one Uncroaked worth 200 shmuckers to you?"


    Subject: Arkum Discussion Thread

    Well uncroaking bodies is rather easy. Its all about how much juice you put into it. I could uncroak both bodies and they would last at least ten turns maybe more. As for spell research. I know nothing about shockamancy or how to meld the two spells together. I have no need of bodies currently. So two rations and 200 shmuckers? Shall we pinky swear no harm and that you wont keep me from returning to the MK or did you want a signamancy agreement?

    "If you wished to visit us, we would indeed need an NDA I'm afraid."

    "Master Herring, do you have another on hand? How much does it cost you to get them? Would you have use for yet another Shockamancy scroll?"


    I have 3 more such contacts on me. A a scroll would be a fair trade


    "So, Dee, the point here is me learning to Uncroak. How do you suggest we go about that? How much Juice should I invest in the Uncroaking of 1 Piker, and for what expected result?"

    Subject: Arkum Discussion Thread

    For me to uncroak a single piker 30 juice, and it would last for ten turn. For you we could start with a simpler spell and the unit would only last for a single turn and be weaker. Or you can try for a long term unit, but the juice cost could be twice mine or more.

    ”Actually Dee now that I think about it a pinky swear should be good enough in this case and I’ll happily make one now...” Harley declares holding out a pinky finger.

    ”I’ll still take one of those contracts though Master Herring and if you would be willing I would like to sign it with you personally as there is a more private matter that I would like to discuss with you back in Arkum after I have finished my training with Dee” Harley then adds.


    Subject: Arkum Discussion Thread

    Make scroll for a NDA for Master Herring (50 Juice);

    Ask Herring to sign the NDA. Have him come through our portal then inform him about the long term contract we have offered Anna and make the ‘voice of Arkum’ proposal in exchange for 1 ration a turn;

    Make a pinky swear with Dee and have her come through the portal but restrict her to the portal room;

    Have 1 Piker corpse brought to the portal room and have Dee teach us how to cast the basic uncroak spell




    Dee walks you through the uncroaking spell. After the pinky swear. The spell costs you a total of 10 juice. The one casting was not enough to learn the spell. The spell costing Dee 10 juice as well.

    Uncroaked piker

    0/1/3/8

    Do you want me to uncroak the other one Or guide you in another casting? I spent very little juice on the tandem casting. So i could craft a scroll if you would prefer.I could also cast on the uncroaked we just made. Make it stronger and last longer.


    Master herring will accept your offer and becomes the voice of Arkum. Signing the contract and accepting one ration and the scroll.

    I assume you want my help in recruiting caster correct?

    Harleys
    juice 90/200


    Subject: Arkum Discussion Thread

    "How fascinating!!
    Dee, I wasn't able to learn the spell on the first try. Lets do that again!
    " :D

    *Mentally order second Piker corpse be brought down
    *

    Attempt to learn basic Uncroak spell again

    Working in tandem again with Dee you cast the spell a second time. You learn the spell but do not gain the croakamancy special. So the spell will still cost double juice.


    Basic uncroak

    Juice: 10 juice or more
    Casting time 1 round
    Duration: varies


    Infusing your arcane energies into a fresh body. You give it some semblance of life. For 10 juice the uncroaked will last for 1 turn and be at half strength. For every additional 5 juice added to the spell. The uncroaked will last for an additinal turn. The more juice added to the initial casting the stronger the uncroaked will be.



    ------

    Later, with Master Herring

    In a solemn voice, "The Voice of Arkum. Ally and staunch supporter of the side. To help the side with any and all dealings in the Magic Kingdom. To be the foremost soldier in the battle for the hearts of casters. Words to be your sword, and your balm, swift and cutting to our enemies, soft and caring to our would be friends."

    "Do you accept this mantle and vow to be our Champion in the Magic Kingdom?"

    I accept



    "My friend. We've only met for a turn, but I already consider you my friend. You've been very good to me, and now, under the protection of this NDA it's time to reveal grave news."

    "Burtrum is either croaked or captured, and so is the King. I never met them, but was promoted to heir at the time of my popping as the city was razed around me. In front of you stands Queen Harley Tesla, first of her name, of the side of Arkum" :|

    Your Majesty I had a feeling something was wrong. My hat was made by Burtrum and when you asked me to link your other hat to mine...

    "My friend, Anna is now also a friend of the side. She has Allied and accepted this spoken agreement to sell us her Juice for 300 shmuckers each turn, or let us know if she intends to spend it on personal projects. All while having her upkeep guaranteed, by shmuckers or rations."

    "Is this an appealing agreement to you as well? If we ever have a need of your Juice, as we've had a need for your words, can we count on it for 300 shmuckers?"

    300 is a little low for my total juice your Majesty. I would be willing to cast for you. But lets do it on a case by case basis

    "For instance, later his turn, me, 3 mounts and 7 more unis will be traveling out to 7 hexes away to tame or croak some Deer-like animals. At present, 7 hexes out is our limit if we wish to be able to return home the same turn. I think you mentioned 'movement buffs' as one of your many talents. Could you get our 3 mounts to reach further, and thus increasing our reach?"

    Do any of the hexes cost more than one move. One thing I can do is allow the unit to ignore movement penalties. I also know a bit of hat magic.

    (Later, on another conversation)

    "Hiring casters. We currently have a production of 5 rations per turn, and are using 4 of them. On our Chief Warlord Spike, me, Anna and you.
    You mentioned how difficult it can sometimes be to find contracts to some casters... Does this mean that some casters risk starvation in the MK?"


    some caster have had that problem in the past, but work in the MK has been plentiful lately. There are less caster than thier use to be because of the troubles.

    (To Discuss: Bank, Dirtamancers)

    (Bank: Currently not involved in any engagements with other sides; Loan of 6600s for the upgrade of lvl1 city; King unavailable, Chief Warlord to sign; Willing to signamantically agree to allocate 2310s per turn to Loan repayment plus 5% fee; Pinky swear all the above is true)


    I'm not sure they would take such a deal. They normally inspect the city and would want more than a pinky swear and honestly if you got that interest rate, I would be surprised.


    What's the size of our purse? What's the size of purses in general?
    1000 shmuckers lv 1
    1500 shmuckers lv 2


    Subject: Arkum Discussion Thread

    ”Excellent yes I believe I understand how this spell works now” Harley declares with a big smile. ”You mentioned you are able to extend the life of an already uncroaked unit... are you able to teach me how to do this as well?” Harley then asks with a hopeful look.


    That spell is quite a bit more difficult and only works once per unit we can try if you wish. But it will be expensive juice wise.

    ————————————————

    ”Please Herring you may still call me Harley, we are still fellow casters after all!” Harley declares with a friendly smile.

    ”I’d like to know more about Burtrum if your willing to share as well as anything else you know about my kingdom from before I was popped...” Harley then asks.

    we were friends of a sort. I learned a bit of hat magic from him and he learned a bit of carnymancy from me. Traded a bit of casting for my hat and the pins to link them to other hats.

    ”Very well we can discuss cost for casting on case by case basis” Harley then agrees with a slight nod.

    ”Ah I see I believe I understand you can break the rule regarding movement penalties not how much move a unit has... unfortunately in this case no the move is straight across plain hexes...” Harley replies with a thoughtful look.

    ”What can you tell me about these troubles it is not the first time I have heard them mentioned.” Harley then asks with a look of curiosity.

    we had a bit of trouble with the powers that be going after caster run sides. There has even been armed conflict with in the magic kingdom. The last one was over 100 turns ago, but a lot of casters croaked or left the MK. I don't know the full details since I have only been in the magic kingdom for about 50 turns. However the stigma is still strong you were wise to keep your titles a secret.

    Subject: Arkum Discussion Thread

    "Dee, what about, with the Basic Uncroak spell, how much Juice would *you* have to invest in a Piker body to get it up to its original stats?"

    About 30 juice for me to take a basic body and make it last 10 turns.


    "And how expensive is expensive? I am not sure if I will have enough juice this turn...”*Harley adds.

    For me it would depend but at least 40 to 80 if I was to get both.

    Subject: Arkum Discussion Thread

    "Finally, do you know a spell to Mass Uncroak multiple bodies at the same time? And could you scroll it with your remaining Juice?"

    I do know a mass uncroak, but I'm afraid it would take at least two turns to make a scroll.

    Subject: Arkum Discussion Thread

    "Hmm, how about, do you have the Juice for Six Uncroak scrolls? We have 6 Deer-like units we potentially would like to croak and Uncroak today"

    The most I could make is four and that would be the most basic spell. I would also be unable to boost these uncroaked. These two will not last long in a fight. Also I'm not sure if a basic uncroak would work on those deer without seeing them.

    "Hmm, what about Hobby Horses. Do you know of them? Are they Uncroakable by Basic Uncroak?"

    Subject: Arkum Discussion Thread

    Basic uncroak works best on humanoids, it can work on others but it can fail. I think I could do it just fine, but off of basic scrolls. Its a roll of the dice.

    Subject: Arkum Discussion Thread

    "What of the more Advanced Uncroak spell, does it do better on non-humanoids such as Horses? How many Advanced Uncroak scrolls could you make today?"

    I dont know any such spell.


    "Do all uncroaked not have upkeep?"

    These two do not and Dee confirms uncroak do not have upkeep.


    "Anna, do you know why we don't have a library? (is it standard for lvl1 cities not to have libraries? Is it standard for lvl2 cities to have libraries? Lvl3's? Will we need to purposefully build a library in a building slot?)"

    My side had a library, it could have been razed as part of the city deleveling. I dont think you need a purpose built one, but it might enhance the total library if you did.

    "Master Herring, apart from Dollamancers and Dirtamancers, which casters do you know of that make Golems that we could hire?
    We're thinking of tackling several potentially poison using units (spiders, Gorgon), and we're assuming Golems would be immune to them (do you happen to know if this is true for a fact?)."



    Hat magic can make some basic golems as can turnamancy. I know flower power can make some plant monster but not sure if that would be a golem. As to poison immunity, it would depend on the poison I'm sure and the type of golem

    "And while we're at it. Do you think you could make a unit immune to poison for one turn or one battle with your magics?"

    A pre buff is unlikely, but I could probably do something if a unit is poisoned.

    Subject: Arkum Discussion Thread

    b]"Well, if we're talking dealing with the effects of poison, do you know what are likely effects of poison? And would you double check how much it would cost to hire a healomancer to guarantee a save?"


    Croaking, falling asleep, combat penalties.

    A Healamancer would be at least 400 shmuckers


    Subject: Arkum Discussion Thread

    ”Dee would you be kind enough to strengthen and increase the lifespan of these uncroaked with the last of your juice” Harley requests.

    Dee casts over the two uncroaked. A brief flash and both look very much restored.

    Uncroaked piker (9 turns)
    1/2/6/8
    Upkeep 0
    Specials: rewrapped

    ”Thanks for all your help today Dee it was really enlightening. We should do it again soon!” Harley declares happily.

    ”If your ever in danger of not making upkeep contact Master Herring and we’ll make sure your looked after” Harley then adds in more somber tone.

    ”Well, thanks again Dee, take care and I hope to see you soon” Harley finishes as she waves goodbye.

    Thank you. Hope to see you again.
    She takes her shmuckers and rations (2 meat) and returns to the MK.

    ———————————————

    Action 2: Finish talking with Herring

    ”What I don’t understand though is what the powers that be have against caster led sides? Surely having like minded casters as rulers of sides would be good for the magic kingdom” Harley declares.

    It endangers the income of the richer casters. Who have an easy time getting contacts from what I understand.

    Action 3: Spike manages farm (details below)

    Success

    Action 4: Head to deer hex for taming attempt.


    Spike on 1 Hobby Horse;
    4 Pikers and Harley on Cart, pulled by 2 Hobby Horse;
    All (including Woofs) to Farm;
    Spike manages Farm;
    1 Hobby horse to 03.-02;
    3 Woofs, Spike, and Harley on Cart;
    All (except for the one hobby horse) to 07.00;
    Attempts to tame 1 deer with forage/fruit from farm ration.
    If we don’t like their stats, croak the rest.
    Party forages for berries along the way, brings farm rations.

    The 4 pikers, 3 Woofs, 2 Hobbies, Spike and Harley arrive in the hex. The deer. Who are small with black and white stripes stay away.

    As you approach. The deer start to move towards you. A flash of light and there are now two stacks of 6 charging you.


    Your mounts are still attached to the wagon they can not be included in a stack until freed.

    With 9 units able to stack up someone will be left out! Or a 9 unit stack will have only +6 as a bonus


    * Spike knows that when facing two stacks there will be two fronts each with a max of 4 units on it. If one side is left open any unit in the stack can be targeted.

    Subject: Arkum Discussion Thread

    Units can screen from the side they are and still attack.
    Units can screen a unit from all sides by forgoing to attack.

    Subject: Arkum Discussion Thread

    Feeling the conflicted orders coming from his ruler Spike takes charge. He orders the 3 woofs to cover one side. He has another 3 piker form up on his side. With the forth piker screening his ruler.


    Harley seeing the well dress lines flame blasts the stack charging her pikers. The blast takes them point blank dealing a lot of damage, but not dropping any.

    As the deer close in they lower their horns and put on a little burst of speed slamming into the stack a few moments before the defenders were ready.

    Two of the deer slam into two of the woofs dealing minor damage.

    Two of the injured deer slam into two of the pikers croaking one outright ( before he is able to stab) and severely damaging the other one.

    Your forces attack back

    All 3 woofs hit dealing moderate good deal of damage.

    Both pikers untie the horses cutting the straps in their haste.

    Spike manages to connect and slay one of the deer. It pops out of existence when croaked.

    Main stack
    Harley 7/7 juice 55/200
    Spike 10/10 (critical helm)
    Piker 1 6/6 screening harley
    Piker 2 6/6
    Piker 3 1/6
    Piker 4 croaked
    Woof 1 6/8
    Woof 2 5/8
    Woof 3 8/8

    Hobby horses

    8/8
    8/8


    Deer stack 1

    Deer 1 croaked
    Deer 2 6 hits taken
    Deer 3 6 hits taken
    Deer 4 6 hits taken
    Deer 5 full
    Deer 6 full

    Deer stack 2

    Deer 7 6 hits taken
    Deer 8 4 hits taken
    Deer 9 3 hits taken
    Deer 10 full
    Deer 11 full
    Deer 12 full

    Subject: Arkum Discussion Thread

    Stacking bonus:
    7 units = +6
    8 units = +7
    9 units = +6

    - Stack bonus does not diminish when someone croaks. Only when restacking or combat end.
    - Stacks may be subdivided into up to 7 parts, to deal with separate enemy engaging stacks, keeping some units safe.
    - Up to 4 units may attack per side, and may *not* focus fire on 1 enemy unit
    - Mounts don't cause stack bonus penalties when they have a rider.
    - Mounts do not count to the 4 unit limit of attack per side when they have a rider
    - Mounting while engaged in combat provokes attacks of opportunity.
    - Mounting takes 1 round, and unit cannot attack.
    Subject: Arkum Discussion Thread

    round 2

    The two hobby horses join the stack one moving to support the woofs the other moving to screen harley. The 3rd piker joins spike on the line.

    Harley flame blasts the deer engaged with the woofs but aims too high barley doing any damage

    Only two of the deer manage to hit one a decent blow on the uninjured woof. The other a powerful blow on spike. You see the helmet flash in response

    1 piker and spike manage to croak two of the deer who again pop out of existence.

    The woofs and hobby manage to croak another and injure a 2nd.

    Subject: Arkum Discussion Thread

    Spike again feeling the conflicting nature of the orders from his ruler takes charge.

    round 3!


    Harley flame blasts deer stack 2. Dropping another 2 of the deer.



    Spike falls back mounting on hobby horse 1.
    The pikers supported by hobby horse 2 engage deer stack 1. While the 3 woof engage deer stack 2.

    Piker 1 take a good hit from one of the deer. Woof 1 and 3 each take one good hard hit each.

    One woof and one pike manage to hit dealing some damage.


    Spike yells to you
    You majesty mount up on the other hobby horse!


    Subject: Arkum Discussion Thread

    round 4!

    Hobby horse 2 falls back harley mount but is unable to attack this round. Spike moves forward on his mount with the pikers. Restacking to a +7 bonus for all!

    The round is a blood bath (well not a bloodbath since erfworlds don't bleed....) piker 1 and woof 1 both go down. However a total of four deer fall. Deer stack one is completely cleared by the pikes and axe of your units. Woof 1 manages to croak a single deer as it falls.

    Subject: Arkum Discussion Thread

    round 5

    Harley and spike line up with their mount and a single piker and woof to try and capture a few of the deer.

    Harley mount take two hits from the deer while spikes take a single hit.

    The woof savages one of the deer croaking it. while the piker hits a glancing blow. The rest of the stack manages to beat the remaining deer down.

    While searching the battle field you find that a 2nd deer is incapacitated and will recover at start of turn. The deer have an upkeep of 40





    Harley 7/7 juice 5/200
    Spike 5/10

    Piker 1 croaked
    Piker 2 6/6
    Piker 3 1/6
    Piker 4 croaked

    Woof 1 croaked
    Woof 2 5/8
    Woof 3 2/8

    Hobby horse 1 5/8
    Hobby horse 2 1/8

    Prisoners
    2 twinhorns " deer" upkeep 40


    Bodies
    2 piker bodies
    4 twin horn bodies


    End combat.

    Harley gallops over to Spike, hugs him around the neck, and says "You were wunnnnderful Spike! You were everything I needed in a Chief Warlord during this battle, making the right decisions while I was making up my my mind! Thank you so much! You did your Duty perfectly!"

    Subject: Arkum Discussion Thread

    The cart can take your slain units and the slain and captured units with no one riding.


    Spike looking pleased with the praise, but a little upset as well

    Thank you you majesty, however we were also lucky. If there had been a full stack of those twin deer... we need to consider better tactics and coming out with so few troops. I recommend we pop some infantry. This was a risk to the side that we didn't need to take

    He stares at your mount and the great gaping wound in its hide.


    Subject: Arkum Discussion Thread

    Returning home, Harley sets production of the side to courtiers, against the advice of her chief warlord.

    Harley lights a small candle in her office. Sticking her hand it she burns off the last of her juice using the grounding spell, but doesn't feel a rush of knowledge.

    She then trains twice but doesn't notice any real change in her training session and no noticeable change in her xp total.

    Subject: Arkum Discussion Thread

    Turn 5

    Scouting Report
    https://imgur.com/a/RF8VuiB

    "Scout H still has not moved"

    -04.-04: Two Large horned Humanoids with what appeared to be camping supplies

    04.-02: 1 Large Spidew and 7 smaller spidews

    -05.01: Two Hobby horses

    05.02: Barbarians: 2 warlords/knights Melee, 1 large mount, 1 Hobby horse, 1 stabber, 2 pikers, 3 archers.
    Both Anna and Herring show up in the capital Near start of turn to claim their rations. Herring informs you that Dee is on the other side of the gate. In case you wanted to hire her this turn.




    Capital City Arkum 00.00
    Level 1 (8000 level 2)
    Building Slots 1/2 ( Administration center
    Tower lv 1 50/200 (x2 Flame blast)
    Income 1000/ 2000 Managed
    Upkeep 594/375 "after rations"
    Treasury 3080
    Production: 1/2 Courtier

    Larder
    1 Farm Ration Placed aside on turn 4
    2 Farm Rations
    4 Meat rations ( Slight change in signamancy at start of turn. They are still good for rations however
    8 trail rations

    Armory

    6 Battle Axes
    4 daggers

    Other loot
    1 Cart
    3 chests
    1 tent
    100 ft of rope
    3 Woof skins
    1 Message hat “ linked to Herring hat”
    1 Paired message hats Other with scout H
    1 Candle level Power orb " permanent
    Units

    Queen Harley Tesla
    Level 2 Shockamancer
    XP: 13/18
    Juice 200/200
    3(4)/2/7/8 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 130 shmuckers "Paid"
    Equipment: Blunted smile "unidentified",

    Warlord spike
    Warlord level 2
    Xp 9/24
    5(6)/5/11/8
    Special: leadership, base popped
    Upkeep 130 "paid"
    Equipment: Unidentified Battle axe, critical helm



    X2 Uncroaked Pikers (8 turns rewrapped)



    X2 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X3 Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: mount, passenger

    Prisoners

    X2 Twin Horns. Upkeep 40

    Bodies
    X2 pikers
    X4 twin horns
    X1 Woof

    Hex 03.01
    Farm level 1 "Managed"
    X2 Pikers
    Level 1
    , B) 2/8, C) 2/8

    Hex -02.04
    X1 Scout A, Level 1, Xp 4/8 move 0/12


    Hex 00.01
    X1 scout B, Level 1 Xp 3/8 move 0/12

    Hex 04.01
    X1 Scout C lv 1 Xp 2/8 Move 0/12

    Hex 05.-03
    X1 Scout D lv 1 XP 2/8 Move 0/12

    Hex 00.-01
    X1 Scout E Lv 1 XP 1/8 Move 0/12

    Hex -03.-04
    X1 Scout F lv 1 Xp 1/8 move 1/12

    Hex -05.-02
    X1 scout G Lv 1 Xp 1/8 Move 0/12

    Hex -08. 05
    X1 scout H lv 1 Xp 0-8 Move 12/12
    Agreements

    Spoiler
    Show
    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 1 rations and 300 shmuckers for juice each turn Anna wishes to be hired.

    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

  13. - Top - End - #13
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    Subject: Arkum Discussion Thread

    Harley is unsure if the Woofs or Hobbies gained XP.


    A round of combat, is on average six to eight seconds


    There several boulders in each hill hex


    "Anna, have you seen a farm before? Do you think you could replicate one in s building?"

    I have seen a farm, but a farm outside of the city is different than one would be inside the walls. I can experiment, but not sure if it would work. Completing walls for the city will take me at least two turns.


    "Dee, Master Herring, can Uncroaked made here in the MK cross the portals into a side?"

    They both shrug their shoulders and Dee will answer

    Making Uncroaked in the MK is not looked on in the best light, while not illegal. I wouldn't do it.

    "Master Herring, is it too intrusive of me to ask how much does an NDA contract it cost you to get them?"

    I Generally get the in trade for other jobs or as payment in finding a caster a job.

    "Dee, could you take a look at these corpses (Woof, Twin horns)? How much Juice to Uncroak them with a degree of certainty? (Or if you only know the Basic Uncroak spell it will always be a roll of the dice?)"

    Not really a roll of the dice, but it will take more juice. How much more I'm not sure. Its easier with infantry. Taking a closer look at the twin horns and Woofs. The twin horns I don't think I can uncroak them, but I know I can uncroak the woof. However we should talk price if you wish to hire me this turn.

    Spike manages then city, grabs the two farm rations, and using both rations he is able to tame both of the ferals

    Twin Horns
    2/2/8/14
    Specials: Charge, Mimic
    Upkeep: 40
    Damage: D4

    Charge: Gains a +2 to their combat score on the first round of combat, as long as they are moving and not surprised. The unit also deals melee damage before its target the first round

    Mimic: Creates a ditto of its self, the ditto lasts until end of combat. Can be used once a turn.
    Your scouts receive their new standing orders of always forage when moving

    Subject: Arkum Discussion Thread

    "Dee, we'd love to have your full Juice again this turn"*
    "Are 2 Rations and 200 shmuckers still acceptable?"


    That works for me.

    Looking over the rations she selects two of the trail rations

    She begins casting. By the end she has used all of her juice

    Uncroaked piker ×2 " 10 turns"
    1/2/6/8
    Specials: none

    Uncroaked woof " 10 turns"
    3/3/8/12
    Specials: none

    ”Master Herring I don’t suppose you would know of anyone in the MK who would be interested in purchasing feral hides or horns as crafting components do you?”

    The horns, I'm not sure of, but I will ask around. The hides it would depend. Dollamancers might buy them, but not for much. Maybe a little juice for the hides. They can use juice to just make materials. 5 hides might be worth 25 juice or so to the right caster.

    Skinning the twin horns yields

    4 meat rations
    4 twin horn hides
    8 twin horn horns

    "Hmm, Do bodies go bad?"

    Why yes, but I know a spell that can keep bodies from degrading.

    Anna starts casting. Using her juice she sets the foundation of the walls. The wall is about a foot and a half all the way a round the city. Before she is out of juice. She takes the 300 shmuckers and thanks you for the work.


    We then get on the Cart, and all move to speak to the Barbarians through the hex boundary

    Subject: Arkum Discussion Thread

    Arriving there we see, the warlord is a large man with a brown bushy beard. He wields a large two handed axe. His mount is a large gray bull. The bull is obviously a heavy. And while it is gray it doesn't appear to be made of stone.


    The other heavy armed unit is mounted on a hobby horse. He wields a long lance.

    A single stabber, two pikers, and 3 archers round out the stack. Both the bull and hobby horse have saddle bags.

    Subject: Arkum Discussion Thread

    "Howdy!" *cheerfully*
    "We hail from the side of Arkum! We have a city 5 move that way!" *points back down the road*
    "I'm Shockamancer Harley, and this is Chief Warlord Spike"
    "What about you friends?"
    *Looking at spike*

    Arkum huh, we did some business with your king last time I came through here. My name is warlord Breach. I'm sure he remembers me. So you're chief warlord what happen to Raspin?


    "My my! That's one *BIG* Bull! I want one of those for myself!"

    Well you're new. I'm sure I would have remembered someone with your looks. Why don't you cross over and we can have a more personal discussion about my big bull.

    Subject: Arkum Discussion Thread

    ”Well! I’ll admit, as pickup lines go, that’s a new one. But we’ve barely met. How about we break the ice a little, first? What brings you to these parts? The King and Raspin are currently unavailable, so you'll have to be the one to fill me in in your past dealings with Arkum”*


    unavailable..... well that's disappointing. Was Hoping to find some work and continue our previous discussions.

    Subject: Arkum Discussion Thread

    "Talking about work, we do have some pesky spiders and a burrowing Bug that we'd like to see gone.."

    "What work did you do in the past? And what would you feel would be adequate compensation for a turn's battle against Ferals?"


    A bit of scouting and combat support. I've done some feral slaying. I would need more information on them, before I would list a price for hunting them. As for the burrowing bug, again more information.

    "What about if we Ally and I give artillery support, to make the battle more one sided and also partake of the delicious XP?"

    Again could work what would your offer be?

    Subject: Arkum Discussion Thread

    "I actually don't have much more information than that.." :/ *chagrin*
    "If this hex is 0402, our scouts reported at 03.-03: One Large spider and seven small spiders..."
    "And some turns back we saw a huge Bug heavy burst out of the ground and miss a scout in 02.00.."

    "If I said, we would make available 2 stacks to support yours;
    Your archers could be with my stack, and 2 of these TwinHorns would join your stack in the front line;
    I'd cast ranged attack spells every combat round;
    One stack of ours would hold the enemy while you retreated, if you deemed retreat was necessary;
    And we offered Alliance and Upkeep during the turns of hiring, and then 3x Upkeep (of all your units now here, even if some croak in the battle) in the turn of parting, in shmuckers and rations, for the attempt at croaking the Spiders, or successful taming of some of the Spiders, and an attempt at croaking the Bug;
    (with the Bug, we'd also offer a Scout to go ahead and hopefully be the one to lure the Bug out of the ground)"

    "Would this be appealing at all? Please be frank as I am quite new and don't know what an offensive offer would be"


    The offer is interesting and we do already have a non aggression pact with your side. My units are out of move for the turn so it would have to wait. Until next turn for any action. I would have to have unit replacement as part of any deal for any units I lose in the actions. Would payment be in shmuckers or gems?

    Subject: Arkum Discussion Thread

    Warlord Breach takes a scroll out of his saddlebag and hold it up for you to see.

    Spoiler
    Show
    Non aggression pact


    Penalty: 5000 shmuckers


    Signatories


    King Tesla ruler of Arkum

    Barbarian warlord Breach.


    A nonaggression pact between the signatories and any forces under their command. Neither the signatories nor any forces under their command. Will offer violence or otherwise impede each others forces under penalty of the above amount. The agreement will remain valid until the both signatories wish to end the agreement or the croaking of one of the signatories.


    King Tesla


    Warlord Breach



    ”If you’ll excuse me for a moment I need to take this...” Harley declares as she pulls out a top hat and walks back from the hex boundary.

    Pulling out a piece of parchment Harley then begins to jot down a quick message.

    Master Herring,

    We have a squad of mercenary barbarian unit’s close to the capital. Would you be able to get a customised non aggression contract to us this turn. If yes the terms we require will follow

    Taa Harley

    PS: Can you intrinsically feel our NAP/NDA? Would you know if it broke due to Arkum ceasing to exist?
    Harley then stuffs the message in to the hat and taps it with a wand before declaring Herring.



    Subject: Arkum Discussion Thread

    Message from master Herring

    I can secure an agreement the price will vary depending on the length, but 200 to 300 is common. Also yes I would know if the NAP or NDA was broken or ended


    "Well, that confirms it. You already know that NAP is no longer in force. Would you be willing to sign a new one with the Side of Arkum? So then we can discuss and agree on the specifics of your next job?"

    Subject: Arkum Discussion Thread

    I was starting to wonder. I would like to meet your ruler or atleast know who i'm dealing with before I sign anything however. With the loss of your ruler. I dont know whats going on around here. There could be another side in the area that croaked your King. By signing a NAP I'm backed into a corner to having to fight for you and maybe dooming my little band.

    Subject: Arkum Discussion Thread

    "Queen Harley Tesla, pleased to meet you"

    "As ruler of Arkum *I'd* be willing to sign a NAP treaty with you. I'm still gathering intel about dad's croaking though."

    "You need not worry about croaking against an enemy army though signing the NAP would only mean you would not have to fight us not that you would have to fight our enemies... unless ofcourse you were hoping for an even closer relationship with us..."
    *Harley adds with a cheeky wink.*"We would ofcourse be open to such... you are a big strong warlord afterall... we would be foolish not to consider an alliance..."*Harley adds

    You see a number of emotions wash over the warlords face during your introduction. Ending on doubt and a bit of anger.

    You're the ruler? How could that happen and how can you not know how your own father croaked! I mean no disrespect, but this seems a little hard to believe. An alliance I wouldn't consider until I know you and the new side of Arkum. I'm not even sure a non aggression pact is a good idea. I understand a bit of security not coming out and saying your the ruler. However you tried to hire me and my fellows expecting me to trust you with our lives while you wouldn't trust me with your identity. How can you expect me to trust you now? [/quote]

    Subject: Arkum Story thread

    Quote Originally Posted by CyperWizWurmD
    Subject: Arkum Discussion Thread

    "The Titans do as the Titans will.." *she sighs*
    *she turns to Spike and hooks her little finger with his*

    "I hereby pinkie swear that I told no lies and to tell no lies about my father, King Tesla of Arkum, to Warlord Breach"

    "Warlord Breach, I did not lie to you. I do not throw my title around lightly, as I’m sure you understand a ruler in the field is a target after all. I have bestowed upon you a great deal of trust in revealing this fact to you and I will place further trust in you still when I step across this hex boundary to sign a NAP with you. I deeply apologize for any deception, as it was not borne out of malice. The Titans saw fit to have me pop on the same turn my father was taken from me, and to not let me know the specifics of it."

    *Spoken in a level voice*
    "Now I am sincere in my belief that an Alliance would be beneficial for you and your units however I understand the misgivings you may have and I will not push it until you are ready. A Non Aggression Pact however is something I must insist on. I will offer you similar terms to those which you had with my father and I will even throw in as a gift to you upkeep for a turn for all your units and a tent so you may spend your time in the field in more comfort. Then next turn you may either go on about your way with my blessing and never think about us again or you may head to my capital and we can discuss terms of employment for you” Harley explains.

    "You will find that Arkum makes a good friend to have, there are truly ferals to croak, that we would be willing to hire you for your assistance. We would also be willing to share with you the reports from our scout network so you are able to better plan your move or to hunt ferals to make upkeep" Harley continues. ”What say you?” Harley then questions with a deep searching look.

    one moment while I speak with my men.


    His stack withdraws to the far side of the hex. Both the warlord and knight dismount. After little bit they return stacked back up.

    I think mistakes were made on both sides. I'm not willing to sign an alliance at this time.I think the trust for such a thing is lacking on both sides. However the gift of rations is appreciated. I could offer you a bit of mapping information in exchange. Assuming you haven't gone that far to the east that is....

    I would be will to pinky swear to not attack your side in any way for this or next turn. We could head to your capital next turn and discuss our working relationship. If you insist on me signing a non agression pact. I will sign it, but I will then leave the area.



    "(For units to consume rations they must retrieve the rations physically, we cannot have Farm rations pop with units in the field)" she thinks

    Subject: Arkum Discussion Thread

    "(A pinky swear promising not to attack is quite iron clad. While not unbreakable, They are an excellent measure. Things would have to change a lot for him to attack. Like for example him learning you had designs to attack him on the road or you misleading his troops into harms way)" Harley realises

    ”I’d pinky swear with you directly, but unfortunately we need all the move we can this turn to get to all the places we want to. Fortunately, there’s a workaround! Just make this pinkie swear with one of your units, but with my name where yours is:” *pinkie swears with Spike* “I pinkie swear not to offer aggression to any of the units or property Warlord Breach controls for the next two turns, as long as he offers the same behavior to me.”

    Subject: Arkum Discussion Thread

    Warlord Breach then pinky swears with his Lancer.

    "Okay! Great!" :D
    "Logistics now, what's the upkeep of each of you? (for me to decide who gets rations and who gets shmuckers)"


    3 rations and 87 shmuckers should cover our upkeep

    (We then mentally order an Uncroaked Piker at the Farm go to the Capital retrieve the rations)

    With the rations in hand, we all cross the hex boundary and give them to him (2 farm, 1 Trail rations and 87 shmuckers)

    Warlord Breach shares his map in return and reports that the bridge at 15.-01 is destroyed. https://imgur.com/a/Cok4TtR

    "Well this is very interesting, thanks a lot for this info!"

    "Huh, shall we natural signamancy Ally now, so you share our turn tomorrow, and after discussing and signing you still have move? (it wouldn't in practice limit you in any way)"


    If we do decide to take a contract with you we can ally and still use the rest of our move.

    Subject: Arkum Discussion Thread

    Your troops return to the capital

    You charge two more Fire blasts into the tower and make an interesting discovery. You are sure that you could control two spell from the tower in the same combat round (50 juice used)

    Using 150 juice you are finally able to create a flameball and affix it to the fireplace. At the center is a glass orb surrounded by a red flame.

    FlameBall
    Range: touch
    Juice: 50 Juice
    Duration: permanent
    Casting time: 3 round

    You create a torch sized permanent flame source surrounding a small glass orb. The fire can not be extinguished. The orb is affixed to an item when created.
    At end of turn, Spike in 1 Hobby with 1 piker leaves towards the feral Hobbies, with Fruit/Vegetable rations, foraging on the way, to attempt to tame

    He returns having tamed a single Hobby Horse.

    The other one was very stubborn. I left it in the field rather than croak it.

    At end of turn, Scout H moves further along road, still with same orders: Hail Natural Allies spotted with offer of upkeep and friendship

    While the scout spots no Natural Allies he does spot two sites of interest. You receive the following notes on the sites.

    -08.06: The tree I was camped in was a fruit tree. Have enough for upkeep next turn.

    -14.08: Logging camp Razed. Heard something large moving inside did not enter. Returning to the road

    -15.05: Level 3 Barbarian city. The city seems to be frozen. I see 24 bodies on the ground outside the gate. The gate is destroyed. I see four frozen units on the wall looking into the courtyard. One is holding a bow.


    To Herring
    "Master Herring, we need to improve our scouting range. Would you inquire into the capabilities and limitations that rations and shmuckers can get with basic Lookamancy? Namely what's the least and cheapest number of hexes a casting can Look into, and if can they be far apart in distinct locations, or must be in a contiguous path"


    I Do not have a Lookamancer contact. Will inquire.

    The Lookamancer I found could scan 10 hexes for 400 shmuckers. He is set on his price and won't take rations or scrolls. He is out of juice for the turn. Should I book him for next turn. He says he could scan a total of 30 hexes a turn. That is for an in depth scan of each hex. For a mapping scan. He could scan up to 20 hexes, however it wouldn't reveal an units for the same price. He also said he could only scan at a distance of 15 hexes from the capital, unless the tower was upgraded.



    "Well, It's time, we now have more than 5 hides. Would you find out what can be done with 25 Dollamancy Juice? Or with more as long as a Shockamancy scroll is accepted along with the hides for payment"

    I found a Dollamancer. She is willing to take a trade in hides. She say she could make a small golem for 6 hides or Identify a magic item for 5 hides. Shall I contact her for next turn?


    Subject: Arkum Discussion Thread

    As the new turn dawns your units stack up waiting for Warlord Breach to arrive. You notice him riding up on a Hobby Horse. Into Hex 01.00. A look of anger and disgust crosses his face. He turns his mount around and rides away.

    Anna and Herring show up before start of turn for their rations

    Turn 6!

    As your turn starts Your Courtier pops into existence.
    Standing in front of you is a man wearing overalls and a straw hat holding a pitch fork. A piece of grass between his teeth

    Bill

    Courtier level 1
    XP 0-8
    0/0/4/8 (1 damage)
    Special: farmer
    Upkeep 30
    Equipment: pitch fork

    Farmer: may manage farm sites. The site produces five extra farm rations in addition to the normal increase for managed sites.
    He bows to you.

    The Scouts head out. You receive the following reports
    Scout H has not moved.
    Hex -02.-02 one Hobby Horse
    Hex 02.-04 one large Spider, eight Smaller spiders ( four of one type and four of another type)
    Hex 08. 01 Warlord Breach and his stack ( He made it very clear I should move on when I entered the Hex)
    08. 03: three large rats ( I also noticed a number of large holes in the hex)

    Scouts A, B, C, and E report they have enough rations for next turn

    You lose contact with Scout F, G, and D each on reported sighting of a feral. Contact was lost afterwards.

    Map
    https://imgur.com/a/Cok4TtR


    Turn Report

    Capital City Arkum 00.00
    Level 1 (7000 to upgrade to level 2)
    Building Slots 1.5/2 ( Administration center, ½ Walls.
    Tower lv 1 100/200 (x4 Flame blast)
    Income 1000/ 2000 Managed
    Upkeep 700/440 "after rations"
    Treasury 4253
    Production: Courtier


    Larder
    1 Farm Ration Placed aside on turn 4
    4 Farm Rations
    2 Meat rations ( Slight change in signamancy at start of turn. They are slightly green now. They are still good for rations probably.
    6 Meat rations ( Twin horns)
    5 trail rations

    Armory
    6 Battle Axes
    4 daggers

    Other loot
    1 Cart
    3 chests
    1 Tent
    100 ft of rope
    3 Woof skins
    6 twin horn skins
    12 Twin horn horns
    1 Message hat “ linked to Herring hat”
    1 Paired message hats Other with scout H
    1 Candle level Power orb " permanent
    1 Flameball ( In fire place)

    Units
    Queen Harley Tesla
    Level 2 Shockamancer
    XP: 15/18
    Juice 200/200
    3(4)/2/7/8 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 130 shmuckers "Paid"
    Equipment: Blunted smile "unidentified",

    Warlord spike
    Warlord level 2
    Xp 10/24
    5/5/11/8
    Special: leadership, base popped
    Upkeep 130 "paid"
    Equipment: Unidentified Battle axe, critical helm

    Bill
    Courtier level 1
    XP 0-8
    0/0/4/8 (1 damage)
    Special: Farmer
    Upkeep 30
    Equipment:Pitchfork

    X2 Uncroaked Pikers (x2 7 turns)
    1/2/6/8
    Special: Rewrapped

    X2 Uncroaked Pikers ( 9 turns)
    1/2/6/8
    Special: uncroaked

    X2 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X1 Uncroaked woof ( 9 turns)
    3/3/8/12
    Upkeep 35
    Special: Uncroaked

    X4 Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: mount, passenger

    X2 Twin Horns.
    2/2/8/14
    Upkeep 40
    Specials: Charge, Mimic





    Hex 03.01
    Farm level 1 "Mananged”

    X2 Pikers
    Level 1
    , B) 2/8, C) 2/8

    Hex 07.02
    X1 Scout A, Level 1, Xp 5/8 move 0/12

    Hex 00.01
    X1 scout B, Level 1 Xp 3/8 move 0/12
    Hex 04.01
    X1 Scout C lv 1 Xp 3/8 Move 0/12

    Hex Croaked
    X1 Scout D lv 1 XP 2/8 Move 0/12

    Hex 00.-01
    X1 Scout E Lv 1 XP 1/8 Move 0/12
    Hex Croaked
    X1 Scout F lv 1 Xp 1/8 move 1/12
    Hex Croaked
    X1 scout G Lv 1 Xp 1/8 Move 0/12

    Hex -14. 06
    X1 scout H lv 1 Xp 0-8 Move 12/12


    Agreements
    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired. Also 1 Ration given at start of turn.


    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

    Subject: Arkum Discussion Thread

    We ask Spike and Scout B and E
    "Any thing we can do to make it more likely for Scouts to survive being surprised by a feral? (You already have orders not to push through danger, which I hope is being interpreted as to also *not* entering an hex if a feral is spotted over the hex boundary"

    Scout B: " Well.... its a little difficult to hide while we search the hex for rations...."

    Scout E: " we don't if we see a Feral, but the Hills and I assume forests make spotting a feral before we enter a difficult thing"


    Subject: Arkum Discussion Thread

    To Scouts/Spike:
    "Is it really harder to hide if foraging? I'd think that would be true after you spot a Feral in hex, but would also mean it would be possible to pass by a hex and both not spot nor be spotted by a feral.
    What if we order 'don't forage if Feral spotted' ?"


    Scout B: "If we haven't already been spotted... shouldn't be a problem. The problem is while we are climbing trees for fruit, digging roots out of the ground, picking berries out of bushes, or killing a wabbit, the ferals are hiding and some of them are very good at it.


    To Herring
    "Some turns back it cost me 50 Juice to identify a magical item. I have two more magical items to identify. Do you want in on this gig? How much do you feel is adequate compensation per identify?"


    I know the spell, its a hat magic spell I learned from your brother... It would cost me the same. I could Identify them for lets say 200 shmuckers total?


    "(Besides your pinky swear nothing, nothing at all)" The thought enters your head as you think about attacking Breach.

    Subject: Arkum Discussion Thread

    "(Why can I fire 2 tower spells a round? It might have something to do with my level, Shockamancer might have something to do with it. However when we were level 1. We knew we couldn't handle two spell from the tower at the same time)"


    ”Welcome to Arkum Bill. Tell me about yourself what can you do? Do you count as a command unit? Can you ride? I see you are able to manage a farm with a bonus but are you also able to manage a city?” Harley asks the new courtier.

    Well ma lady, I don't rightly know if um a commanding unit. I think I look pretty commanding. Don't know what I would do wit a city, it don't be havn fields and such. I can ride sure enuf, but don't think I could fight from horse back


    "(Any humanoid non heavy can ride, however they can't fight from horse back)"


    Also Courtier are considers command unit, they can keep units from auto attacking like casters and Warlords. Bill however can not Manage the city.

    Subject: Arkum Discussion Thread

    Spike will manage the city and Anna will begin to cast.


    As she finishes the wall stand all around the city. They are 10 ft high with a basic gate house. The walls do have a platform for troops to stand on. Wiping her brow and accepting her payment.

    well that's all I can do until the city is leveled. Do you have other projects for me
    or is this a good time for me to take a break?



    Subject: Arkum Discussion Thread

    "Herring, 200s for 2 identifies? Or for 1?"
    "And you said Dollamancers in general could perhaps trade 5 hides for 25 Juice. Is this dollamancer offering an Identify for 5 hides being generous you think (offering 50J for 5 hides)?"


    Both items for 200 and I'm not sure on the dollamancer I asked what she could do for the hides and the golem for 6 and the identify for 5 is what she was willing to do. From what I understand the golem will be very weak. She willing to do more advance golems, but would want shmuckers to do it. For the NDA with the lookamancer I would take two farm rations for it.

    Subject: Arkum Discussion Thread

    To Anna:
    "For this turn or next turn?" Harley asks tilting her head to the side. "Well I have sooo many projects that I could put your useful skills to use for that I could probably come up with something for you to do for every turn for the next 100 turns... you just need to let me know when you want your 'days off' though or I might get carried away..."

    "Out of interest Anna if you worked with Master Herring do you think you could build another building even though we don't have any more building slots available?" Harley asks with curiosity.

    "By the way the other turn you mentioned you wanted to one day learn how to make magic items. I was just thinking Spike our Chief Warlord has a magical axe and we have a number of mundane axes in our armoury. If you ever wanted to play around and experiment trying to change a mundane axe in to a magical one just let me know and I'll make the axes available to you..." Harley comments.


    well my juice is used for the turn already. If you have other projects I would be happy to work on them next turn. As for with master Herring from what I understand his casting fade. I don't know what would happen if the casting faded and I had built on it. It could stay, fade with master herring spell, or it could explode.....

    As for magic weapons let me see what you have!



    After looking around your armory she comes back looking a little defeated

    while the axes are fine weapons, they are not high enough quality to hold an enchantment. I could mess around with them and maybe make one a master crafted weapon, but it would take time and use several of them in the process of refining the metal.

    Subject: Arkum Discussion Thread

    To Herring:
    "Hmm, Hattamancer and perhaps Dollamancer spell? Hattamancy shares Motion and Matter elements, and the Erf axis with Shockamancy does it not?
    I think I'd like to try and properly learn the spell.
    Would you cast in tandem with me to help me learn it? 100 shmuckers per attempt?"



    I can attempt to help you cast the spell in tandem it could still be expensive but I can try.

    "2 Farm rations for the NDA? :D That is great for us! Thanks so much! I think we'll always prefer to save our Juice for our learning and projects in the foreseeable future"


    Master Herring just smiles and nods
    (a bit later)

    "Herring.. I had a Barbarian warlord visit us. I pinky sweared in the field 'not to attack any of his units on this and next turn' with the stated expectation he would come and sign a NAP and a NDA. He however came to the hex over and went away in disgust without saying or signing anything. Now I fear the side is in danger, as if he shares how weak we are to our nearest neighbor we may have no chance when inevitably attacked. I fear I must go to him this turn with a simple Non-Disclosure Agreement and flat out state that if will not sign, it will be in my mind tantamount to croaking the side and thus I'll be forced to immediately attack."

    "Will I be able to break the Pinky Swear? Do you know what the consequences will be? (Would you help me break the pinky swear more easily? Is the serious belief the side is in danger enough to safely break the Pinky?)"


    Breaking a pinky swear? Its not something to do lightly. As a side it could effect the loyalty of your units. Also anytime you attempted a pinky swear in the future. The other party would know you have broken one in the past... As for assisting with breaking it. I'm sorry but its not something I could do, because the taint would effect me as well. A pinky swear is a sacred thing. It could even color future signamancy agreements and other natural signamancy. I know caster that have broken it and had the worse luckamancy because of it. If you feel you must break it then you must but what after that might be worse then letting a barbarian warlord go free.

    Subject: Arkum Discussion Thread

    To Anna:
    ”Hmmm interesting what are the benefits of a master crafted weapon?” Harley asks with a thoughtful look. ”On the subject of changing the properties of items. Would you be able to harden and reinforce the armour of a unit? Also would you be able to create something like a shield?” Harley asks.

    I'm no expert on the subject, but master crafting an item will increase a units scores by 1. As for reinforcing armor or adding a shield. I could but from what I understand it affects the unit in other ways. Heavy armor will increase their defense but lower move. A shield might increase their defense but reduce damage done by the unit. Things of that sort.

    Subject: Arkum Discussion Thread

    To Anna:
    ”Hmmm very interesting. If I decided I wanted you to how many suits of armour do you think you could reinforce in a turn or how many shields do you think you could create?” Harley asks.[/quote]

    Im honestly not sure. What material you have on hand would matter. Wood, leather, and metal. I could do some with what you have. But the supplies from a lumber mill and mine would be better

    Subject: Arkum Discussion Thread

    Well Here come the next round of questions! :D

    To Anna:
    ”It won’t be long until we’re ready to upgrade the city to level 2. When we are is there anything you are able to do that would help with the process or enhance the results?”

    Honestly I'm not sure, I never tried casting while a city is being leveled up. If you want to pay me to try, that would be fine. But not sure of the results if any

    "Anna! Building 2 hexes of roads costs your whole Juice; what of repairing those? Will it be cheaper?"

    No i'm afraid those "roads" are just faded signamancy now. I could do two hexes a turn, but I would need to start in the capital. Just a warning, Forests and Hills will take more time a juice.



    To Herring:
    "Hmm, about the golem, we're very curious about it! What would its stats be? Would you ask her? Would it be able to fly and/or have the Scouting special? (if no, how much for the cheapest flying and/or scouting golem possible?)"

    She didn't give me a clear answer on its stats, just that they would be underwhelming. For a flying scout she says she could craft something like that, but your looking at 500 shmuckers. Also she reminded me golems cant talk. She did say for 2000 shmuckers. She could craft you a scouting package. It would include two of the scouting flying golems and a set of goggles that would allow you to see through the scouts eyes. Any new birds purchased from her would also be linked to the goggles.



    After signing the NDA/ NAP with the Barbarian Lookamancer. He walks to the portal room.

    Good turn, My name is Spi Glass, would you be so kind as to direct me to the top of the tower, I do my best work when I can see open sky. (He will continue to chat as you escort him to the top of the tower) While your request was a bit different than my normal gig, you caught me on a slow turn. Having the NDA/NAP ready to go, convinced me to take the job. I can't promise the same rate for future turns however. I will let you be the judge if my work is worth the price however. (As you reach the top he pulls a small chair and table out of a pocket. He then enlarges them and take seat. Pulling out several sheets of Paper and quill and ink. Closing his eyes he begins to cast. Writing on the Paper without looking at it. As he finishes he hands you the piece of paper.)


    -15.05 Barbarian City Level 3

    Current units
    2 Warlords
    1 caster unknown ( in city tower)
    5 Heavies ( Large black dogs)
    6 sword wielding knights
    3 archery knights
    62 Pikers
    34 Stabbers
    23 Archers
    1 Prisoners (Caster) in court yard Kneeling next to the body of a croaked warlord

    Bodies
    2 Warlord bodies
    4 croaked heavies (1 black dog, 3 large humanoid bulls)
    9 croaked hobby horses
    10 croaked knights
    53 croaked infantry


    -14.08 Lumber camp
    a large bear (Heavy)

    -04.-03
    A colony of giant Antz (about the size of a small dog) at least 20 in number

    05.-05
    (This one took some finding, Some kind of Vine monster, Seems kinda small one of your scouts is wrapped up in its vines)

    -07.01
    a single woof

    00.02
    A large insect Heavy under the ground.

    Terrain Scan
    13.-03, 13.-04, 13.-05, 13.-06, 12.-06 Plains, 12.-07,12.-08, and 12.-09 Hills.
    I'm afraid I have reach the limit of my range with that last one. And 11.-09 is also hills with no road.

    Subject: Arkum Discussion Thread

    To Lookamancer:
    "While it's still fresh, we'd also like you to write down the disposition of the bodies throughout the city zones. Were they all in the courtyard?"

    Spi glass gives you a look
    That isn't what you hired me for, but about 10 of them were out in front of the gate house the rest were in the courtyard. Mostly near the entrance of the court yard. I only included the bodies, because they have your livery.

    Subject: Arkum Discussion Thread

    *Blinks* “Please tell me that they did not ALL have my sides livery. Surely there were bodies from the other side as well” Harley questions with a raised eyebrow.

    Mostly yours who ever lead that fight vastly underestimated the enemy

    ”Yes it looks like they did...” Harley declares hanging her head slightly. ”It is a shame they did not think to hire a lookamancer before attacking...” Harley adds quietly.

    ’Don’t worry brother I will come rescue you!’ Harley then silently vows.

    Subject: Arkum Discussion Thread

    You and spike ride to Hex 07.01

    Just before you arrive Spike says over his shoulder.

    My Lady just so you know, you will not be entering the hex with that warlord.


    "Warlord Breach! What happened? Why did you walk away in disgust?"


    You see the Warlord stack up and move in your direction.

    What happen, your a croakamancer not a Shockamancer. You use the fallen bodies of your own troops. After they have croaked in defense of your side. I have no desire to be uncroaked and neither do my men! So we are leaving your territory as I SAID we would. I will HONOR our pinky swear and leave the area before you try and add me to your forces! Enter this hex and I will take it as an Aggressive act on your part.

    The warlord is obviously angry and turns away marching his units to the far side of the hex.

    Subject: Arkum Discussion Thread

    "Oh for testes sake,
    HOY!! COME OVER HERE AND LISTEN CALMLY!!"

    *hook pinky with Spike's*
    "I PINKY SWEAR I AM A SHOCKAMANCER THAT CAN DO *A LITTLE* CROAKAMANCY"


    He ignores you and continues to the far side of the hex. When you mention croakamancy you see him shiver a little.

    "HAVE YOU NOT HEARD OF DUTY?! A UNIT'S DUTY DOES NOT END WITH AT THE CROAKING! THEIR BODIES WILL HAVE 10 MORE TURNS OF DOING THEIR DUTY BEFORE THEY REACH THE TITANS! AND IF THEY SAVE THEIR QUEEN, THEY WILL ENTER THE HALL OF HEROES AND DRINK THE TITAN'S MEAD BECAUSE OF IT!"

    "IF YOU DON'T WANT TO ENTER THE HALL OF HEROES THAT WAY, JUST SAY SO AND WE ADD IT TO YOUR CONTRACT!"

    "WE HAVE MORE RATIONS HERE BY THE WAY"

    ”Fine! If you are so set on parting ways I will not stop you... however you now have tactical information about my side that I would rather you not tell anyone else. Sign a non disclosure agreement not to share any of This information and I will pay your upkeep for another turn!” Harley shouts across the hex at the top of her voice.

    Subject: Arkum Discussion Thread

    The Warlord and his stack seem to be beyond hearing now. What he actually heard you will never know.

    Subject: Arkum Discussion Thread

    After waiting a bit, Warlord Breach does not respond or return.

    Subject: Arkum Discussion Thread

    Spike will then walk into the hex. He walks to the far side of the hex and speaks with the other units for a long time before he returns.


    He wasn't willing to sign one for what we were offering. His price was 5000 shmuckers. I think the offer was more an insult than something he expects us to pay.


    Bill will head to the farm to manage it.


    Subject: Arkum Discussion Thread

    Harley and Spike then returns to the Capital, giving Bill a lift back as well.

    Subject: Arkum Discussion Thread

    "Herring, we dropped the ball.."

    "We revealed to an outsider that we are the Queen before demanding he sign an NDA first.."

    "And this barbarian warlord Breach ended up leaving without signing an NDA.. it's only a matter of time before the fact that there is a side named Arkum with a Shockamancy Queen reaches some neighboring side.. and from there the MK.."

    "Do you know how we can keep tabs on this Warlord?
    Perhaps Findamancy has a cheap spell to determine the hex number of a particular person? Would you inquire
    ?"


    I will inquire...

    I found a findamancer, he says he can keep track of them up to 30 hexes from the casting point. After that hes says he can only point in thier direction. Each spell will cost 300 shmuckers.


    Subject: Arkum Discussion Thread

    "Hey Anna, check out this wagon, we need to replicate it. How should we go about it? What can you do to help?"

    Its not magic just a cart I could whip one up. With enough wood and a bit of metal. I could maybe even make this one better. Again with enough materials.

    Subject: Arkum Discussion Thread

    "Anna, could you turn Juice into wood and metal raw materials? Who could?" turning to Herring

    I could, but its very expensive juice wise, your looking at two or 3 turns just to make the materials


    Harley then gathers 2 Hobbies, the cart, 3 Woofs and the Twinhorns and takes off to the forest hex with the vine monster.

    Harley and her stack enter the hex with the missing scout. After a little searching you find him. He is covered in some vines. The vines digging into the scouts body. You see several large fruits hanging off of the vines. As you approach to see that the vines are spread among several of the trees.

    Subject: Arkum Discussion Thread

    Looking searchingly at the vine holding the Scout, dozens of vines are holding him. They seem to be coming mostly of the tree he is under, but a few branch into near by trees.

    Subject: Arkum Discussion Thread

    And we are not sure he is even still alive.

    Subject: Arkum Discussion Thread

    ”Hey, anyone home? You got a scout of ours.” we yell, in a long shot idea

    When no response is forthcoming, we have the TwinHorns ditto, all restack and

    fire a cold energy bolt at the vines! Hit! The energy seems to spread along the vines, frosting over before the vines go limp. The frost seems very effective against the vines. ( critical hit!) You feel the rush of xp! As the battle ends just as it was starting.


    The scout is still alive. Your ruler sense tells you the scout has been poisoned. You find a half eaten fruit near by the scout.

    She then has the incapacitated scout carried the hex over and placed in the Cart. The whole stack then returns to the Capital

    Subject: Arkum Discussion Thread

    Leaving the Scout being tended at home

    We have a living Piker from Farm come, and Harley walk to tame wild Hobby (taking farm rations and foraging on the way) and return to 1 hex from Arkum, Hobby1 gets them on last hex.

    Harley doesn't find much in the way of wild rations on the way. Finding only two such rations. Using the two wild fruits and a whole farm ration she manages to tame the hobby horse.


    Quickly then Harley and Spike rides Hobby3 to woof hex (with good meat) to tame the single woof


    The woof doesn't go hostile when it sees the meat. After two of the twin horn meat rations it joins the side!

    Subject: Arkum Discussion Thread

    "Herring! You're up! The scout's been poisoned. Do you know if he will live? Would you confirm the price of a Healomancer to save him? (And if turns out to be out of our league.. what can *you* do to help?)"


    well... a healamancer would be at least 400 shmuckers.... I could cast that his body would ignore the effects of the poison until start of turn. Start of turn healing could fix him, but not sure. And that would depend if you still wanted help with identifying items this turn.

    Subject: Arkum Discussion Thread

    "What do you mean, how much Juice would it take to make him Ignore the effects of Poison for 1 turn, and how much Juice do you think the Identify helping will take you?"

    Hmmm... I should be able to do all three with my juice, but it will take most of it.

    Subject: Arkum Discussion Thread

    "Very well, 400s for saving him for certain. Do you know how much they charge for a simple diagnosis? (Would you find out?)
    And assuming the 'ignore poison for 1 turn' takes 25 Juice, would you take 50s for the casting? (or does it cost more?)"


    Herring looks at you, before taking a deep breath and speaking

    It takes all the mystery out of thing when you just ask how much juice a spell costs.... Guess that comes from working with caster rulers. The spell I will use is not a simple spell. It will take 100 juice for the identify, since I'm not a hat magician. I was planing on casting three different spells each covering.. well without going into a lot of detail, It's more than a simple spell I was planning on casting. As for the heal he will want a quarter up front, plus the normal protections for entering your portal. However he could tell you if the healing is needed, in the first place.

    Subject: Arkum Discussion Thread

    *puts a hand in Herrings shoulder* (incidentally allowing him to read that we're truly grateful) "Thank you for being frank with me."

    Then starts pacing muttering
    "(100s for a diagnosis, then 300s to save him for certain if needed..)"
    Suddenly stops and rounds on Herring "Wait, how much did you say you'd ask? How much for making the attempt to 'ignore poison' assuming you have your full Juice?"

    well... I know your trying to save for a city upgrade. So lets say 3 ration and a direct attack scroll. Not fire. That would be for the identifies and trying to save the scout.

  14. - Top - End - #14
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    Subject: Arkum Discussion Thread

    "Ahh.. that is generous.. I think I have to say yes to that" she gratefully smiles


    Working with master Herring you sit down to identify a few magic items. Starting with spikes axe. You feel the juice pour out of you costing you 50 juice!


    +1 battle axe

    +1 combat score and + 1 damage!

    Moving to blunted smile you again feel the juice pour out of you. However you gain a new understanding of the spell.

    Blunted smile

    +1 weapon ( +1 combat score and damage)

    Juice storage 0/100 ( This weapon can store raw juice. This juice will remain in the weapon until used. The caster can use this juice to power thier spells.

    Shocking smash: the wielder may expend juice stored in the weapon. For every 25 juice used the weapon deals an additinal 1d6 electic damage. You may decide to release the juice after you have confirmed a hit
    Identify
    Class: hatmagic
    Juice: 25/50
    Range: item touched
    Casting time: 3 rounds

    The caster learns the magical properties of a magic item touched. This spell can fail on more powerful items.
    You spend your remaining 25 juice on spell research. You cast on a battle axe. As you form the globe the axe head glows red hot and begins to melt. The weapon is damaged.

    You create a energyblast scroll (cold) Herrring as part of this payment.

    Subject: Arkum Discussion Thread

    "Herring! Remember the Dollamancer? I was really excited by her offer! Would you let her know that? 'That we'll definitely be ordering her services in the future, but that for now we're actually more interested in one of the staples of Dollamancy, the Battle Bear! Would you ask how many materials she would need to craft a Battle Bear? And how much she would charge for one if we don't provide said materials? And of course, what could she guarantee its stats to be' Thanks! :D"

    After a short time Herring answers back
    The Dollamancer say that such a spell would take her two turn to make a battle bear. The stats she is willing to share when we talk about hiring her. She would charge 1000 shmuckers per battle bear.


    Scout H moves and revels more forest https://imgur.com/a/2xHaYbO


    Subject: Arkum Discussion Thread

    Before the start of turn a message comes from Scout H. A Shady elf entered the hex. I passed on the message. They are not willing to go to the capital however, they are willing to meet someone at hex -06.03 on their turn if we wish to talk about an alliance.

    Anna and Herring show up before start of turn for their rations. Your units line up for their rations.

    Use of rations:
    Harley
    Spike
    Anna
    Herring
    Bill (30s)
    Twin horn x2 (80s)
    Hobby horse x5 (175s)
    Woof x3 (105s)
    Using 15 rations and saving an additional 390s

    Plus scouts eat the rations they previously foraged

    Harley levels at the start of turn! Feeling the rush of more juice and her Hit and Move increasing by one!

    Scout D survives and head off to scout!

    The two green rations of meat depop at dawn. Their signamancy decaying to the point they are no longer usable.


    Turn 7
    Map https://app.roll20.net/join/4646217/jklS-w

    As the turn starts the scouts head out and report the following:
    -07.-01 Barbarian warlord, 1 Stabber, 2 Archers
    -04.-03 Antz hex
    -01.-05 two large horned humanoids
    03.-05 1 Large spidew, 5 Armed spidews, 4 Spidews
    08.03 Ratz

    Turn report
    Arkum Side Stats

    Treas at beg of last tu:4253
    Gifts - Expend last tu:-700
    Treas at end of last tu:3553
    (City Income:2000)
    Income 2000
    (Upkeep cost:-36)
    Available this turn:5517


    Capital City Arkum 00.00
    Level 1 (6000 to upgrade to level 2)
    Building Slots 2/2 (Administration center, Walls)
    Tower lv 1 100/200 (x4 Flame blast)
    Income 1000/ 2000 Managed
    Upkeep 770/36 "after rations"
    Treasury 5517
    Production: 2 Scouts

    Larder
    1 Farm Ration Placed aside on turn 4 “ Slight change to signamancy
    3(1) trail rations

    Armory
    5 Battle Axes
    4 daggers

    Other loot
    1 Cart
    3 chests
    1 Tent
    100 ft of rope
    3 Woof skins
    6 twin horn skins
    12 Twin horn horns
    1 Message hat “ linked to Herring hat”
    1 Paired message hats Other with scout H
    1 Candle level Power orb " permanent
    1 Flameball (in fire place)

    Units
    Queen Harley Tesla
    Shockamancer level 3
    XP: 19/36
    Juice 300/300
    3(4)/2/8/9 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 140 shmuckers "Paid"
    Equipment: Blunted smile

    Warlord Spike
    Warlord level 2
    XP 11/24
    5(6)/5/11/8
    Special: leadership, base popped
    Upkeep 130 "paid"
    Equipment: +1 Battle axe, critical helm



    X2 Uncroaked Pikers (6 turns)
    1/2/6/8
    Special: Rewrapped

    X2 Uncroaked Pikers (8 turns)
    1/2/6/8
    Special: Uncroaked

    X3 Woof
    3/3/8/12
    Upkeep 35 “Paided”
    Special: Forest capable

    X1 Uncroaked woof (8 turns)
    3/3/8/12
    Special: Uncroaked

    X5 Hobby horse
    1/2/8/14
    Upkeep 35 “Paid”
    Specials: Mount, Passenger

    X2 Twin Horns.
    2/2/8/14
    Upkeep 40 “Paid”
    Specials: Charge, Mimic



    Hex 03.01
    Farm level 1 "Managed”

    Bill
    Courtier level 1
    XP 1/8
    0/0/4/8 (1 damage)
    Special: Farmer
    Upkeep 30 "Paid"
    Equipment: Pitch fork

    X2 Pikers
    Level 1
    , B) 2/8, C) 2/8

    Hex -02.04
    X1 Scout A, Level 1, Xp 6/8 move 0/12

    Hex 00.01
    X1 scout B, Level 1 Xp 3/8 move 0/12

    Hex 04.01
    X1 Scout C lv 1 Xp 3/8 Move 0/12

    Hex 05.-03

    X1 X1 Scout D lv 1 XP 5/8 Move 0/12

    Hex 00.-01
    X1 Scout E Lv 1 XP 2/8 Move 0/12

    Hex 05.-02
    X1 Scout F lv 1 Xp 2/8 move 0/12

    Hex -02.01
    X1 scout G Lv 1 Xp 2/8 Move 0/12

    Hex -14. 06
    X1 scout H lv 1 Xp 0-8 Move 12/12


    Agreements
    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired. Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

    Nonaggression and Nondisclosure with Spi Glass.

    Nonaggression and Nondisclosure with Dee Cees[/spoiler]


    After the start of turn.

    "Would you wait awhile, until our turn start? And Herring, could I have a NDA contract for Dee (shockamancy scroll or 2 rations today?) and would you go get her to join us as well?"


    Will take 2 more Trail rations


    As Dee join us and signs "Welcome to our merry little band of friends Dee, you know Herring, and this is Anna" *soft smile* "Here, protected by these walls and NDAs we are all free and even *encouraged* to speak freely!"

    "First, I'd like to informally offer you guaranteed upkeep, for as long as we may live, for the simple pleasure of coming each morning, and discussing the upcoming day over our shared rations. We'll let you know what we'll be doing and if we'd like to buy your Juice that turn, and you'll be free to sell it or go about your personal business unimpeded (and-if-your-personal-business-includes-magical-research-we'd-love-to-participate!)" she finishes excitedly ^_^

    (side though: no fear of disbandment by starvation, and no fear of disbandment by disobedience, it's the best of both worlds. I don't see why a caster would ever turn to a side having this)

    "But first! Let's wait a bit for the turn to start, my meal to pop, and the scouts to report, and I'll have an even more *outrageous* offer for ALL of you" smiling hugely

    (wait for turn to start and meal to pop)

    "Come, come, join me at the table, lets eat" *gesturing good naturedly*

    (wait for scouts to report)

    *CLAP HANDS!* "OK! Here's the situation, Herring, if you will" *holds pinky up, and hooks pinky with Herring* "I hereby pinky swear we have no known sided enemies, nor our scouts detected any army up to 8 move away from here, the Capital. That should guarantee our survival at least one more turn!" *bug-eyed-smile!*
    "I also pinky swear we need less than 500 shmuckers to upgrade the Capital, and that we expect the upgraded city to produce an extra 1000 shmuckers"
    "Finally I pinky swear that if any of you lends Arkum a combined total of 500 shmuckers, Arkum will pay you back 1500s next start of turn!!" *giddy with excitement*

    "This is such a win-win! You get to *TRIPLE* your savings, and Arkum gets an upgraded Capital 1 turn early at no extra cost!"



    All three casters look at Harley in surprise and look a little uncomfortable. Both Dee and Anna look at Master Herring. He takes a deep breath before answering.

    Harley don't take this the wrong way, but that is something I wouldn't be willing to do, However if you are looking to gain some quick cash, I could sell a few scrolls for you. If you give me three or four good shockamancy scrolls, I could go sell them for you. I should be able to make at least 500 for you.


    Subject: Arkum Discussion Thread

    "Anna, yesterday you said you could replicate or maybe improve the cart we have with enough wood and metal. How much of your daily Juice pool would that take you think? (Could you still make 1 road?) Because our next request after that will likely be starting on roads to the Farm"*

    I'm honestly not sure, I've never done something like this. But is sounds like you wont have the shmuckers to hire me this turn anyway...

    (after another while, meal being almost over)

    "Herring? Just to give me food for thought: what's the most shmuckers you've been able to get from 1 shockamancy scroll in the past? And what will be the expected buyers (who actually has shmuckers to pay for scrolls? Sided casters?)?"

    Honestly I haven't sold any. I have been keeping the scrolls so far for my own personal defense. Also selling the scrolls goes beyond my acting as the voice of Arkum in my opinion. So there would be a finders fee in this deal. If that is all I will take my leave. You may contact me by hat if you need anything else or wish to sell any scrolls this turn.

    Master Herring heads for the portal room.

    "We need more hats. Herring, how much are your Hat Magician contacts charging for a pair of hats? And in parallel would you ask for a teacher, to help me learn Hat Magic spells?"

    Answered by hat
    I can make hats if you need more. Let me know what you are offering for a set of hats.

    Subject: Arkum Discussion Thread

    "Take a cut of sales? DEFINETLY! You'll get much better deals than us anyway!

    And you can MAKE hats?? That's amazing, YOU'RE amazing!*

    How much I offer for hats? I have nooOoo idea how hard hats are to make. You tell me**You thought 100s was fair for an identify, how much do you think would be fair for making a pair of Hats?

    H ⚡
    PS: You left in quite a hurry, did we unknowingly offend in any way? Sorry our new-popped-obliviousness if we did"
    *

    After a while you receive an answer back.

    Its easy to forget how young you are. I will try and remember that in the future. Carnymancers have a reputation in the MK and in general. While it's deserved in some cases, that could be said about many casters. Well, besides that, I have found a buyer for your scrolls. They have offered to buy as many area of effect scrolls as you want to sell. It's not a great deal of money but would net you 150 shmuckers per scroll. I think their side might be in for a capital fight. While they are not hiring casters they are buying every scroll they can get their hands on. As for the hats it depends do you want something linked to your hat. Or two independent hats.

    "Ooh.. does that mean you have no Hat Magician friends?.. (but you were friends with Burtrum..) sorryyyy :(

    Ooh neat, you could create just a single hat linked to our master hat and that would be cheaper that a new independent pair? We want the cheaper one! :D
    Subject: Arkum Discussion Thread

    I could take the hat that you currently use to contact me and make it a hub hat. The hub hat could then send a message to any hat linked to its network and that hat could respond to the hub hat. Adding a new hat to an existing hub is a rather easy spell I could teach you. Making your current hat a hub hat would take me two turn. So lets say 600 shmuckers total. To create just a linked pair of hats 200 shmuckers.

    Subject: Arkum Discussion Thread

    "Thanks Herring, we'll definitely ask you to make our hat a hub hat in the future. When we do, and until we learn the basic spell, how much to create a single extra hat to add to the network?"


    150 shmuckers to make the hat and link it. 100 shmuckers just to make the hat. But if you buy two hats I will link them both for 250 total. If you have other hats to link to the network I will do it for 50 shmuckers each




    You form up and head for the hex next to the barbarians hex. Leaving the uncroaked at the previous hex boundary.

    The signamancy for the barbarians looks a little rough. You see the warlord standing near the front of the stack.

    He is short, shorter than even the infantry in his stack. He carries no weapon that can see. His armor is impressive looking. Black in color with overly large yellow shoulder pads. His bald head has six dots running between his eyes.


    Harley yells across the hex boundary

    ”Hi there my barbarian friends!”*Harley declares with a big smile and a wave.*”The names Harley and you have happened to stumble on to Arkum land but it’s your lucky turn, you see you have happened to have arrived in the middle of one of our recruitment drives. We’re always in need of good warlords*and brave warriors, if you were to Turn to Arkum now you will have a place to call home, walls to protect you, brothers and sisters in arms to fight by your side and your stack need never worry about your upkeep again.”*Harley declares.*”What do you say?”*Harley adds with a winning smile.

    The warlord stares at your stack, his eyes resting your stack before answering

    Greeting Harley of the side of Arkum. My Name is Warlord Krippen. While you offer to join you side is interesting. I'm not really interested in joining a side I know nothing about. I would be willing to hire on for a short time however.

    ”Pleasure to meet you Krippen” Harley declares with another bright smile. ”Hmmm I can understand that...” She then declares with a slight shrug. ”What would you need to know about Arkum though in order to be convinced to join the side?” She adds cocking her head to the side in curiosity.

    Subject: Arkum Discussion Thread

    Would you give up freedom and place your fate in someone hand within 5 rounds of meeting them? What would I need time, meet your ruler and judge their character, a good reason why being sided would be better than being a barbarian. What would you offer in hiring me and my stack?

    Subject: Arkum Discussion Thread

    Harley smiles in an understanding way. ”I do not see it as a loss of freedom but as a gaining of a home” Harley replies. ”As for the ruler well you have already met her...” Harley adds with a grin. ”Queen Harley Tesla of Arkum a pleasure to meet you warlord Krippen” She then declares more formally with a slight nod of her head. ”You see I do take recruitment very seriously!” She adds.

    ”Please tell me Krippen how is life for you as a barbarian? I have never been one myself but I can imagine it’s not the most secure of lifestyles?” Harley questions. ”Having to sleep in the field? Not knowing what you will face next turn... Always having to worry about making upkeep...” Harley comments.

    ”I will admit that Arkum is currently a small side but we are growing, getting bigger and stronger every turn. I value my warlords very much, if you were to join us I would grant you lodgings in the capital city, you would have freshly popped rations every turn and you would have men to command in battle. You could have a great future with Arkum!” Harley declares.

    Krippen listen as you talk, he seems a bit surprised when you say you're the ruler.
    So you're the ruler huh, where's your crown? While upkeep is always a worry. Would you really want someone who offers his loyalty so easy?

    The offer of a home is tempting. However it isn't something I would jump into so easily. It comes down to it I don't know you and you don't know me.

    I could join your side right now, but I don't see a good reason to jump into something like that, do you?

    Also, I thought only warlords became rulers? I would love to talk shop with a caster I have an ability that is kind of like a spell. I think and maybe you could tell me more about it.


    Subject: Arkum Discussion Thread

    ”A crown is not well suited to riding around in the field!” Harley replies with a smirk. ”I might be a Queen but I am also a warrior at heart” Harley adds.

    ”Hmmm yes I hear what you are saying. I would not want a unit with low morals or loyalty that might one day betray me but I hope that if you were to turn you would be sincere in doing so and would not be planning to one day betray me...” Harley replies with a slight pout.

    ”Perhaps we could come to a compromise?” Harley then suggests. ”If you and your stack would be willing to ally with Arkum I have a contract in mind where we would be willing to pay your stacks upkeep and you may stay in Arkum city as our guests in return for your support. At the end of the contract period you can then decide either to turn to Arkum or leave with a non aggression and non disclosure contract in place.” Harley offers before scribbling down the details to show Krippen.

    ”Oh Warlords are certainly the most common rulers but every now and then you get a caster ruler too” Harley replies.

    ”That's really interesting!! I really want to hear it!! I love learning from casters from other disciplines, and now a Warlord!! So cool! What can you do?” Harley asks.

    Details of contract
    Contract between the side of Arkum and Warlord Krippen (including the unit’s under his command)

    For a period of X turns Arkum and Warlord Krippen agree to enter in to an Alliance. During the period of the Alliance Warlord Krippen (and his unit’s) agree to act as units of Arkum. In return during the period of Alliance Arkum agrees to pay Warlord Krippen (and his unit’s) Upkeep in full and provide lodgings in the city of Arkum. Warlord Krippen May refuse an order given to him by the ruler or chief Warlord of Arkum however in doing so the Alliance part of the contract immediately comes to an end and the nonaggression period of the contract comes in to effect.

    At the end of the Alliance period Arkum and Warlord Krippen will enter in to a permanent standard nonaggression treaty.

    From the point of signing the contract Warlord Krippen (and his unit’s) will also be under a permanent non disclosure agreement to not share any information regarding Arkum with outside parties.

    During any point of this contract Warlord Krippen and his unit’s may chose to Turn to the side of Arkum without penalty.

    Contract penalty: 10,000s
    The contract seems fine, but needs a few things. If it is fine with pulling garrison duty for just our bread each turn. We would help defend the capital if it comes under attack. However combat duties outside of the capital would cost more. Lets say 250 shmuckers per battle. With the option to wave that fee in exchange for you popping units to turn to my stack.

    He stops to think for a moment.

    And a part of any loot gained in battle. Lets say 1 in 4 of rations and we can discuss any other loot gained.

    Subject: Arkum Discussion Thread

    "Krippen, 250s per battle seems reasonable; the alternative of 1/4 of loot plus popping units for you per battle is appealing, lets hash out the details?
    How about:
    - we always replace losses
    - (the possibility of you refusing an order is already contemplated, so we'll never ask you to fight a losing battle)
    - 1 Piker or Scout added to your stack per battle (or 1 Stabber or Archer per 2 battles)"


    Replacing my losses is a fine part of the deal With that settled how about this. 1st Battle one piker, 2nd battle one archer, 3rd battle one piker, 4th battle one stabber. I would rather not have credit on incoming units. In case we have a falling out.Also until I have a full stack your side will provide units to fill out my stack. With that said I would prefer battle most turns. One of my abilities scales with my level.

    "We are converging :)

    How about
    - we always replace losses
    - we always provide our units to give you a full stack bonus
    - (the possibility of you refusing an order is already contemplated, so we'll never ask you to fight a losing battle)
    - 1 Piker or Scout added to your stack per battle (or 1 Stabber or Archer per 2 battles, but given after the 1st battle, so *we* have the burden of credit)"


    Subject: Arkum Discussion Thread

    I don't really need scouts they cant report to me the same way they could to a side. And what would the credit be worth? How about 125 shmuckers. Also I decide if i'm getting shmuckers or units and loot. If there is no loot for a battle double units. Fair?

    "the value of credit you'll owe us after we give you a stabber to be 125s sounds reasonable.
    However, we cannot concede on who chooses the method of payment, we may have other expenses and need to have the option to pay you in production."
    [/quote]

    Subject: Arkum Story thread

    Quote Originally Posted by CyperWizWurmD
    Subject: Arkum Discussion Thread

    Then the method of payment in units will have to be void after I have a full stack. However the the method of payment will need to be decided before the battle. I'm also fine with a cap within reason. If my stack is sent out by ourselves to deal with a threat then what we find should be ours. If we are only one of 10 stacks involved in a fight then what we gain should be less. Our spoils should be equal to our contribution to the battle. 1/4 keeps it simple and I don't want to be overloaded with rations if we cant use them.With you paying our upkeep. Are you going to be paying our upkeep with just shmuckers or shmucker and rations?

    ”That sounds acceptable” Harley agrees with a slight nod ”You’re upkeep we would most likely pay with a ration where as your infantry we would pay with shmuckers” Harley replies.

    Harley then stops to write to Herring
    "Herring, how much to spell up a contract that includes NAP, NDA, guarantee of Upkeep, division of spoils, production of units?"
    Subject: Arkum Discussion Thread

    The price for such a contract is 800 shmuckers. However, this signamancer is in need of a few hats. So I will make the hats if you pay me 800 next turn.

    "Thanks Herring. That is truly appreciated <3.
    However that is way over budget. Would you confirm the simple NAP+NDA price?"
    More to Herring
    "Really Herring, You should see me now, I'm choking back tears of joy :') (wet smudge) , if you get us this contract today, and we can pay you tomorrow, AND you sell us 6 schockamancy scrolls we'll be able to DO EVERYTHING this turn :D (Upgrade City, hire Barbarians, pay Anna to cast while city is upgraded)"
    Subject: Arkum Discussion Thread

    200 shmuckers

    *Harley writes it up*
    Non Aggression and Non Disclosure pact
    Penalty: 10,000 shmuckers

    Signatories
    Queen Tesla ruler of Arkum
    Barbarian warlord Krippen

    A Non Aggression and Non Disclosure pact between the signatories and any forces under their command. Neither the signatories nor any forces under their command will offer violence or otherwise impede each others forces or possessions, nor share any information of the signatories with non-signatories, under penalty of the above amount. The agreement will remain valid until the both signatories wish to end the agreement or the croaking of one of the signatories.
    "Here. Are you happy signing this? With the verbal understanding that we will
    1. Offer 1 stabber/archer per 2 battles after 1st battle + proportional loot, or 250s per battle, stated before battle;
    2. Pop replacements for losses;
    3. Pad your stack with our units up to max stack bonus
    4. Pay Upkeep"

    "And you will
    1. Ally;
    2. Act as a unit of the side"


    Subject: Arkum Discussion Thread

    I thought were were going to do a contract? Verbal is fine for alot of things, but this has alot of moving parts. At any point you could decide not to pay my upkeep and me and my units would depop. Unless I have enough shmuckers.

    *taken aback*
    "... don't you have enough shmuckers now?" *horrified look*

    "How about... We make sure you always have enough shmuckers /fresh farm rations with you from last turn, so this can never happen. We'll rotate them each start of turn so they are always fresh"

    To Herring
    ’Can you find out how much it would cost to just add the guarantee of upkeep to the contract while the units are allied and acting as units of the side protecting the capital’
    Subject: Arkum Discussion Thread

    Herring messages you back
    250 shmuckers


    I was just using it as an example. I have enough for us for this turn.

    "Uff.. Okay.. you scared me there..
    Sooo, are you imagining a way to spend your shmuckers while with us? You should be fine until you leave us?"


    Subject: Arkum Discussion Thread

    More the idea of building a nest egg if we end up parting ways and rations can go bad. Might If I earn enough. Try taming a mount for me or promoting one or two of my stack to knights if I earn enough.

    ”We should be able to add guaranteed upkeep to the contract. For the payment for additional battles outside the capital we could pinkyswear before the battle to ensure you get the agreed payment” Harley suggests.

    "Here"

    Non Aggression, Non Disclosure pact, and Upkeep
    Penalty: 10,000 shmuckers

    Signatories
    Queen Tesla ruler of Arkum
    Barbarian warlord Krippen

    A Non Aggression and Non Disclosure pact between the signatories and any forces under their command. Neither the signatories nor any forces under their command will offer violence or otherwise impede each others forces or possessions, nor share any information of the signatories with non-signatories, under penalty of the above amount. The pact will remain valid until the both signatories wish to end the pact or the croaking of one of the signatories.

    Arkum will pay Barbarian warlord Krippen and his units' upkeep. This may be cancelled with 1 turn notice.
    "Looks good?"

    Subject: Arkum Discussion Thread

    Krippen smiles at that.

    very well then i accept your terms, umm how do I sign from here?

    Subject: Arkum Discussion Thread

    Your units cross the hex and sign the contract. As Krippen and his unit ally with your side. You then pinky swear your verbal contract. You learn a few things as his units ally.

    Krippen has an upkeep of 150 shmuckers.

    The stabber and two archers each have an upkeep of of 14 shmuckers each.

    "Krippen you said you had magical abilities. Also how how many turns old are you and how hard is it to hunt ferals for upkeep?"

    Krippen smiles seeming happy to talk about himself.

    Well this is my eighth turn on erfword. I popped in some ruins to the north west of here. There was a large feral in the hex. I lost two of my stack during the fight.(He looks a little sad at that, but continues on.) We found some loot. Including the armor I'm wearing. We headed off into the forest. It was slow going. We had a few more battle. In which I lost another two of my stack. Currently I'm level 3. I have two specials the martial arts special and Chakra specials. The martial arts special lets me fight without weapons and do a few other things. The Chakra special lets me use various kinds of energy attack once a turn per level.

    Subject: Arkum Discussion Thread

    ”Ruins you say? How many hexes away are they? Could be something we’d like to investigate at some point...” Harley comments. ”Oh while I think of it Arkum city is seven hexes to the east. When you reach the city would you be willing to help us update the maps in the map room with the hexes you have travelled through since popping?” Harley asks.

    ”Oh I’m sorry to hear that” Harley replies hanging her head slightly. ”What kind of feral was it?” Harley then asks.

    ”Wow now that is interesting! That sounds like natural Shockamancy to me which is amazing as I just so happen to be a Shockamancer!” Harley declares with a big grin. ”I really really want to see what you can do!” Harley almost squeals.

    I can try.. I wasn't keeping a map. Didn't have any paper and we didn't go in a straight line. The feral was some kind of large frog that could swallow a unit whole. I beat it with an energy blast. I could show you but I would rather wait until next turn. Since its just the four of us out here I would rather save it in case we are attacked off turn.

    Harley pouts slightly. ”Oh don’t worry I can wait until next turn when you will be safely behind the walls of Arkum” Harley declares.



    The stack then heads back to the capital.

    And hobby horse 3 takes Spike and Harley to 00,-04

    The two horned humanoids look up as you approach. They are large and heavily muscled. They have the heads of bulls with large metal horns that look like pickaxes. They both stand each picking up a pickaxe.


    Subject: Arkum Discussion Thread

    ”Hi there my large muscular friends! I’m Harley from the side of Arkum it’s a pleasure to meet both of you!” Harley declares with an enthusiastic wave. ”Mind if we talk?” Harley then asks.

    One speaks up his voice is rough and deep

    What Arkum want now? (He looks closely at Harley and Spike) You new. Where man with funny hat?
    He snorts after speaking.

    Subject: Arkum Discussion Thread

    ”Burtrum? or do you mean King Tesla?” Harley asks cocking her head to the side in curiosity. ”Either way I’m afraid they both aren’t available...” Harley replies.

    ”You’re people have worked with Arkum before is that correct?” Harley questions. ”We’d actually really like to work with you again? Would that be something you’re interested in?” Harley asks.
    He shrugs when you say the names not seem to know or maybe not care.

    Mork, Sark, and Crak go with man with funny hat to smash walls, because smashing fun and man with funny hat promise us mine. Darfs still have mine and others not returned yet.

    ”Hmmm was there any reason you did not go to smash walls too?” Harley asks cocking her head to the side.

    ”This mine you want do you know where it is and how many darfs there are there?” Harley asks.

    ”I’d like to help you get the mine just as the man in the funny hat promised but to do so we would have to work very closely together... would you be willing to do that?” Harley questions.

    Subject: Arkum Discussion Thread

    He points off towards the North east.

    Many Darfs. Didn't go because point hat only hired three. Sent new blood, chance to level. We can talk about smashing thing for you when others return and you get us mine. No new deal until old deal finished.

    Subject: Arkum Discussion Thread

    Harley gives a slight sigh. ”And what if the others do not return? The man with the funny hat has not returned and I fear that they have failed...” Harley replies hesitantly.

    The minertaur considers this, then shrugs.

    Fail mean not strong enough or not smart enough. New bloods plenty strong, so pointy hat must have made mistake. Attacking frozen lands shouldn't be to hard.

    ”Are you’re people natural allies? I am just wondering if we can help increase your numbers?” Harley then questions.

    Not natural allies, but use gems like darfs to increase numbers. That why we want mine.

    ”We must go soon in order to plan but how do we contact you in the future? Will you be camping in these hills for some time?” Harley asks. ”Oh and I never did get your names...” Harley adds.

    This Zark, I'm Arak. We be around fields unless find better hunting grounds.


    Then Harley and Spike return to the Capital.

    Harley then drives the wagon to the forest. The troops start filling the cart with fallen trees and logs, before grabbing their axes and set to work chopping down trees. The cart is about half full when Harley's ruler sense kicks off! One of her pikers has been badly hurt! She finds piker C pinned under a tree. A branch has gone through his leg dealing three hits in damage.

    "Ouch! Don't worry Piker, we'll cut you loose soon enough"

    "Spike, Piker, do you feel pulling out that branch in the leg will deal more hits? (does twisting a sword in a wound supposed to deal more hits?)"


    Subject: Arkum Discussion Thread

    Getting the tree off of him wont be much of a problem and erfworlders don't really worry about trauma, so getting the branch out isn't much of a problem as well.

    Subject: Arkum Discussion Thread

    You decide to leave the tree branch in the pikers leg. Chopping the branch off while its still in the pikers leg is time consuming but in the end the piker takes no more damage. Having a branch sticking out of his leg makes loading more trees difficult but not impossible for the piker. The uncroaked pikers continue to chop down trees. As the very last tree is felled Harley's ruler sense kicks off again! One of the uncroaked pikers has been dusted!

    Subject: Arkum Discussion Thread

    Harley then returns to the capital with the remaining piker.

    Spike seems concerned but knows his duty. Spike and the uninjured piker head out to the meeting point with the elves.

    Harley makes the 6 scrolls and sends them to Master Herring. Master Herring returns to the capital with a single gem worth 900 shmuckers. Which he hands to Harley.

    Do you mind if I stay and watch the city upgrade. I haven't seen one before?

    Anna and Dee also arrive.

    So you want me to put my juice into the upgrade? Anything you want me to focus on or just try and make the upgrade less expensive?

    ”Ofcourse you can stay and watch Herring. You’re always welcome in Arkum!” Harley declares with a big smile. ”I mean if it wasn’t for you we wouldn’t even be ready to upgrade the city yet!” Harley adds.

    ”Huh now that is a good question Anna...” Harley replies with a contemplative look. ”What do you think you might be able to achieve? Extra enhancements to a particular city zone like the walls or the tower or make extra buildings pop in to existence...” Harley thinks out loud.

    Subject: Arkum Discussion Thread

    Just to be clear I'm not sure it will do anything at all. However I'm willing to try. I know dirtamancers can make upgrades less expensive with their juice and I'm willing to try. Don't know if it will work however.

    "Less expensive! GOgogo Anna" :D

    Subject: Arkum Discussion Thread

    As you trigger the upgrade the city begins to glow. Anna begins to cast at the same time. You feel your treasury decrease as the city expands. The walls grow a little taller and the city expands beyond its previous limits. the Treasury decreases by 1000, then 3000, then 5000! The final upgrade ends up costing 5500 shmuckers!

    Capital City Arkum 00.00
    Level 2 (20000 to upgrade to level 3)
    Building Slots 2/4 (Administration center, Walls)
    Tower lv 1 100/200 (x4 Flame blast)
    Income 2000

    New production options are available!

    Scouts 4/ Turn
    Pikers 4/ Turn
    Stabbers 2/ Turn
    Archers 2/ Turn
    Courtier 1 Turn
    Hobby horse 1 Turn
    Knight "champion" 2 Turns
    Knight "Lancer" 2 Turns
    Knight "Sniper" 2 Turns
    Knight "Far strider" 2 Turns
    Heavy "Mineataur" 2 Turns
    Warlord 4 turns


    Unit Stats
    Knight Champion
    5/4/8/8
    Upkeep 100
    Specials: Knight, Cutter
    Damage 1d6

    Knight Lancer
    4/5/8/8
    Upkeep 100
    Specials: Knight, Lancer
    Damage 1d6

    Knight Sniper
    4/4/8/8
    Upkeep 100
    Specials: Knight, Archer, Rapid shot
    Damage 1d6

    Knight Far Strider
    3/4/8/16
    Upkeep 100
    Specials: Knight, Scout, Sneak attack
    Damage 1d4

    Heavy Mineataur
    6/5/12/8
    Upkeep 100
    Specials: Heavy, mountain capable, Sapper
    Damage 1d8

    Specials Update
    Knight: Unit can fight from a mount, Also the unit deals a bonus 1 point of damage.


    Cutter: Unit bypasses a heavies damage reduction

    Lancer: Unit can bypass a screening mount when attacking the rider. Can also dismount the rider with a powerful hit.

    Rapid shot: Unit may attack twice a round with a minus 2 to hit.

    Sneak attack: unit deal double damage when it catches a unit by surprise or if he has combat advantage over the other unit.( enemy is entangled, prone, blind, ect)

    Heavy: Unit has 3 damage reduction against incoming attacks, unless otherwise stated. Unit can not ride mounts.

    Mountain capable: Unit can move normally with in hill and mountain hexes. If a warlord leading a stack has this special. then the whole stack gains the benefit.

    Sapper: Unit is capable of mining and deals double damage to structures. Unit is also capable of fighting in sub terrain areas.

    With that done. Anna smiles but looks tired.

    Subject: Arkum Discussion Thread

    "Huh.. Herring, (we won't try this now but), do you think you could cast to work around the limitation of not being a novice in a discipline making spells cost double Juice? (Imagine the number of Hats we could make by half Juice in a single turn :D)"

    I'm a novice myself since I have been focusing on Hat Magic rather than my own craft, but from what I understand novice and adept are about knowledge not a rule and I have no idea what adept will bring to my casting. Also novice is what is letting you cast the spells normally. If you gain the novice in another branch of magic then you can cast the spells without the juice penalty


    ”You did it Anna well done! Did you learn anything from the process?” Harley then asks.

    ”I think I’m going to take a tour of the newly improved city would anyone care to join me?” Harley then asks.

    Anna looks a little surprised and very tired
    Sorry that spell took a lot out of me, Can we talk about it next turn, I think I need to lay down.

    ”Oh of course Anna shall I have your bed made up in your room or did you want help back to the portal?” Harley asks with a slight look of concern.


    Bill has managed the farm and Scout H has met up with Spike’s stack.


    The tower's signamancy has changed a bit, it looks sturdier, but Stat wise no change


    We can now pop hobby horses, there is a building that looks a little like a stable, but signamancy wise no change for the city.

    Subject: Arkum Discussion Thread

    Anna decides to rest in the magic kingdom.

    You end turn. Before the start of turn Harley receives a message from Spike.

    The elves have arrived. Three full stacks. We have signaled for parley and they have accepted.

    After a while

    They are willing to be friendly, but are not interested in joining the side. They said they are looking for a more established side to join since they are quite a large tribe. I get the feeling there are more stacks just out of sight. However they are willing to have a member of their tribe found a new tribe. That tribe would then enter into an alliance with us. Starting a new agreement would cost 1000 shmuckers and the tribe would need 500 shmucker in gems to replace their loss. They are shady elves

    Subject: Arkum Discussion Thread

    "Herring, Dee, how do we get a hold of gems?"

    Moneymancers will exchange shmuckers for gems. for 510 shmuckers your will get a 500 shmucker gem


    To Spike:
    "Will this offer be valid next turn, given we just spent all our shmuckers? Forest capable, archery natural allies would be a very nice compliment to our forces, and having a fledgling tribe growing with us will probably be very good for relations in the long term. I'm in favor."
    Answer from spike
    their chief says they will be in the area for the next three turn and to send a spoke person back to this hex when your ready. They have left the hex now your Majesty


    We cannot split production in our city, such as to make 2 pikers and an archer in a turn


    A short time later Harley is sitting at her desk. When her ruler sense starts to scream in her head. Scout C reports ferals spotted in hex 03.00 moving towards the Farm! The Farm is under attack! Then the farm has been razed.

    When the casters come around to get rations
    "Hm, we don't have leftover rations or shmuckers from last turn.. Please tell me you have enough for upkeep saved up... Your turn starts momentarily.... she holds her breath anxiously

    Subject: Arkum Discussion Thread

    that wont be a problem we can wait. Because of the contracts we have we can set our start turn with you because of the contracts we have with you. How do you think we have been eating rations with you at start of turn with you

    "Well that's convenient" :D

    Subject: Arkum Discussion Thread

    "But, damn it, we'll have to pay all our upkeeps with shmuckers now.. gah! What a money sink, but it is what it is.
    What's your upkeep Anna, Dee, Herring?"


    Herring has an upkeep of 130, Anna 110, Dee has an upkeep of 100.

    "Hmm perhaps Arkum can save some cash, and you can *make* some cash.
    Do you have or can you get up to 4 rations for our breakfast? If yes, Arkum would pay 50s for them now, and replace them by feral meat at end of turn."


    They do not have any rations on them and none to sell at this point. With that you pay their upkeep as well as Krippen and his units.
    Turn 8


    Scouting Report
    Map https://app.roll20.net/join/4646217/jklS-w
    upload map https://imgur.com/a/2xHaYbO

    -03.-05 2 Mineataurs
    -05. -03 AntZ
    08.03 Ratz
    03. 01 1 Dwider, 1 Heavy Spidew, 8 Shield Spidews, 6 Long leg Spidews
    03.-02 Remains of 4 Hobby Horses


    Krippen leads his stack into the capital as your scouts are moving around.

    I have 2 move left and the rest of my stack has 1. Do you have any work for me today?

    Treas at beg of last tu:6417
    Gifts - Expend last tu:-5800
    Treas at end of last tu: 617
    (City Income:3000)
    Income 3000
    Upkeep 1312
    Treasury 2305


    Capital City Arkum 00.00
    Level 2 (20000 to upgrade to level 3)
    Building Slots 2/4 (Administration center, Walls)
    Tower lv 1 100/200 (x4 Flame blast)
    Income 2000/ 3000 Managed
    Production: 4 Pikers

    Gear

    Larder
    1 Farm Ration Placed aside on turn 4 “ major change in signamancy

    Armory
    5 Battle Axes
    4 daggers
    1 piker spear
    1 suit of light armor

    Other loot
    1 Cart
    3 chests
    1 Tent
    100 ft of rope
    3 Woof skins
    6 twin horn skins
    12 Twin horn horns
    1 Message hat “ linked to Herring hat”
    1 Paired message hats (Other with scout H)
    1 Candle level Power orb " permanent
    1 Flameball (in fire place)
    Cart load of wood

    Units
    Queen Harley Tesla
    Shockamancer level 3
    XP: 20/36
    Juice 300/300
    3(4)/2/8/9 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 140 shmuckers
    Equipment: Blunted smile

    X1 Uncroaked Pikers (5 turns)
    1/2/6/8
    Special: Rewrapped

    X2 Uncroaked Pikers (7 turns)
    1/2/6/8
    Special: Uncroaked

    X3 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X1 Uncroaked woof (8 turns)
    3/3/8/12
    Special: Uncroaked

    X4 Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: Mount, Passenger

    Bill
    Courtier level 1
    XP 2/8
    0/0/4/8 (1 damage)
    Special: Farmer
    Upkeep 30
    Equipment: Pitch fork

    X5 Pikers
    Level 1
    ,, C) 2/8, A) 0/8, D) 0/8, E) 0/8 F) 0/8

    -06.03
    Warlord Spike
    Warlord level 2
    XP 12/24
    5(6)/5/11/8
    Special: leadership, base popped
    Upkeep 130
    Equipment: +1 Battle axe, critical helm

    X3 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X1 Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: Mount, Passenger

    X2 Twin Horns.
    2/2/8/14
    Upkeep 40
    Specials: Charge, Mimic

    Piker B 2/8

    Hex 03.01
    Farm level 0 "Razed”

    Hex 07.02
    X1 Scout A, Level 1, Xp 7/8 move 0/12

    Hex 00.01
    X1 scout B, Level 1 Xp 3/8 move 0/12

    Hex 04.01
    X1 Scout C lv 1 Xp 4/8 Move 0/12

    Hex 05.-03
    X1 X1 Scout D lv 1 XP 5/8 Move 0/12

    Hex 00.-01
    X1 Scout E Lv 1 XP 2/8 Move 0/12

    Hex -02.-04
    X1 Scout F lv 1 Xp 3/8 move 0/12

    Hex -02.01
    X1 scout G Lv 1 Xp 2/8 Move 0/12

    Hex -06.03
    X1 scout H lv 1 Xp 0-8 Move 12/12


    Barbarian Contractors

    Krippen Lv 3 warlord Move 2/9
    X2 Archer 1/8
    X1 Stabber 1/8


    Agreements
    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

    Nonaggression and Nondisclosure with Spi Glass.

    Nonaggression and Nondisclosure with dee ceas.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
    Verbal agreement for
    Hired work 250 shmucker or loot and popped units
    Replace lost units

  15. - Top - End - #15
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    Subject: Arkum Discussion Thread

    ”Ah Krippen the very man that I wanted to see!” Harley declares with a big smile as Krippen enters the city. ”Welcome to Arkum, I’d give you the tour but I’m afraid there’s more urgent matters to attend to” Harley adds with a serious look.

    ”Before the start of turn two stacks of hungry Spidews raided our farm, I’m going to need your help to wipe them out!” Harley explains. ”Shall we say 1 Piker for your stack and a share of the rations in payment for this battle...” Harley suggests.


    ”Before we ride out to battle I need to ask you about your specials.” Harley then begins. ”You’re chakra special, does it allow you attack only single targets or do you know any area of attack attacks?” Harley questions. ”With your martial artist special are you able to incapacitate unit’s without croaking them?” Harley then asks. ”Oh and is there anything I should know about your armour?” Harley then asks as an afterthought.


    Hmmm spider rations.. as long as they are actual rations. I croaked one in the jungle and it couldn't be used as rations by me or my troops. Maybe the woofs...

    However the shells could be converted to shmuckers. The spider I croaked was convertible to shmuckers. So 1/4 of the convertible shells? As for my abilities all of my abilities are single target. With my martial arts special i can try an knock out a target rather than croak it. My armor boosts my defense score maybe something else not sure.


    Subject: Arkum Discussion Thread

    ”Hmmm that sounds fair enough... how much did you get for one Spidew shell?” Harley asks

    35 shmuckers I think it what it upkeep was it was a small spider

    Subject: Arkum Discussion Thread

    "Without exposing yourself to extra attacks?"

    correct




    To Anna
    ”How are you feeling Anna? Are you up to working today or did you want a day off?” Harley asks with a look of slight concern.

    good to go what do you have in mind?

    Subject: Arkum Discussion Thread
    "Several options:
    - Upgrade Cart
    - Make another Cart
    - Start on road to Farm
    All of these will help us for the coming battle

    But first :) what did you learn from your experience yesterday?
    " :D

    I didn't learn the spell. Just gained some xp!



    To Dee
    ”Dee are you able to uncroak spidews?” Harley questions. ”And I don’t suppose you would be interested in taking part in a battle? It would be a great way to earn some experience and level up...” Harley suggests.

    "We could make it almost safe for you:
    - you could start outside the hex, at the hex boundary
    - be always screened
    - when some of the spidews croak, you step over the hex boundary with your screener and cast Mass Uncroak, making the battle one-sided"


    no idea on the spidews, but maybe. As for the battle what are you facing in detail, what are you bringing, and what are you offering

    Subject: Arkum Discussion Thread
    (After sharing all details)
    "That's the current battle plan. :) But before we go ahead"

    "Now that you're feeling the rush of guaranteed upkeep, how much for your whole Juice pool on the turns you wish to be hired?"

    well before we were doing 200 shmuckers and 2 rations. Guess we could do 250 shumuckers. Also that plan isn't without risk. For me if you croak then I'm trapped in the field with a bunch of spidews and I wouldn't gain much xp from outside the hex. So what are you offering?

    Subject: Arkum Discussion Thread
    ”Well what we’re facing is two stacks of spidews that are currently camping out at our farm!” Harley replies with a pout. ”Our scouts report that they’re lead by a half man half spidew and there’s one big spidew, 8 little armoured spidew and 6 little long legged spidew.” Harley replies as she counts off the units.

    ”I’m going to hit them with three max stacks led by yours truly, Chief Warlord Spike and our new friend Warlord Krippen. Unit wise I’ll also have 6 Pikers, 3 uncroaked Pikers, 1 Stabber, 2 archers, 3 Woofs, 1 uncroaked woof, 2 twin horns and 3 hobby horses...” Harley continues with one breath speaking rather quickly.

    ”Before we start negotiating your price is this a battle you would be willing to take part in?” Harley questions. ”Also if it turns out that you can’t uncroak the spidews what can you do in battle? Are you for example able to repair/heal uncroaked that get damaged/injured in battle?” Harley questions.

    So you're taking some infantry and tamed ferals against 2 stacks of spidews with unknown stats. Well that sounds very unsure. Also mass uncroak really only works on infantry without fail. I can't heal or repair uncroaked. The best I could do is uncroak your fallen units and buff your current uncroaked.

    Subject: Arkum Discussion Thread
    "Oi? Buff?*:)*New information*:D*What kind of buff? A spell buff, and or a leadership buff? (and how much)"

    I would have to be in the same stack as the uncroaked but I can give them a bonus to combat and defense, but it decays them faster



    "Oh by the way have any of you ever cast a spell while mounted?”*Harley asks.*

    All 3 caster shake their heads.


    Subject: Arkum Discussion Thread

    New buildings are available for construction for 2000s!

    Level 2 tower: boost spell casting, more room in tower storage

    Woof den: allows popping of woofs

    Knights barracks: garrison for knights

    Walls upgrade

    Workshop: provides bonus to crafting/ spell research

    Cold larder: rations keep fresher longer also works on bodies.

    Library: Its a library
    Subject: Arkum Discussion Thread
    "So a spell that boosts your leadership bonus to them? (you do grant them a Leadership bonus just by being in the same stack?) Very niiice.."

    I do grant a leadership bonus. How did you know that? But the spell doesn't boost my leadership bonus. It more puts them into overdrive tearing their muscle fibers to boost performance, but it will decay them faster.

    "I think I see you're not very comfortable with the idea of coming along with this battle plan (am I seeing right?), so I won't push you. Hang around (with time dilation it should be over in a jiffy) and we'll bring back bodies to cast on, maybe you'll help me learn the Preserve Body spell you mentioned" :)

    Maybe, I will be in the Mk with Herring waiting on your message.

    Subject: Arkum Discussion Thread
    ”Is there a limit on how many units you can uncroak with a mass uncroak spell?”*Harley asks.*

    Every spell has a limit. Not sure what this spells limit is. I've uncroaked 27 units with that one spell with no problems.

    ”27? Good to know. I’d like to try and uncroak more than double that some time in the future but that’s concerning another planning session not this one...” Harley replies.

    "How does 250s danger pay over your standard rate of 250s sound?"

    Subject: Arkum Discussion Thread
    I'm wary of this to be honest. It seems a high risk for 250 shmuckers extra. However tell you what, you said there was a half spidew there? I've heard of those, they tend to pop with magical gear. Give me first dibs on any magic items on top of the 250 hazard pay and you have a deal.

    Subject: Arkum Discussion Thread

    krippen is putting his stabber and 3 uncroaked in the front. He says his abilities are ranged in nature.

    Subject: Arkum Discussion Thread

    Scrolls do not preserve the caster level of the scroll-maker


    "Krippen, how much damage does your ranged ability do? (if you don't know the range, how much have you done so far?)"

    I have a few different forms as for damage. Maybe twice what my punch does for the most powerful one.

    "Spike, Krippen, help me battle plan.
    Imagine this, a caster and a single piker in a stack.
    Piker screens.
    Round 1: 2 stacks of unengaged archers focus fire on the caster.

    What do you expect would happen? Do you feel it is at all possible for any arrow to hit the caster on round 1? (Is the only known way to bypass a screen in 1 round the Lancer's special?)"


    Subject: Arkum Discussion Thread
    If the screener is croaked then the rest of the attacks go through, there is no waste of attacks due to overkill


    "About the Cart Upgrade. We should do it *before* the battle, it will save us move"

    Subject: Arkum Discussion Thread
    I'm not sure what the end result of the cart would be or if it would be finished in one turn.

    Subject: Arkum Discussion Thread

    We form our stacks and move towards the farm

    Round 1
    Your stacks rush forward charging the enemy.







    Harley sends out a fire blast at the dwider, but the brood mother gets in the way the blast hits the brood mother, shield spidew 1 and arc spidews 1 and 2. The blast hits them dead on dealing some damage to the shield and arcs take some damage, while the brood mother take barely any. Dee draws her scroll sending another fire blast at the dwider. Again the brood mother gets in the way. This time the spell does very little damage.

    Krippen shoots forth a blast of raw energy at the dwider just as its about to hit. The necklace on the dwiders chest flashes and the energy from Krippens blast fades away.

    The dwider then begins to cast a web of dark energy shoots out covering the twin horns. While it doesnt seem to damage them. The twin horn movements become jerky.

    Krippens archer take aim at the dwider one shot hits but fails to pierce the dwiders thick hide.

    The arc spidews raise up on thier long legs the long abdomens point towards your oncoming stacks. A thin green webbing shoots out towards your troops. Two shoot towards Harley, but the brave uncroak stand in the way. One is hit and the smell of acid on rotting flesh fills your nose.

    The four in stack two target spike but the pikers screen thier brave warlord. Two of the pikers take bad burns as the web hits thier bodies. The webbing is weak enough not to hamper movement, but burns on contact

    Then the unit enter melee range

    The twin horns still get thier charge off but with the dark webbing throws them off and only one connects.

    Spike pikers charge in while three of them miss one scores a critical hit croaking shield spidew 5

    The uncroaked move in. One piker manages to connect with the brood mother but fails to deal any damage. The woof manages to hit the brood mother and deal a single point of damage.

    The shield spidews facing spikes stack manage to croak the two badly burned piker and injure a 3rd.

    The 3 shield spiders facing krippens stack manage to injure two of the twin horns.

    The brood mother and single shield spidew face harley stack and the brood mother dusts a single uncroaked, while the shield spidew misses.


    Stack 1
    Spike on Hobby
    Woof
    Piker
    Piker
    Piker (front)
    Piker (front) 3/6
    Piker (front) croaked
    Piker (front) croaked



    Stack 2
    Krippen on hobby
    Stabber
    Archer
    Archer
    Twinhorn (front) 5/8
    Twinhorn (front)
    Twinhorn Ditto (front)
    Twinhorn Ditto (front) 3/8

    Stack 3
    Harley
    Dee
    Woof
    Woof
    Uncroaked Piker (front) dusted
    Uncroaked Piker (front) 3/6
    Uncroaked Piker (front)
    Uncroaked woof (front)

    Stack 4 (stay at a safe distance)
    Hobby
    Hobby
    Hobby


    Stack 1

    Brood mother " heavy" front harley: 2 hits
    Shield spidew 1 front harley: 5 hits
    Shield spidew 2 front krippen: 5 hits
    Shield spidew 3 front krippen
    Shield spidew 4 front Krippen
    Dwider
    Arc spidew 1: 5 hits
    Arc spidew 2: 5 hits

    Stack 2
    Shield spidew 5 "front" croaked
    Shield spidew 6 "front"
    Shield spidew 7 " front"
    Shield spidew 8 "front"
    Arc spidew 3
    Arc spidew 4
    Arc spidew 5
    Arc spidew 6



    Subject: Arkum Discussion Thread

    Round 2

    Harley starts to cast sending out a Cold energy blast at the Brood mother the blast deal heavy damage, but the heavy is still on it legs. Dee uses her last scroll of flame blast again dealing little damage to the to the stack. Krippen again sends out an energy blast at the dwider, but its necklace again flashes dissipating the ball of energy.

    The Dwider again starts to cast again. Ink shadows surround the Dwider Obscuring him from sight.

    Krippen Archers both take aim at the Dwider one shot hits but again fails to pierce its skin. The Arc Spider again take aim and fire. The two targeting Harley miss. The other four again target Spike. Two of the four hit. One of the Green webs wrapping around the Woof the other strikes another piker.

    The twin horns and stabber manage to one of the Shield Spidews and Damage two others. The uncroaked pikers and Woof manage to croak the last Shield Spidew on their side. The return volley dusts another uncroaked and destroys a ditto Twin horn. It damages several other units.

    Subject: Arkum Discussion Thread
    Round 3!

    Harley sends out a blast while the attack fails to hit on target but does still croak a single shield spidew and both injured arc spidews. The heavy takes some minor damage but is still up. Dee sends out a hobokin at an uninjured arc spidew the blast rips through the spidew croaking it.
    The dwider takes aim at spike a dart of green energy smashes Into spikes mount. Which explodes into a cloud of green mist. When it clears both spike and his mount are on the ground and you lose your chief warlord bonus!

    The remain arc again fire. A single pikers head is removed by the blast and one of the hobbies is injured.

    Krippen tries to get to the brood mother, but cant with the two shield spiders still engaging his stack however his stack is able to take down the last two shield spidews blocking his way. Harley stack manage to take down the brood mother. However with out their warlord, spikes stack take heavy losses, losing another piker and a hobby.

    Subject: Arkum Discussion Thread
    Round 4!
    "This is your one chance Spidew-man, surrender now or I swear I will croak you with the rest of your Spidew brethren!”*

    you will feed my brethren! The dwider yells as it draws two swords off of its back!

    Harley flame blasts stack 2 damaging Three arc spidews and croaking a single shield spidew. Dee throws another blast of raw shockamancy at the arc spidews but this time is goes wide.

    As Krippen stack rushes to spikes aid. The dwider takes a swing at his Stabber croaking him.

    Krippens archer and the remaining arc spiders fire about the same time. The arc spiders send two at spikes stack and one at krippen stack. Krippen mount take a good hit but keeps charging. The hobby in spikes stack is croaked and the woof is badly hurt. Krippens archer each take down an arc spidew. As melee is join.

    Krippen orders the second twin horn to the front to join the charge on the last two units in the stack. Stack two is destroyed, however. Spikes woof is croaked in the action. The dwider swings on both the hobby and woof. Dealing damage to both. The woof and hobby try and return the hits but fail to connect.

    Subject: Arkum Discussion Thread
    ”You were warned...”

    Harley send out another energy blast, but misses. Dee sends out a hobokken, but the spell again cuts out, the dwiders necklace flashing one last time before going dark. Krippen ignores your order to move forward and attack and hangs back sending the piker forward. He raises his hand over his head and starts to spin it a a rotating disk of energy forming over his hand.

    The archers fire but fail to damage the dwider. In the melee one of the pikers manages a critical hit the dwider finally taking damage. And one of the woofs manages to deal a bit of damage. The Dwider again swings twice dusting the last uncroaked piker and damaging one of the twin horns

    Subject: Arkum Discussion Thread
    Dee and Harley both blast the dwider both attacks hit, but the dwider is still on its feet. Then Krippen lets fly with his disc yelling as he throws it
    Disructo Disc!

    The disc takes the dwiders head clean off. End combat!


    Subject: Arkum Discussion Thread

    Spike.....

    He lives! Shortly after the battle as Bill arrives, Spike and the hobby horse both wake up. Besides a wicked head ache he seems fine.

    Collecting up the bodies. You find 1 shield spidew and one arc spidew knocked out with boot marks on them. Both have an upkeep of 40 shmuckers. You also find a living hobby horse. Webbed to the back of the brood mother. It is covered in puncture marks.


    The spidews meat smells awful, but Krippen was right that their shells seem to be convertible to shmuckers

    Dwider 150 shmuckers
    Brood mother 100 shmuckers
    ×7 shield spiders 40 shmuckers
    ×5 Arc spidews 40 shmuckers

    Worth a total of 730 shmuckers

    Bodies

    4 pikers
    1 woof
    2 hobbies

    Loot

    3 light armor
    3 spears
    2 swords" magic" dwider
    1 amulet "magic dwider
    20 units of spidew meat.


    Subject: Arkum Discussion Thread

    We rebuild the Farm for 1000 shmuckers and Bill manages it

    ”Krippen, Dee you have my thanks. Things could have gone a lot lot worse if the both of you weren’t here” Harley says sincerely.

    They both nod at this. Dee looks pleased. Krippen looks a little pissed. You notice he has the stabber sword on his back.

    ”Spike Welcome back... you gave me a fright there...” Harley declares as she helps her chief Warlord back to his feet.

    "sorry your majesty I don't know what happened."

    ”Well we have our farm back but it was a costly battle.
    Harley declares as she looks over the bodies of her croaked troops with a sad look on her face.

    ”Well as agreed Krippen a quarter of these shells are yours...” Harley declares with a wave of her hand. ”The troops for your stack we will have to arrange back in the capital.”

    Touching each of the shells he seems to think for a moment
    182 shmucker. I have no interest in the spidews meat.

    ”Now Dee, the Dwider had three magic items I believe we promised that you could have first pick...” Harley declares as she leads the woman over to the pile of loot.

    She doesn't hesitate and picks up the amulet.

    ”Spike could you take two of the hobbys and fetch the cart?” Harley then asks.

    He heads off and returns with the cart.


    The lone piker with move is ordered to check on the hex with the croaked Hobby’s to see if anything can be harvested. Then come back


    The piker head out and comes back. Finding nothing of use.

    Subject: Arkum Discussion Thread
    You upgrade the farm. Bill tours the farm then hops onto the wagon to head back.

    You manage to get the unconscious feral hobby horse back to the capital

    Anna sets to work of the cart. The cart flashes using all 3 spears, 2 dagger, a single axe, one of the chests and a third of the wood collected. There is a flash as the cart seems to grow the cart morphing as you watch. The cart now has room for two units in the front and room for six on the benches in the rear. However this used all the room in the cart. There isn't room for prisoners now without taking room from the other riders. However the seat are hollow leaving room for some cargo.

    Ann looks at the materials left
    with whats left I could make a cargo/prisoner cart. That could be pulled by one or two hobbies. Size of the cart depending on how many mounts set to it.


    Krippen holds up both swords seeming to test the balance. He has a puzzled look on his face then.He puts down one sword then picks it back up. Looks to spike and Harley.
    I think the swords are linked. When I wield both they are giving my the two weapon fighting special. Which lets me take two attacks but lowers my total damage by one die step( 1d4) I think these would be better for spike than me. Looking at Harley so 1 piker and one stabber He looks a little sad when he mentions the stabber. He looks around.

    so your popping stabbers and having one of the existing pikers join me at dawn?

    Subject: Arkum Discussion Thread
    ”Excellent work Anna do you have the juice to make the second cart this turn?” Harley asks. ”Would the cargo/prisoner cart be able to take passengers if we needed it to or would it only work for cargo/prisoners?”

    not sure but I don't think so. Prisoners have different move requirements from what I understand. They don't decrease ships movement for example while a sided warlord would... so I think just prisoners and cargo. That took all my juice and making any cart from scratch would take at least a turns juice. I could make another one like the battle wagon with two turns' juice.


    To Krippen
    ”Hmmm interesting, do the swords raise your combat value as well?” Harley questions.

    ”I’m sorry about your Stabber, he fought bravely what was his name?” Harley asks.

    yacta

    ”Arkum could do with replacing its lost forces as well. If you don’t mind waiting I’d like to pop you a Piker next turn and a Stabber the turn after that. I promise I won’t ask you to take part in any battles outside the city until you have your new stack mates” Harley offers.

    that will work I guess..... But from now on they join my stack before the battle agreed? The swords boost my combat score, don't think i could parry with them would be another special I guess.


    ”Dee do you have any juice left?” Harley questions. ”What would you be able to put that juice towards?” She adds.

    used every drop in battle.


    Subject: Arkum Discussion Thread

    Spidew rations: you are not sure they look like meat, but the smell may indicate the are not rations meant for humanokd units.


    The Hobby horse is carted down to the cell the door closed behind it.


    Harley meets with the piker alone. ”Ah brave Piker Lance, I have a very important mission for you. I am going to ask you to turn to Warlord Krippen’s stack. Please know when you do I will still consider you a member of the side... What I want you to do is try and convince Krippen and his stack to turn to Arkum. Don’t try to force the issue, be subtle about it just every so often hint that you think it would be a good idea. Do you think you can do this?” Harley asks.

    The piker nods to you words. After a short speech the piker B (lance) joins Krippen stack and turns to him.

    You end turn with production set for two stabbers.


    Later that night Harley hears a knocking at her door. Spike is on the other side. He stumbles a bit and you notice a mostly empty bottle in his hands.

    "Sorry you majesty, but I just shared a drink with Krippen, as a thanks for saving me in the fight and for croaking the dwider. He said somethings I thought I should bring to your attention. He asked if you always take such commanding role in battles and spoke of a disregard for his units. The stabber that he lost and himself. He seemed concerned that you valued the twin horn more than his units. He said he could understand it, but it didn't look good for a long term relationship."

    Subject: Arkum Discussion Thread

    ”No need to apologise...” Harley replies with a disarming smile. ”I value you’re opinion Spike, please speak freely what is you’re opinion on the matter?” Harley asks. ”Do not worry I will not be upset if you do not agree with all the decisions I have made or all the actions I have taken...” Harley adds.

    During the battle you kind of left my stack without support, focusing your spells on the Dwiders stack rather than mine even though I had the weakest stack and was facing twice the number of attacks each round that I could dish out against enemies that were stronger than my units... Krippen mentioned that in addition how you had the archers focus fire on something they couldn't really hurt. He also asked why I wasn't running the battle or at least asked my opinion in planning. I am a warlord and chief warlord at that...

    ”What do you think of Krippen. He seems a reasonable man does he not?” Harley then asks.


    Very, and a better warlord than I am.

    When the conversation draws to an end. "Thank you Spike, go to sleep, you've done your Duty"




    Turn 9!

    Herring, Dee, And Anna all show up before dawn for their rations

    At Dawn the farm rations put aside on turn 4 depop.


    1 of your newly popped stabbers joins Krippens stack

    The Woof turns up its nose at the Spidew meat.

    At dawn the city feels contested and the Prisoner Hobby horse disappears from your ruler sense. You feel your units enter combat. Before Harley can get to the battle it's already over. Spike reports that two Small spiders climbed out of the Hobby horse after croaking it. Inside there were two broken egg shells. Krippen engaged them. He tried to knock them out but smashed them by accident.


    Map https://app.roll20.net/join/4646217/jklS-w
    Upload Map https://imgur.com/a/AKK3DNd


    00.-06 2 two Mineataurs
    -04.-03 Antz
    08.03 Ratz
    -10.-08 4 Hobby Horses "From hat"
    -07.-12 3 Twin Horns " From Hat"
    07.-04 Saw some monkeys in the trees

    Treas at beg of last tu:2305
    Gifts - Expend last tu:-1468
    Treas at end of last tu:837
    Income 2000 (3000 managed)
    Upkeep 1306 (548 after rations)
    Treasury 3289


    Capital City Arkum 00.00
    Level 2 (20000 to upgrade to level 3)
    Building Slots 2/4 (Administration center, Walls)
    Tower lv 1 100/200 (x4 Flame blast)
    Income 2000/ 3000 Managed

    Loot/ Gear

    Larder
    5 farm rations
    20 Spidew Meat

    Armory
    4 Battle Axes
    2 daggers
    3 suits of light armor
    2 magic swords

    Morgue
    4 Piker bodies
    2 Hobby horses bodies
    1 Woof body

    Other loot
    1 battle wagon (carries 8) 2 mounts
    2 chests
    1 Tent
    100 ft of rope
    3 Woof skins
    6 twin horn skins
    12 Twin horn horns
    1 Message hat “linked to Herring hat”
    1 Paired message hats (Other with scout H)
    1 Candle level Power orb "permanent"
    1 Flameball (in fire place)
    ⅔ of a Cart load of wood


    Units

    Queen Harley Tesla
    Shockamancer level 3
    XP: 24/36
    Juice 300/300
    3(4)/2/8/9 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 140 shmuckers
    Equipment: Blunted smile 50/100

    Warlord Spike
    Warlord level 2
    XP 16/24
    5(6)/5/11/8
    Special: leadership, base popped
    Upkeep 130
    Equipment: +1 Battle axe, critical helm

    Bill
    Courtier level 1
    XP 2/8
    0/0/4/8 (1 damage)
    Special: Farmer
    Upkeep 30
    Equipment: Pitch fork

    X2 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X1 Pikers
    Level 1
    A) 1/8,

    X1 Stabber
    Level 1

    X3 Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: Mount, Passenger

    X2 Twin Horns.
    2/2/8/14
    Upkeep 40
    Specials: Charge, Mimic


    Prisoners
    X1 shield spider Upkeep 40
    X1 Arc Spider upkeep 40



    Hex -02.04
    X1 Scout A, Level 1, Xp 8/8 move 0/12 “Will level at Dawn”

    Hex 00.01
    X1 scout B, Level 1 Xp 3/8 move 0/12

    Hex 04.01
    X1 Scout C lv 1 Xp 4/8 Move 0/12

    Hex 05.-03
    X1 X1 Scout D lv 1 XP 5/8 Move 0/12

    Hex 00.-01
    X1 Scout E Lv 1 XP 2/8 Move 0/12

    Hex -02.-04
    X1 Scout F lv 1 Xp 4/8 move 0/12

    Hex -02.01
    X1 scout G Lv 1 Xp 2/8 Move 0/12

    Hex -04.12
    X1 scout H lv 1 Xp 2/8 Move 0/12 “ Still searching for Mine”


    Barbarian Contractors

    Krippen Lv 3 warlord Move
    X2 Archer
    X1 Piker ”Lance”
    X1 Stabber “New pop”


    Contracts/ Agreements
    Agreements
    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

    Nonaggression and Nondisclosure with Spi Glass.

    Nonaggression and Nondisclosure with dee ceas.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
    Verbal agreement for
    Hired work 250 shmucker or loot and popped units
    Replace lost units


    Subject: Arkum Discussion Thread
    ”Dee did you by any chance manage to level up from the battle last turn?”*Harley enquires.*

    I did! Sooo.. 300 for my juice like Anna? Did you want me to uncroak units this turn?


    ”Bill out of curiosity what livestock do we currently have at the farm?”*Harley asks.

    "just chickens"


    Harley pouts slightly at the increased price. ”I guess it’s only fair that I pay you at the same rate as I pay Anna...” Harley replies.

    ”Yes we have the bodies of 3 Hobby horses, a woof and 4 infantry I’d like you to uncroak as many of them at full strength as you can” Harley explains.[/quote]

    Subject: Arkum Story thread

    Subject: Arkum Discussion Thread

    Spike Manages the city, 4 move used

    Spike (in a max stack) attempts to tame the Spidews using meat from the farm rations, *one at a time; and do Subdual if one breaks free*
    Using two farm rations, spidews take the rations but fail to tame the spidews. They snap at spike as often as they take the rations

    Spike and Stabber train in the courtyard
    Krippen joins them in training

    Bill walks to the farm manages it and walks back 1 hex before being picked up by a hobby and returns to the city.

    Harley fills the hammer to full (using 50 juice)

    Harley attempts to imbue the blade of a weapon with flames as per the fields meddle research plan (using as much juice as required)
    Harley burns through 150 Juice and two Daggers. Before she learns the spell and a secret of the spell:

    Fields Meddle "Fire"
    Range: Touch
    Juice: 100
    Duration: Permanent
    Casting time: 5 Rounds

    The caster imbues an existing magic weapon with a fiery aura. The weapon does an additional one point of fire damage. Non magical weapon melt under the head of this spell. The wielder is immune to the fire damage of the weapon. Ranged weapons will imbue their ammunition with this aura.
    We hire Herring to tandem cast Create Linked Hat Pair
    Herring agrees to cast in tandem with you for 100 shmuckers. As the hat appears on the work desk. It catches on fire. Failed!

    I think its your discipline. Maybe if you watch me a few time before we try again. I have the juice to make another set of hats if you wish.

    Purchase 500s Gem from moneymancers (510s)

    Hire Dee to uncroak as many bodies as possible
    Dee manages to uncroak the four pikers, 1 woof and 1 Hobby horse. The uncroaked will last 11 turn. Dee says it's a bonus from her levelling up!

    11 Turns Each!
    X4 Uncroaked pikers
    1/2/6/8
    Special: Uncroaked

    X1 Uncroaked Woof
    3/3/8/12
    Special: Uncroaked

    X1 Uncroaked Hobby horse
    1/2/8/14
    Special: Uncroaked

    Hire Anna to start building a workshop. (300s)
    She starts casting selecting a empty room inside of the tower.


    "Herring, do you know if Burtrum taught you all the basic spells of Hattamancy? (If not, do you know what else is left?)"

    I don't know.. I learned a few spells from him, but I know hat magic has a few attack spells which I don't know.

    "Do you know of anyone who gained novice on another discipline? :) What do think is needed? (Is it known?)"

    A few, from what I understand, you need a basic understanding of the Discipline and using the discipline. Exploring the Discipline

    "Would you like to gain novice in Hat Magic?? =)" How about we pay a teacher for you??" :D

    At some point, but I think I'm going to focus on becoming an adapt of Carnymancy first. Thank you for the offer, but that's turns and turns of work. using all my juice in failed casting.


    Subject: Arkum Discussion Thread

    "Krippen, good morning. ...*(hesitantly)*I'm sorry, but with all the bustle yesterday I let it slip: I noticed you looking upset yesterday, was it simply grief over your fallen brother? Please speak plainly, air your grievances"*in a comforting tone

    Look, this is your side, I'm not going to tell you how to run it. However giving orders that get my friends croaked, that does concern me. Things happen in battle and the order saved your chief warlord. So it was the right move for your side. Just not for me.


    "Anna, a 2-hobby Cargo Cart would be a copy of the original Cart? (Or something of your own design?)"

    What do you want? Tell me what your looking for and I will see what I can do. The plan was the prisoner or loot cart, which could be done with the materials you have on hand. Anything bigger will require more wood and metal.

    Subject: Arkum Discussion Thread

    "Want is a strong word"*:D*"I'd like to know how much to replicate the cart we had before (driver+4 passengers or cargo) versus the 2-hobby cargo/prisoner cart you mentioned"

    I could make the same cart as you had before. It would take more wood than you have right now. While the cargo cart I can make with the materials on hand. I think i can make the cargo cart with slightly less the two turns of juice while the original cart would take atleast two turns of juice.

    Inspecting the Battle wagon: 6 Woofs or 6 TwinHorns can be transported by it but they wont be comfortable.


    Subject: Arkum Discussion Thread

    (To Krippen)
    ”First off all let me say how sorry I am about Yacta, as I am also sorry about all the good men that we lost in that battle” Harley begins in a somber tone. ”If I could have had my way not a single unit would have croaked” Harley declares.

    ”That’s true and while we still do not know each other that well I still do have high hopes that one day perhaps we can both call Arkum our side” Harley continues. ”However in the meantime I don’t want to make decisions that are just good for me... I want to make decisions that are good for all of us” Harley continues her voice growing a little stronger.

    ”Arkum may be an old side but it has basically popped anew with the beginning of my reign. We are growing and learning with each turn. Will you help us to continue to do so?” Harley questions.

    ”I was thinking each turn the three of us yourself, Spike and I should sit down and discuss our plans and strategy. If time allows we could also run some combat drills so that we can better understand how best to work together in battle. What do you think?” Harley questions.



    I would be happy to show spike and you a few thing and do some combat training. As for talking each turn. Yes we can do that.


    Subject: Arkum Discussion Thread

    "Oh no, Dee, the Hobby's didn't keep their specials"*"Do you know why?"

    The same reason that the woof dont have thier forest capable special. Basic uncroaked dont keep alot of thier specials. Archery, leadership and some other special are kept. I think when I hit adept the uncroaked will keep more of thier specials however.


    Using up the move of:
    - 1 living hobby with 10 move (the one that gave Bill a ride),
    - 1 living hobby with 14 move,
    - 4 uncroaked pikers with 8 move
    To forage 50 Plains hexes

    The uncroaked head out to gather rations. When they all return the results are mixed. The uncroaked bring back alot, however alot of it is not usable as rations. Tuffs of grass, weeds, sticks are mixed in with the actual rations. Going through everything does net your side 9 full wild rations however. They are a mix of berries, mushrooms, small fruits, and nuts.


    Subject: Arkum Discussion Thread

    "Anna, we'd love to be able to make walls around our farm and around watch-towers out in the field. Would you be able to do so just as you're able to produce a watch-tower? (If so, how much turns of Juice to do a set of walls around a Watch-Tower?)"

    I have never tried it before, but with building the watch tower atleast four turns. Two turns for the farm to be walled. I should say that the wall will not repair at start of turn like a cities would however. They might for the farm but I doubt it.

    Subject: Arkum Discussion Thread

    Herring sets to work crafting two paired hats. After a brief flash of juice. Two hats appear. He hands on to spike and the other to Harley. Spike head out with his stack. The turn ends....


    Early in the morning harleys hat rumbles.


    The shady elves have arrived. Harley feels a new unit join the side! Your treasury is reduced by 1000.


    Shadow " shady elf"
    Level 1 chief
    Upkeep 120 "paid"
    Xp 0/8
    4/4/10/8
    Gear: bow and sword
    Specials: shady, archery, tribal command "shady elfs"
    Damage 1d6 bow


    Popping a new shady elf will cost 250 shmuckers. Chief must be paid at end of sides turn.


    Shady elf
    2/2/7/8
    Upkeep 35
    Specials: shady, archery
    Damage 1d4

    Specials

    Shady: unit is forest capable and gains bonuses to steath and perception while in forests.

    Tribal command: unit gives a leadership bonus to natural allies of this type. Unit is also considered a command unit for all allied units. Unit may fight from mounts. New turn will be posted on monday


    Subject: Arkum Discussion Thread

    Turn 10!


    Player Map https://app.roll20.net/join/4646217/jklS-w
    Upload map https://imgur.com/a/X99qGXO

    Scout A leveled! gains 2 move and upkeep increases to 14!

    Scouting Report
    -04.-03 Antz
    08.03 Ratz
    04.-15 5 large tan cats
    -05.00 3 Hobby Horses
    09.-01 Woofs not sure how many, but at least three
    -03.05 I saw a bear near the Hex boundary


    Treas at beg of last tu:3289
    Gifts - Expend last tu:-2410
    Treas at end of last tu:879
    Income
    2000 (3000 managed)
    Upkeep 1321 (463 after rations)
    Treasury 3416


    Capital City Arkum 00.00
    Level 2 (19000 to upgrade to level 3)
    Building Slots 2.5/4 (Administration center, Walls, 1/2 workshop)
    Tower lv 1 100/200 (x4 Flame blast)
    Income 2000/ 3000 Managed
    Production: 4 pikers

    Loot/Gear
    Larder
    8 farm rations
    9 Wild rations
    20 Spidew Meat

    Armory
    4 Battle Axes
    3 suits of light armor
    2 magic swords

    Morgue
    2 Hobby horses bodies

    Other loot
    1 battle wagon (carries 8, 2 mounts)
    2 chests
    1 Tent
    100 ft of rope
    3 Woof skins
    6 twin horn skins
    12 Twin horn horns
    1 Message hat (linked to Herring hat)
    1 Paired message hats (Other with scout H)
    1 Paired message hats ( Other with Spike)
    1 Candle level Power orb (permanent)
    1 Flameball (in fire place)
    ⅔ of a Cart load of wood


    Units
    Queen Harley Tesla
    Shockamancer level 3
    XP: 25/36
    Juice 300/300
    3(4)/2/8/9 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 140 shmuckers
    Equipment: Blunted smile 100/100

    Warlord Spike
    Warlord level 2
    XP 16/24
    5(6)/5/11/8
    Special: leadership, base popped
    Upkeep 130
    Equipment: +1 Battle axe, critical helm


    Shadow " shady elf"
    Level 1 chief
    Upkeep 120 "paid"
    Xp 0/8
    4/4/10/8
    Gear: bow and sword
    Specials: shady, archery, tribal command "shady elves

    Bill
    Courtier level 1
    XP 3/8
    0/0/4/8 (1 damage)
    Special: Farmer
    Upkeep 30
    Equipment: Pitch fork

    X2 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X5 Pikers
    Level 1
    A) 1/8, B) 0/8, C) 0/8, D) 0/8, E) 0/8

    X1 Stabber
    Level 1

    X3 Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: Mount, Passenger

    X2 Twin Horns.
    2/2/8/14
    Upkeep 40
    Specials: Charge, Mimic

    X4 Uncroaked pikers (10 turn)
    1/2/6/8
    Special: Uncroaked

    X1 Uncroaked Woof (10 turns)
    3/3/8/12
    Special: Uncroaked

    X1 Uncroaked Hobby horse ( 10 turns)
    1/2/8/14
    Special: Uncroaked


    Prisoners
    X1 shield spider Upkeep 40
    X1 Arc Spider upkeep 40


    Hex 07.02
    X1 Scout A, Level 2, Xp 9/16 move 2/14
    1/1/5/14

    Hex 00.01
    X1 scout B, Level 1 Xp 3/8 move 0/12

    Hex 04.01
    X1 Scout C lv 1 Xp 5/8 Move 0/12

    Hex 05.-03
    X1 Scout D lv 1 XP 5/8 Move 0/12

    Hex 00.-01
    X1 Scout E Lv 1 XP 2/8 Move 0/12

    Hex -05.-02
    X1 Scout F lv 1 Xp 4/8 move 0/12

    Hex -02.01
    X1 scout G Lv 1 Xp 3/8 Move 0/12

    Hex 08.-14
    X1 scout H lv 1 Xp 3/8 Move 0/12 “ Still searching for Mine”


    Barbarian Contactors

    Krippen Lv 3 warlord Move
    X2 Archer
    X1 Piker ”Lance”
    X1 Stabber


    Agreements

    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
    Verbal Also 1 Ration given at start of turn.


    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

    Nonaggression and Nondisclosure with Spi Glass.

    Nonaggression and Nondisclosure with dee ceas.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
    Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units


    Natural ally "shady elves Nightshade tribe" contract



    Questions Start of turn
    Krippen
    "Krippen, do you know how much damage should a Minertaur deal with his 6 Combat?"

    Most heavies deal 1d8, but some deal more and some deal less

    "Can your archers fight with melee weapons if needed? (dealing the same damage?)"

    They do not have a Melee weapon if they did. It would be one damage like scouts. Still might be worth giving them one however...

    Dee
    "So it would be in both of our best interests to set aside corpses with specials that you've seen or heard can be uncroaked, but that you haven't. Then we give you tower time and extra time for research to try to Uncroak them specifically with that special.

    Best case scenario, you learn more about your art, and Arkum gets a special uncroaked. Worst case scenario, you get paid something for spending juice. Middle case... well you get paid for getting me an average uncroaked."



    " Do you think it would help you to spend extra Juice experimenting with Hobby and Woof corpses? Maybe 'discover' a more advanced Uncroak spell? (that allows specials to be preserved even for non-adept casters; or maybe *reach* Adept in the attempt) Is that appealing?"



    If that what you want to pay me to do, that fine. I can try to enhance my basic uncroaked spell with more juice, but really adept only comes with time and experience. It wont be a quick proccess to give uncroaked more specials



    Anna can you temporarily make a unit a Heavy?

    I might never tried before, most likely it would be permanent, changing matter and units isn't a temporary thing, but heavy is a special that's different then using my juice to promote a unit. Which I also have never done.


    With your rulers sense you now know you can promote a unit to Heavy for 1000 shmuckers. This will change the units upkeep. Current units that can be promoted. Woofs and Hobby horses

    Subject: Arkum Discussion Thread
    To Anna:
    Anna! Anna! Is 'Promote' an actual Changeamancy spell? And you know it? (even tho you have never cast it?)

    H ⚡
    It is a changeamancer spell, but not one I currently know.



    Herring
    Herring dear, it just occurred to me that a saddle that gave the special Mount to the wearer would be mighty useful.
    Would you kindly inquire if that is at all possible, and if so, how much for one?


    I can inquire it sounds like weirdamancy to me, I only know of one in the Magic kingdom they are very rare. Can I get a price range you are willing to spend on such an item.
    Last edited by CyperWizWurmD; 2019-10-13 at 12:31 PM.

  16. - Top - End - #16
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    Subject: Arkum Discussion Thread
    "Really, at this point any price. Unless they turn out to be really cheap we won't be able to justify buying them soon (but would definitely buy at least one in the future)"


    Herring takes his time before answering


    Harley... an item like that is going to be atleast 1000 shmuckers probably more. Unless your serious about buying one this turn. Im not going to go looking for one. James and May were rather cross with me for wasting their time last time you were just asking questions. Even if I did get a price for this turn it could change five or ten turns from now.

    Subject: Arkum Discussion Thread
    *blink* *blink*.. Really? They got paid upkeep for their time (Are they really in the right here due to a time limitation I don't know about, and they *do* have a strict time limit each turn to spend searching for contracts?)
    In any case, thank you for watching out for my blunders, please keep it up! :D
    H ⚡

    *Mental order to Spike: Don't move, await contact*


    ”Thanks Herring a rough estimate of the price really helps with our planning” Harley replies with a pleasant smile. ”If something we’re asking about is an item or service we’ve never asked about before and you have an idea of how much they would roughly go for in the magic kingdom I’d trust your experience on the matter so that you don’t have to waste your time making further enquires until we have the funds available” Harley continues.

    Subject: Arkum Discussion Thread
    Look.... I'm going to put it this way. The casters want you to stick to the deal. With James he wants to use his talents not just be given upkeep. Florests and Signamancer make sure the dateamancers have enough to make upkeep each turn. He was happy to have a contract to tame some ferals only to find out you wanted to ask him questions about taming so you could do it. As for May she didn't want a rations she was doing a small contract. A small golem for five skins. In the hopes you would like her work and hire her for a bigger contract. Then you went off asking about battle bear. With no intention of buying one. I will say their are rumors going around about Arkum now after these two incidents. Caster will still be willing to hire on to the side, but not without a price first. That why I'm not going to talk with May.

    Subject: Arkum Discussion Thread
    ”Thank you for letting me know Herring, Arkum’s reputation inside the magic kingdom is very important to me” Harley replies ”First of all please pass on my apologies to both James and May for any misunderstandings or inconvenience they have suffered.” Harley begins. ”As for May please also tell her that if she is still interested we will take her up on her kind offer of the small golem and pass on that she is always welcome to stop by Arkum’s portal to advertise any wares she thinks we may be interested in” Harley adds before pausing. ”If James is still interested in taming please let him know that we currently have an Arc Spidew and a Shield Spidew in our dungeons and we would be willing to pay up to 150 shmuckers for each unit tamed. (Herring please let us know if you don’t think that’s a fair price)” Harley continues.

    Herring nods and writes two quick notes. Before turning back to you.

    ”With that in mind what would you like for two standard NDA and NAP contracts incase they did want to come to Arkum?” Harley then asks.

    200 shmuckers should cover the costs.

    ”Out of interest Herring how many casters do you have on your books that you find work for?” Harley questions.

    Herring smiles

    You dont think im going to put all my cards on the table do you Harley

    Herring hat buzzs once then twice. Herring pulls out two notes.

    May says she is contracted out for this turn, but would be willing to make the golem next turn for 6 hides. James says spidew are difficult to tame. He would be willing to charge 150 shmuckers per casting or 500 shmuckers to keep casting until both spidews are tamed.

    Subject: Arkum Discussion Thread

    ”Thank you Herring here let me give you 200 shmuckers” Harley replies with a polite smile.

    Harley then grins ”Why Herring I wasn’t asking you to put all your cards on the table but merely give me an idea of how large the deck is” she responds in a light tone.

    Herring smiles after taking the 200 and producing the two NAP and NDP

    The deck is large, not as large as I would like. Im friends with alot of the caster. Some of them could make it on thier own rather easy, but dont want the work of finding contracts


    ”Excellent please tell May that that would be perfect” Harley answers. ”Hmmm a little more expensive than I was hoping for but as a gesture of good will we will accept James price of 500 shmuckers for the guaranteed taming. Would James like to come this turn?” Harley asks in return.


    James arrives after the NAP and NDP is signed. Harley and Krippen bring james to the two spidews. After accepting payment. James seems strangely focused. Not talking with anyone as he studies the two spidews. The spidews snaping at james as he stares at them. Harley feels a flash of juices and both spidews calm down. James then approches the shield spidew placing a hand on its head. With another flash of juice. Harley feels the shield spidew join the side. James then moves to the arc spidew he again places a hand on its head. Two more flashes of juice and Harley feels the arc spidew join the side!

    Shield spidew
    2/3/8/10
    Upkeep 40
    Special: crawler, poison
    1d4

    Arc spidew
    3/2/8/10
    Upkeep 40
    Special: crawler, acid web
    1d4

    Crawler: unit is able to climb vertical surfaces. Unit can use this to cross zones.

    Poison: when attack does five or more damage with a bite it poisons the target lowering it defense by 1

    Acid web: able to throw an acidic web as a range attack. The web burns away as it does damage.
    I have some juice left do you need anything else?



    Harley triggers the upgrade spending 1000 shmucker spikes hobby horse is upgraded to heavy.

    Hobby Warhorse

    4/5/12/14
    Upkeep 110
    Damage 1d6
    Special: mount, passenger, heavy




    Subject: Arkum Discussion Thread
    As turn starts and Spike with the female Chief Elf arrive

    "Welcome to Arkum,
    I am Queen Harley Tesla.

    Chief, come, please join us at the breakfast table, to our daily discussions, that I'd like to start calling 'Wrap-Up Breakfast', and to start beginning with the question 'What could we have done better yesterturn?'

    Namely, Krippen, last battle, as Spike went down, I ordered you to change stack-targets, so you'd cover him, this caused your stack to take extra attacks, and led to the loss of Yacta.
    How can we change stack-targets and not get extra-attacked? Is that even possible (perhaps by refraining to attack in that same round)?"


    A stack that does not attack that round can withdraw with out an AAO that round from one enemy stack. As long as the stack has a leadership unit. without a leadership unit I don't think it can be done.

    "If possible, would refraining to attack have been desirable? since you destroyed all remaining 4 spiders with that charge (and thus avoided 4 potential attacks from the next round)"


    My issue isn't the action, its how it was executed. Having me and my units subject to the AOO, but not your own units. (Damaged twin horn in back and damaged stabber up front with less hits than the twin horn) In the future maybe direct me where you want me to attack and I will handle my own stack layout.

    "The plan"
    (for routes see roll d20)
    Pink route: Battle Wagon
    Purple route: Heavy Hobby
    Orange route: Hobby tamers
    Green route: Wild Ration Courier
    All units forage for wild rations while moving (15 Plains, 6 Light Forest, 1 Heavy Forest if Bear tamed);
    All units collect easy wood while moving (6 Light Forest, 1 Heavy Forest if Bear tamed) (easy wood = fallen wood, small trees that aren’t a danger to units when cut and trees that are leaning and can be tied off so that they fall in a predictable direction when cut);
    1. Promote Spike's Hobby Horse to Heavy (1000s);
    Success
    2. Spike and Stabber on Heavy Hobby; All Spike's units move to -05.02 (1 move);
    2b. Woof follows road all the way to farm (8 move)
    3. Piker driving Battle Wagon, pulled by 2 Hobbies; With a Battle Axe, Rope, and all non-spider rations; Battle Wagon moves from Arkum to -04.03 (5 move)
    4. Driver (Piker) on foot delivers 6 Wild Rations (and 6 backup farm rations) to Spike and returns to Wagon (2 move)

    No encounters on move

    5. Spike, Stabber and Shadow walk to -05,00, attempt to tame feral Hobbies (one at a time using rations), then walk back to -05,02 (4 move)

    Uses 6 wild rations and two farm rations, but all three Hobbies are tamed, however they have no additional move. Spike tames two and shadow tames one.

    6. All Spikes units move to -04,03 (Spike and Shadow riding ) (1 move)
    7. Stabber and Piker board Wagon, wagon, heavy hobby (Spike and Shadow riding) and twin horns moves to -02,05 (3 move)
    8. Spike leads a stack to -03,05 and attempts to tame the bear using farm rations. (if unsuccessful flee rather than fight leaving ditto’d twinhorns as a distraction)[remain in max stack at all times]. Then returns (3 move) Stack = Spike on heavy hobby( front), Shadow (back) 2xpiker (back) Stabber (back) 2x twinhorn (back)

    Battle commences Two ditto Twin horns lost, Hobby War horse takes 3 hits. Battle ends
    9. Heavy Hobby(Spike and Shadow riding) returns to Arkum (6 move)

    Spike
    There were three bears all heavies


    Shadow
    Greeting Harley of Arkum, It is my hope we have many profitable turns together


    10. Wagon (2xpiker, Stabber and load of wood riding) and twinhorns heads to farm (6 move)


    Anna Finishes casting and the workshop is complete


    Workshop: Provides tools and basic materials for the production of gear and magic items. The facilities also grant a bonus to spell research. Using the workshop uses four move per 200 juice used or four move per crafting session. Up to four units may use the workshop a turn. This uses up thr basic materials which repop the next turn. (you can not stock pile the materials)
    "Herring, yesterday I offered to hire you a teacher to help you reach Novice in Hat Magic. Know now that that offer was not a flight of fancy, the offer still stands." she says gently taking hold of his hands. "You have been very good to us, and we don't know if we'll ever have the opportunity to make as much a difference in your life as you made in ours. That offer was a start" smiling with emotion
    "And now with this Workshop, perhaps it won't be so costly as you feared!"
    Speaking up to all Leaders present
    "Let it be known that My House Is Your House, and may you have free use of this Workshop in all your magical endeavours" she finishes smiling hugely


    Thank you your majesty I will look in to it. I may divide my focus a bit.

    "Dee! You too! For you my fellow Naughtymancer I can be personally helpful! If you decide you want to grow in Shockamancy, I offer my time *and* my Juice to teach you every spell that I know, may us grow together as Sisters."

    Dee looks around the workshop
    This may indeed help, thank you Harley


    Using a few tools in the workshop. You cast on the battle axe. To your suprise, rather than attach a small globe to the axe, like the dagger did. The head of the axe changes into a crystal like glass with a dim red glow coming from the depths. The crystal is hot to the touch (4 move used)


    100 juice used

    +1 Flaming battle axe!

    "Herring!! See! I successfully created a new spell! I ROCK!" *strikes a Queen pose*

    *coming down from the hype with a huge smile*
    "But the spell can only be cast on an already magical weapon, so now we need magical weapons! Do you know who is capable of creating the simplest magical weapons (+1 to hit perhaps?) ?"



    Herring
    I know Dollamancers and Changeamancers can make magic weapon and armor. I have heard of some Turnamancy items, but not sure if they are weapons. I suggest you ask May next turn when she comes to make the golem.



    2. 50J: Offer to identify Krippen's Armour

    +1 Resistance armor

    Armor boosts the wearers defense by one. Also the wearer takes two less damage from shockamancy based attacks.

    50 Juice used


    3. 150J: Research Tazer ( 4 move used)

    Not having a live target to test your spell on limits who much you can do, however the workshop has some target dummies. While blasting you sense that by reducing the total damage of an energy ball, you are able to make it deal non lethal damage. You are close to finishing the spell, but are not there yet

    Spike manages the city, Shadow was not able to.

    Bill head to the farm and manages it, staying at the farm with your units

    1/3 a cart load of wood gained.



    In a hex boundary we intend to move through, put our hair through the hex boundary to see if the hex boundary's chopping affect hits units too.

    The hair is blown by a wind shifting off of the hex boundary toward the hex Spike was moving into.

    Spike
    The wood is mostly branches and two fallen trees, we also gathered twelve wild rations this turn!

    Subject: Arkum Discussion Thread

    ”Shadow if you were to croak what would happen to the rest of your tribe? Would another Shady Elf become the Chief?” Harley questions.

    The tribe would survive, but the contact would end, you would have to make a new contract. To promote a new chief.

    Subject: Arkum Discussion Thread
    Turn 11

    The spiders wouldn't take any of the offered rations. - 80 shmuckers

    The Woofs wouldn't take the wild rations but would take farm rations - 2 farm rations.

    The Hobbies and Heavy hobby all take wild rations -3 wild rations

    Twin horns each take a wild ration. -2 wild rations

    Leadership units each take a farm rations -7 farm rations


    Scouting

    05.-15: several large cats
    06.-12: A large flock of birds
    -04.-03: Antz
    08.03: Ratz

    Arkum Side Stats

    https://app.roll20.net/join/4646217/jklS-w
    Map: https://www.dropbox.com/s/3srrg2gz6y...ution.png?dl=0
    Treas at beg of last tu:3289
    Gifts - Expend last tu:-3250
    Treas at end of last tu:39
    Income 2000 (3000 managed)
    Upkeep 1844 (441 after rations)
    Treasury 2598


    Herring, Anna, and Dee are standing by in case you need casting

    Herring
    May is ready outside the portal if you are ready

    Loot/Gear

    Larder
    8 farm rations
    10 Wild rations
    20 Spidew Meat

    Armory
    4 Battle Axes
    3 suits of light armor
    2 magic swords

    Morgue
    2 Hobby horses bodies

    Other loot
    1 battle wagon (carries 8, 2 mounts)
    2 chests
    1 Tent
    100 ft of rope
    3 Woof skins
    6 twin horn skins
    12 Twin horn horns
    1 Message hat (linked to Herring hat)
    1 Paired message hats (Other with scout H)
    Set of message hats (Spike and Harley
    1 Candle level Power orb (permanent)
    1 Flameball (in fire place)
    ⅔ of a Cart load of wood in capital
    ⅓ of a cart load of wood in farm (Alot more needed for walls for a unit without fabrication but building knowledge)
    1 NAP+NDA contract[/spoiler]


    Units
    Queen Harley Tesla
    Shockamancer level 3
    XP: 26/36
    Juice 300/300
    3(4)/2/8/9 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 140 shmuckers “paid”
    Equipment: Blunted smile 100/100

    Warlord Spike
    Warlord level 2
    XP 16/24
    5(6)/5/11/8
    Special: leadership, base popped
    Upkeep 130 “paid”
    Equipment: +1 flaming Battle axe, critical helm

    Hobby War horse
    4/5/12/14
    Upkeep 110 “paid”
    Special: Mount, Passenger, Heavy

    Shadow " shady elf"
    Level 1 chief
    Upkeep 120 "paid"
    Xp 0/8
    4/4/10/8
    Gear: bow and sword
    Specials: shady, archery, tribal command "shady elves”

    Bill
    Courtier level 1
    XP 3/8
    0/0/4/8 (1 damage)
    Special: Farmer
    Upkeep 30
    Equipment: Pitch fork

    X2 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X9 Pikers
    Level 1
    A) 1/8

    X1 Stabber
    Level 1

    X5 Shady elves
    2/2/7/8
    Upkeep 35
    Specials: Shady, Archery

    X5 Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: Mount, Passenger

    X2 Twin Horns
    2/2/8/14
    Upkeep 40
    Specials: Charge, Mimic

    X4 Uncroaked pikers (9 turn)
    1/2/6/8
    Special: Uncroaked

    X1 Uncroaked Woof (9 turns)
    3/3/8/12
    Special: Uncroaked

    X1 Uncroaked Hobby horse ( 9 turns)
    1/2/8/14
    Special: Uncroaked


    X1 Shield spidew
    2/3/8/10
    Upkeep 40
    Special: crawler, poison
    1d4

    X1 Arc spidew
    3/2/8/10
    Upkeep 40
    Special: crawler, acid web
    1d4



    Hex -04.03
    X1 Scout A, Level 2, Xp 9/24 move 2/14
    1/1/5/14

    Hex 00.01
    X1 scout B, Level 1 Xp 3/8 move 0/12

    Hex 04.01
    X1 Scout C lv 1 Xp 5/8 Move 0/12

    Hex 05.-03
    X1 Scout D lv 1 XP 5/8 Move 0/12

    Hex 00.-01
    X1 Scout E Lv 1 XP 2/8 Move 0/12

    Hex -02.-04
    X1 Scout F lv 1 Xp 4/8 move 0/12

    Hex -02.01
    X1 scout G Lv 1 Xp 3/8 Move 0/12

    Hex 14.-08
    X1 scout H lv 1 Xp 5/8 Move 0/12 “ Still searching for Mine”


    Barbarian Contractors

    Krippen Lv 3 warlord Move
    X2 Archer
    X1 Piker ”Lance”
    X1 Stabber[/spoiler]

    Agreements

    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

    Nonaggression and Nondisclosure with Spi Glass.

    Nonaggression and Nondisclosure with James.

    Nonaggression and Nondisclosure with dee ceas.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
    Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units


    Natural ally "shady elves Nightshade tribe" contract


    Questions

    we do not have enough wood for walls. How much wood will we need? Also would we need to provide wood in order to build watch towers?

    Anna
    The watch tower I won't need any material for the basic watch tower, because any given hex normally has enough small trees I can convert without walls. With wall no idea. For the farm since you said wood wall I assumed you would by providing wood. Without seeing the farm its hard to guess. Never done fortification outside a city. It would be faster with materials and cost less juice.


    Our purse at 3rd level is now 2000.


    "Herring, would you tell me how well Luckamancers are regarded in the MK? And how easily they find jobs? It occurred to me for luck based rolls such as James did, perhaps could be helped by Lady Luck (and if Lady Luck frowns later, perhaps we can manage it under a Luckamancers' guidance)
    Do you have one on the books?"


    I do not have a luckamancer on the books and no next to nothing about thier casting. Luckamancer and Carnymancers don't really get along. We tend to do the same contract finding work for other casters since our magic isn't in high demand.

    Subject: Arkum Discussion Thread

    To Herring
    ”Yes please have her come through the portal Herring, I have the NAP ready right here!” Harley replies.

    Herring sends the contact by hat after you sign. A short time later it is sent back and and a woman walks through the portal. She is wearing finely made but comfortable dress. She has long blonde hair and intense green eyes. She is carrying a large pair of shears on her back.

    May stitch at your service.


    To Anna
    ”If I brought you to the farm this turn do you think you would be able to estimate how much wood or other resource you would need?” Harley questions. ”I’m not entirely set on the walls having to be made of wood I just thought that would be the easiest option...” Harley then adds.[/quote]

    If you pay my contract rate first. If you decide not to have me work on the farm then we can decide on something else.

    Subject: Arkum Discussion Thread

    To May
    ”A pleasure to meet you May, I’m Harley!” Harley replies with a big smile. ”So I believe you are going to make me one of your Excellent Golems?” Harley begins. ”I have a workshop available if you would like to work there....” Harley then offers.

    The workshop would be helpful thank you.

    May takes the 6 skins and head off to the work shop. Her work takes a bit of time, but in the end Arkum gains its first golem! The golem is made from one of the woof skin. It has a leather body with bits of woof fur on it arms and back. Its head is a woofs head.


    Woof soldier

    2/2/8/0
    Upkeep 20
    Specials: garrison, golem
    Damage 1d4 (bite)

    Golem special: immune to mind affecting effect and poison.
    So what ya think?

    To Anna
    ”Oh don’t worry we will have work for you regardless even if the farms not ready to be worked on” Harley replies with a slight chuckle.

    sign me up then. Am I walking or riding?


    During the meeting of the council of Arkum
    ”It is good to finally have you all around one table” Harley replies with a big smile. ”I’d first like to officially welcome Chief Shadow to Arkum and to the Arkum council” Harley declares happily.

    ”Now our forces are starting to build up nicely and I feel it is about time we turn our attention to securing our borders.” Harley declares. ”We currently have three groups of ferals within a turn of the city. A colony of Ratz, a colony of Antz and a large subterranean Bug. I’d like to hear you’re thoughts on dealing with these threats...” Harley comments.[/quote]


    Shadow
    Colonies like ratz and antz need to be taken care of quickly or at least their numbers managed. They can destroy the landscape if not kept in check. The ratz would be a good choice if you want to harvest them for rations. Bugs in general will only eat other bugs. Even then some varieties are poisonous and can croak what ever eats it.

    Spike
    We lack a lot of intel on our targets. Both in numbers and capabilities. Is there anyway we can get this information before we attack?


    Subject: Arkum Discussion Thread

    To May
    Harley carefully inspects the new unit circling around it as she looks it up and down. ”Hmmm it’s stats are actually a bit better than I was expecting” Harley comments with a thoughtful look. ”I notice that it’s currently a Garrison unit is that something that can be changed?” Harley questions. ”Also my knowledge of how golems work isn’t the greatest. Do they autoheal at the start of the turn like any other unit?” Harley questions.

    well part of that is materials. Harvested or natural materials like the woofs skin makes for stronger base units verses materials crafted from juice. Also your work shop provided a bonus to the crafting. I focused on combat power rather than move you can promote it, but it will double its upkeep. Not sure how much move it will gain. Also golems will auto heal at start of turn.


    To Anna
    ”I’ll see if I can free up a mount but if one is not available it’s only a short walk to the farm and back” Harley replies.

    She nods


    At the council
    ”Thank you Shadow that was exactly what I was worried about...” Harley replies

    ”As for their numbers we can always hire the lookamancer again... As for their capabilities Herring do you know anyone who would know the stats of these units or be able to discern them?” Harley questions.

    "Herring, *can* we hire Spi today? Would you see if he has Juice for us?"

    Herring sends a message after a short time he gets an answer back.

    He has spent some juice this turn already but he could do a few casting. 400 shmuckers for what is left of his juice. Well a dateamancer might know more about them or a signamancer could read their abilities if they see them.


    "Herring dear, would it make you uncomfortable to seek out a Luckamancer? (We'd love to talk at length about luckamancy and would gladly offer upkeep for the chance)"

    I can look around may take a few turns to find someone willing to take that deal. Most casters don't like sharing their secrets on the cheap.


    "I'm sorry May, I don't want to impose, but do you have the time to talk about magic weapons?"
    "I've recently learned a Shockamancy spell to add +1 Fire Damage to a magic weapon, and now are looking for a supplier of simple magic weapons"
    *

    to make a magic weapon you need masterwork weapons first. Could I see the enchantment your talking about?


    Our purse at 3rd level*is 2000


    Subject: Arkum Discussion Thread

    To May (golems)
    ”Thanks that was very informative “ Harley replies with a smile. ”I don’t suppose you have a catalogue of the types of golems you are able to create their stats and their prices?” Harley then asks.

    May laughs
    No I don't have a catalog. Might not be a bad idea for the future. I could make three of the soldier golems a turn. If you provide the materials the golems should be similar to the woof golem. I would charge 200 shmuckers per golem. For heavy golems I can make siege and mount heavies. It would take two turns worth of casting and I would charge 1000 shmuckers per golem. I can also make the small flying golems I mentioned before.


    At the Council
    ”Thanks Herring did Spi mention how many hexes he would be able to scan for that price?” Harley asks.

    He did not. (Herring writes a quick note.) 10 mapping scans of a hex, or 1 in-depth scan where he can tell you the exact amount, or one scan that will give most of the units in the hex and display them in a foolamancy image.

    ”Would James know? And what would he be willing to share that information for if he does?” Harley then asks.

    he may, lets ask (writes a quick note. A short time later his hat buzzes) He says he can give some basic advice on specials, strengths, and weaknesses. He would charge 200 shmuckers for information on the ferals.


    To May (Magic weapons)
    ”I’m not sure yet if I will have the juice spare to show you the casting of the spell this turn but I can definitely show you an already enchanted weapon” Harley replies before ordering Spike to bring in his axe.

    After looking at the weapon.
    interesting, if you every figure out a lighting or cold version I might be interested in one for myself.

    Subject: Arkum Discussion Thread

    To May (Golems)
    ”What would the move of the mounts be and how many passengers could they carry? Mobility is something that’s very important to us...” Harley questions.

    Mount special only and a move of about 16


    To May (Magic items)
    ”On the subject of magic items, are you able to make armour that a caster could wear without it interfering with them casting?” Harley questions. ”Ideally I’d like something that makes me look more like a warlord and less obviously a caster...” Harley adds.


    better off with a signamancer than me for that, but I could make some magic robes. Now you have asked me about three different projects. Do you have something in mind that you want to hire me for? I don't mind talking shop a bit while I work, but i have other clients if you are not going to hire me for the rest of the turn.


    "Krippen, if ever we have need of you to manage the city, would you be willing to do so?"

    I would put that in my garrison duties so no charge.

    Subject: Arkum Discussion Thread

    Thank you so much May, for now we’ll take another of your woof soldiers and if they prove as well made as they look I’m sure in the not too distant future we will want to be ordering the fastest mounts that you can make and some of those scouting birds too!” Harley declares happily.

    ”In the meanwhile I'll put in the work to generalize the plus fire damage spell to cold *and* electricity" Harley declares with an excited grin. ”Are you able to make masterwork weapons of enchantable quality yourself though?” Harley then questions.

    May nods and sets to work producing another woof man

    -200 shmuckers and 1 woof skin

    I have about a third of my juice left I could create a masterwork weapon or enchant a weapon, not both. Again, I would charge 200 shmuckers.

    Subject: Arkum Discussion Thread


    At the Arkum Council
    ”Looking at these maps we should be able to bring our full force against the subterranean bug AND the ratz this turn and wipe them both out” Harley declares pointing at the map. ”We will have to leave some forces in the field afterwards but they should be able to camp in sufficient numbers that they will be safe from any wandering ferals...” Harley adds.

    ”Herring do you think Spi Glass’ price is fair or do you think we could get him to go any lower?” Harley questions. ”Either way please let him know that we wish to hire him to scan the Ratz hex this turn and also let James know that we would like to hire him to discuss the strengths, weaknesses and the abilities of the ferals.” Harley requests.[/quote]

    I had to talk him into that deal. I think he was going to take the rest of the turn off. If you agree, I will let him know. James says he will also head over if you agree to his price.

    Subject: Arkum Discussion Thread
    (Luckamancers)
    "Hmm, that's a good point. How about offering upkeep plus 200s for an in-depth discussion on the mechanics and abilities of luckamancy, which we are willing to pinky swear not to share anything he would like kept secret. That’s the equivalent cost for paying for certain spells, do you think it would be enough to get a Luckamancer interested?”

    I will look but I still think it may take a turn or two to find one. It's not the price its finding one that will trust me and who I trust.

    Subject: Arkum Discussion Thread

    To May
    ”That’s Excellent! So you could in theory create three masterwork weapons a turn!” Harley declares with excitement. ”Could you please make me a masterwork bow....” Harley then asks.

    May nods then starts looking at the materials you have on hand. She starts to look a little discouraged until she finds the twin horn horns. Grabbing 6 twin horn horns and 1 suit of light armor she begins crafting. After a short time she produces a masterwork twin horn long bow. It grants a +1 to hit.


    Those are really interesting horns. Next turn if you want I could enchant that bow into something really special. My price would be 200 shmuckers and the other 6 horns.


    To Herring
    ”Thank you Herring, then we agree to both their prices. If you could have them come as soon as possible that would be much appreciated” Harley replies.


    James and spi glass arrive at the capital. After hearing what you want. James and spi glass talk for a moment before joining hands. After a bit James opens his eyes.

    Alright we have twenty six pack ratz, eleven sewar ratz, and three fat ratz.

    Pack ratz x26
    1/2/6/8
    Damage 1d3
    Specials: infected bite

    Sewar ratz x11
    2/1/6/8
    Damage 1d3
    Specials: sprayer

    Fat ratz x3
    5/5/14/6
    Damage 1d8
    Specials: heavy, roll over

    Filth: units attack has a chance of inflicting an infection. That will persist between turns unless treated.

    Spray: unit can has a small area of effect attack. Deals acid damage. Minor burns

    Roll over: can deal extra damage unto a 2nd unit if the first is croaked by its attack.

    These are not the true specials, just what james knows about them.


    ”There’s no rush with the Luckamancer, if you could just keep you’re eye out for one that would be great!” Harley then declares.

    Herring nods


    "Dee, Golems seem to be immune to mind affecting effects and poison; are uncroaked also immune?"

    Uncroaked are immune to most poison and mind effecting. Unless the poison or effect is designed to harm uncroaked.

    Subject: Arkum Discussion Thread
    "James, when you say 'small area of effect' did you mean 1 target like an archer, or 4 targets like a Fireblast? (and close range, or archer range?)"

    "Spi, could you give us a rough description of the underground tunnels you surveyed? (The most important detail would be 'do they extend to the hex borders' so they could attack us from below *next to* the hex border)"

    "And James, hm you don't think they have some burrowing specials? (How were the tunnels produced I wonder)"


    Spi glass
    I didn't have enough juice for that, but it seemed more an extended burrow than a tunnel complex. It's centered near the center of the hex. I did see some gems in a large chamber as well.

    James
    It's kind of like a breath weapon so close range, but i think it will only hit two targets.

    Subject: Arkum Discussion Thread
    Arkum Council
    Harley gives off an impressed whistle. ”That’s a lot of ratz” she declares slightly shaking her head. ”And their varieties sound like a rather nasty combination too...” Harley adds.

    ”Spike, Krippen what’s your tactical assessment?” Harley then questions.

    "Also, I can imagine we could put two stacks in that hex, wait stacked by the hex boundary, and if only a few Ratz approach deal with them; if too many come, disengage and step out of hex; Is this tactically sound? (and useful? The goal would be to croak a few without taking *any* losses,*
    and the bodies being left near the hex boundary to quickly collect later when the Ratz retreat)"


    [color=#80BF40 ]Tactically, the enemy has five stack vs the three or 4 we could put in the field. Most of their unit have stats equal to pikers. If they were all the smaller ratz I would say go for it. The heavy ratz however change things. I think we could win this, but it would have heavy losses. As for putting two over the hex and having them withdraw. There would still be at least one round of combat. A leadership unit would have to be in each stack. So twenty attack (four in front on their stacks) vs the max of sixteen we could put out for round 1. We could disengage from one stack each with out a problem. But that would leave three enemy stacks open to hit us.

    So 32 attacks from the enemy for 16 attacks from us.
    [/color]

    "Spi, James, I don't want to impose, but if I may.. did you just.. 'link'?"**curious innocent eyes*

    They both look at harley like she is crazy
    No just a part of the spell that lets me share what I see.

    Subject: Arkum Discussion Thread
    "I see.. You really think, given the reports that it's expectable for all 5 stacks to stream out and be able to attack us in 1 round of battle.. damn. It's a no go then"

    [color=#80BF40 ]I don't think the ratz would attack piece meal no. They might even wait until we are deeper into the hex. Animals they may be, but that doesn't make them stupid[/color]

    Subject: Arkum Discussion Thread
    "Herring, James? Are you familiar with any indirect way to control the Ratz population? Poison from Flower Power perhaps?"

    Herring shrugs

    James
    I'm unsure but if your looking at poisons then Hippies are the way to go.


    and asking to the table in general
    "And how do you think the Ratz are feeding themselves? (partial destructive foraging? If so, I wonder how many rations they will be able to get until the hex is signamantically changed..)"

    "And what we've been doing (looking for wild rations, and collecting them if found, not taking anything if not found) is not destructive is it? (At most it will take some turns until a wild ration repops in the same hex, leaving less for ferals in following turns)"


    Shadow
    Without more information it's hard to tell how they are feeding themselves, but Foraging hexes over and over can have a long term effect. My old tribe would stay on the move to avoid this. Ferals in the nearby hexes I'm unsure about, but less rations in the nearby hexes, would probably mean less ferals nearby.

    No one else seems to have anything to add.


    We can claim the Farm rations at the farm before being popped in the capital.


    Krippen manages the city


    Bill manages the farm


    We Present new masterwork Twinhorn longbow to Shadow:
    Thank you your majesty


    We pay Anna to start work upgrading tower.


    "Shadow, are you able to fire your bow normally when riding a Hobby?"
    I don't see why not


    The resistance spell can grant acid resistance


    Krippen's Archers have 20 arrows a piece, the same for the Shady elves


    Subject: Arkum Discussion Thread
    "Ok, so the plan seems to be hit the bug with everything we've got, then forage for wild rations, and get wood, before ending turn in farm. How about this:"

    All humanoids forage for wild rations
    - Light green: Shadow or Shady elf
    - Dark blue: field hobby with 2 capital pikers
    - Dark green: capital piker
    44 Plains,10 Light Forest hexes foraged for wild rations

    Forage for easy wood on 8 Light Forest hexes; then Spike cuts wood with regular BattleAxe to finish filling up cart (1 and a half cart load), one tree at a time after tying it up to another tree, or to hobby horses and having them pull; always cut in the opposite part of the tree
    - Orange: Battle Wagon with Spike and Stabber, rope, hat, Battle Axe
    Spoiler
    Show


    You combat stacks move to hex 00.02. The Ditto twin horns move up, when they near the center of the hex, A large green insect bursts out of the ground snapping the Twin horn ditto in two. The 2nd twin horn ditto falls to three smaller green insects that follow the heavy out of the ground.

    Subject: Arkum Discussion Thread
    Harley Fire Bolt on Heavy!
    Shadow fires on Heavy!
    Rest of archers fires on smaller bugs!

    round 1
    All charge!


    Harleys fire bolt slams into the heavy burning a deep hole into the heavies chest. Shadow takes aim. But her arrow fails to punch through its hide. The remaining shadies and arc spidew take aim at the other bugs. Three of the shadys manage to hit their targets. Dealing minor damage to two the the bug and a decent hit to another. As the stacks enter melee range the large heavy breaths onto harley's stack. The acid covers the front rank of the stack. The piker falls. While the twin horns, spike, and his mount take heavy damage. The two twin horns slam in both connect dealing damage to the heavy and one of the smaller bugs. The three smaller bugs and four small palm size bugs ( that were on the heavy bug) attack. The enemy stack is destroyed in the massive pile allied units. However in the melee one of the twin horns is croaked and several other units are damaged.

    end combat

    Stacks:
    Harley juice 275/300
    Arc Spidew
    Shady
    Shady
    Spike on heavy hobby (front)
    Twinhorn (front) croaked
    Twinhorn (front) 2/8
    Piker (front) 0/6 may recover at start of turn

    Shadow
    Shady
    Shady
    Shady
    Woof (front)
    Woof (front)
    Uncroaked Woof (front)
    Uncroaked Hobby (front) 7/8

    Piker
    Piker
    Piker
    Piker
    Uncroaked Piker (front) 3/6
    Uncroaked Piker (front) 4/6
    Uncroaked Piker (front)
    Uncroaked Piker (front)

    Piker
    Piker
    Piker
    Piker
    Stabber (front)
    Shield Spidew (front)
    Hobby (front) 7/8
    Hobby (front)

    Enemy stack

    Heavy bug croaked
    Bug 1 croaked
    Bug 2 croaked
    Bug 3 croaked
    Palm bug croaked
    Palm bug croaked
    Palm bug croaked
    Palm big croaked

    Subject: Arkum Discussion Thread

    The bug shells are convertible to shmuckers

    Heavy 150 shmuckers
    X2 bugs 40 shmuckers
    X3 palm 5 shmuckers
    6 bug meat rations
    1 meat twin horn
    1 twin horn hide
    2 twin horn horns
    1 palm bug corpse
    1 anhog bug corpse

    Total: 215 shmuckers.

    Subject: Arkum Discussion Thread

    Harley 255/300 juice

    Harley creates a powerball, sending it down the hole. After about 10 feet the tunnel banks to the left. We order the Shield Spider to go in and "retreat if detect enemy; Bring back gem or object"

    The shield spidew heads down. After a few minutes the spidew comes back with a gem and heads back down the hole. After several trips. The spidew brings back the following.

    300 shmuckers in gems
    5 chunks of metal (unknown type)
    1 staff (magical)
    1 ring (magical)

    Subject: Arkum Discussion Thread
    After the wood and ration run. You have collected 13 wild rations and 1/3 a load of wood.


    "Herring, May said she would be interested in buying our enchanting of her weapon with cold or electricity damage.*
    Is this spell we've developed new? Do you know if there are equivalents being offered in the Magic Kingdom?
    And given that, would 300s be a reasonable price to ask May for it? (Or perhaps we would be more considerate to just ask for Juice swap?)"


    sounds like something you should talk with May about. I haven't heard of a shockamancy spell like but the MK and Erfworld is a big place.
    Last edited by CyperWizWurmD; 2019-10-13 at 12:38 PM.

  17. - Top - End - #17
    Pixie in the Playground
    Join Date
    Oct 2019

    Default Re: Arkum Game Thread

    Subject: Arkum Story thread

    Subject: Arkum Discussion Thread
    Changing how the loads of wood work. Retcon units of wood. The battle wagon can carry 8 units of wood with no passengers aboard.

    Collecting easy to grab wood you collect three units of wood you then stop and start harvesting wood. As you are chopping one of the ropes snaps. The rope whip cracks dealing 5 hits worth of damage to a hobby horse. Five units of wood have been collected so far.

    Also as spike is looking around the hex he notices a feral watching them. It's a small brown bird. Spike warlord knowledge spring to life. The unit is a pokedamon, a type of natural ally!

    Subject: Arkum Discussion Thread
    ”Hello there, do you speak language?”

    The little brown and blue bird hops a little closer.

    Pud, Pud, Pudgie!

    Subject: Arkum Discussion Thread
    “Do you have a Tribe little guy?

    pud, pub

    "Are they close to here?” Spike questions hoping the pokedaemon could at least nod or shake its head.

    gui, gui.... pud


    ”Here are you hungry would you like some of these nice wild rations?” Spike then offers.

    gui gui, pud

    It hops a little closer, but doesn't look very hungry

    "We're from Arkum! We’ve got lots of food for many Pokedaemon, would you like to Ally with us?"

    It looks a spike hops closer, then back twice

    pud

    Subject: Arkum Discussion Thread
    Spike ***** his head to the side. ”I don’t think I understand” Spike declares.

    Spike pauses as a thoughtful look crosses his face. He then carefully draws a circle on the ground and a cross a short distance away from it before placing the ration he had been holding on the floor between the two drawings then takes three steps back and sits on the floor.

    ”This circle means yes and this cross means no.” Spike begins pointing at each drawing ”I’m going to ask you some questions could you please answer them by hopping over to the relevant drawing” Spike explains.

    ”Do you understand?” Spike asks to begin with.


    Fly to the circle lands
    pud pud

    ”Do you have a tribe?” Spike then asks before pausing and waiting for an answer.

    Fly to the circle lands
    pud pud


    ”Are they near here?” Spike then asks pausing once again.

    Land briefly in the circle then flies back to his starting point.


    ”Would you like to ally with us?” Spike then finishes.

    Lands between the circle and cross.
    pud, gui!

    Subject: Arkum Discussion Thread
    Spike takes a moment to think before beginning a new round of questioning.

    ”Does your tribe have a Chief?”

    Flies and lands in in the circle

    ”Can you’re Chief read?”

    Land between the circle and the X.

    ”If I were to write them a message would you be willing to take it to them?”

    Will hop twice into the circle and fly back to his branch.

    Subject: Arkum Discussion Thread
    "Is Chief in this hex?"

    Lands on the X

    Subject: Arkum Discussion Thread
    (we're in 03.04)
    "Today we'll be sleeping 3 hexes that way" *points north* "If you hop on that Wagon we can take you there, and I pinky swear not to hurt you.

    Flies to the x circles it before landing

    If not, will you ask Chief to come visit us? We offer food, gems and alliance."

    Circles the circle before landing and jumping up and down a few times
    pud, pud, pudgie!

    Subject: Arkum Discussion Thread
    Spike writes a note for the pokedamon chief and sends a note to harley detailing the encounter.


    Harley heads to the workshop, placing the items on the work bench.

    Ring - 50 juice

    Ring of slow fall: a non heavy unit wearing this ring will slowly fall to erf three times a turn.
    Staff -50 juice

    Helo staff: +1 to caster level on healomancy spells. Slightly reduced spell cost of healomancy spells.
    Swords -50 juice

    Twin fang swords: both swords are +1. Wielding both sword increases the combat score by one and grants the wielder the two weapon fighting special.
    Harley casts field meddles on the twin fang swords. One of the swords changes to the fiery crystal

    Harley spends her remaining 5 juice on researching the tazer spell.

    Harley 0/300

    Subject: Arkum Discussion Thread
    Upgrading the farm -1000. Farm will produce 10 rations a turn (17 with bill managing) the farm will now also produce leather for crafting projects. This leather isn't suitable for trade and refreshes in the capital each turn.

    Testing, the heavy hobby can pull the wagon on its own. The battle wagon can load eight units of wood.


    Anna after visiting the Farm
    good news and bad news. I will need at least 40 units of wood and four turns of casting to make walls at the farm. Even then the walls won't be that strong. However I have another idea. I could craft a ditch and berm wall at the farm instead. It would offer better protection and only cost 4 turns of juice and 20 units of wood. The wood would be used for sharpened spikes in the berm wall and two gates.

    After looking at the metal
    Interesting, I'm not sure what kind of metal it is, but I can tell it's suitable for making mastercraft weapons. Mastercraft items normally need special materials to make. Like the horns for the bow May made last turn. I can make special materials out of juice, but it'd be expensive juice wise.

    To Herring
    I've recovered two magic items I'd like to show you
    H ⚡
    Herring by hat
    interesting I can come by next turn and check them out. I'm currently on assignment. I can tell you that unless you're willing to deal with sides you will have a hard time finding a buyer. If you're willing to trade however I might be able to find a caster in the MK.

    Subject: Arkum Discussion Thread
    Quote Originally Posted by WurmD
    No hurries Herring :)
    Trade would be awesome, if we got something similar to boost Shockamancy levels.. *drool*
    H ⚡
    Costs to build:
    Cargo cart 1 4 units of wood
    Cargo cart 2 6 unit of wood
    Cart 8 units of wood
    Battle wagon 10 unit of wood
    Subject: Arkum Discussion Thread
    Before the start of turn scout A reported ferals entering the hex. After what seems like like forever. Scout A reports the ferals have left the hex.

    Report from scout A

    " a stack of ratz entered the hex I managed to hide from them. The ratz picked everything they could from the hex.

    Turn 12


    Treas at beg of last tu: 2598
    Gifts - Expend last tu: -2085
    Treas at end of last tu: 513
    Income 2000 (3000 managed)
    Upkeep 1854 (344 after rations)
    Treasury 3169



    Two meat rations used on the spiders
    Ten Farm rations used for members of the side
    Ten Wild rations used on members of the side


    Scouting Report
    Imgur https://imgur.com/a/clRaSo2
    Map https://app.roll20.net/join/4646217/jklS-w

    A number of Hexes have changed! They are now brown with very little growing in them. Including the six hexes around the Capital!

    -04.-03: Antz
    08.03: Ratz
    -02.02: Three Pokedamons ( Small bird, Rat, Lizard)
    05.05: Spotted a woof
    10.-08: Large Stone bull
    04.-10: A flock of Sheep


    Capital City Arkum 00.00
    Level 2 (17000 to upgrade to level 3)
    Building Slots 3/4 (Administration center, Walls, Workshop, .5 Tower)
    Tower lv 1 100/200 (x4 Flame blast)
    Income 2000/ 3000 Managed
    Production: 1 Hobby

    Farm level 2 03.01
    Produces 10 rations and leather for crafting

    Loot/Gear
    Larder
    15 farm rations
    13 Wild rations
    20 Spidew Meat ( Slight Change in Signamancy)
    5 Bug rations

    Armory
    4 Battle Axes
    1 suits of light armor
    2 Twin fang swords
    1 Ring of slow fall
    1 Helo Staff

    Morgue
    2 Hobby horses bodies
    1 Palm bug
    1 Anhog

    Other loot
    1 battle wagon (carries 8, 2 mounts)
    2 chests
    1 Tent
    100 ft of rope
    2 Woof skins
    2 twin horn skins
    8 Twin horn horns
    1 Message hat (linked to Herring hat)
    1 Paired message hats (Other with scout H)
    Set of message hats (Spike and Harley
    1 Candle level Power orb (permanent)
    1 Flameball (in fire place)
    11 units of wood in capital
    3 units of wood in farm
    5 chunks of unknown metal


    Units
    Queen Harley Tesla
    Shockamancer level 3
    XP: 28/36
    Juice 300/300
    3(4)/2/8/9 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 140 shmuckers “paid”
    Equipment: Blunted smile 100/100

    Warlord Spike
    Warlord level 2
    XP 18/24
    5(6)/5/11/8
    Special: leadership, base popped
    Upkeep 130 “paid”
    Equipment: +1 flaming Battle axe, critical helm

    Hobby War horse
    4/5/12/14
    Upkeep 110 “paid”
    Special: Mount, Passenger, Heavy

    Shadow " shady elf"
    Level 1 chief
    Upkeep 120 "paid"
    Xp 2/8
    4/4/10/8
    Gear: Master craft Twinhorn bow, Bow and sword
    Specials: shady, archery, tribal command "shady elves”

    Bill
    Courtier level 1
    XP 4/8
    0/0/4/8 (1 damage)
    Special: Farmer
    Upkeep 30
    Equipment: Pitch fork

    X2 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X9 Pikers
    Level 1
    A) 2/8 D) 1/8

    X1 Stabber
    Level 1 1/8

    X5 Shady elves
    2/2/7/8
    Upkeep 35
    Specials: Shady, Archery

    1/8, C) 1/8

    X6 Hobby horse
    1/2/8/14
    Upkeep 35
    Specials: Mount, Passenger

    X1 Twin Horns
    2/2/8/14
    Upkeep 40
    Specials: Charge, Mimic

    X4 Uncroaked pikers (8 turn)
    1/2/6/8
    Special: Uncroaked

    X1 Uncroaked Woof (8 turns)
    3/3/8/12
    Special: Uncroaked

    X1 Uncroaked Hobby horse ( 8 turns)
    1/2/8/14
    Special: Uncroaked

    X2 Woof Soldier
    2/2/8/0
    Upkeep: 20
    Special: Golem, Garrison

    X1 Shield spidew
    2/3/8/10
    Upkeep 40
    Special: crawler, poison
    1d4

    X1 Arc spidew
    3/2/8/10
    Upkeep 40
    Special: crawler, acid web
    1d4



    Hex 07.02
    X1 Scout A, Level 2, Xp 14/24 move 0/14
    1/1/5/14

    Hex 00.01
    X1 scout B, Level 1 Xp 3/8 move 0/12

    Hex 04.01
    X1 Scout C lv 1 Xp 5/8 Move 0/12

    Hex 05.-03
    X1 Scout D lv 1 XP 5/8 Move 0/12

    Hex 00.-01
    X1 Scout E Lv 1 XP 2/8 Move 0/12

    Hex -05.-02
    X1 Scout F lv 1 Xp 4/8 move 0/12

    Hex -02.01
    X1 scout G Lv 1 Xp 4/8 Move 0/12

    Hex 14.-08
    X1 scout H lv 1 Xp 7/8 Move 0/12 “ Still searching for Mine”


    Barbarian Contractors

    Krippen Lv 3 warlord Move
    X2 Archer
    X1 Piker ”Lance”
    X1 Stabber[/spoiler]

    Agreements
    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

    Nonaggression and Nondisclosure with Spi Glass.

    Nonaggression and Nondisclosure with James.

    Nonaggression and Nondisclosure with dee ceas.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with May Stitch.

    Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
    Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

    Natural ally "shady elves Nightshade tribe" contract

    Subject: Arkum Discussion Thread
    Anna begins to cast the tower grows a full story, and seems to have a keener edge to it.

    Tower level 2: +1 to all caster level checks. New spell reserve of 400 juice.

    May begins to cast over the bow.
    Ditto shot bow: +1, whenever the bow is fired it creates a ditto of the arrow. Allowing two shots on the same target. Both shots use the same attack roll.

    At breakfast
    "Dee, your Preserve Body spell can be used to preserve meat rations right?"

    never tried before.

    "Spike, Shadow, Krippen, given our battle yesterday, anything we could have done better? (Maybe have the stabber wield the magical twin swords)"

    [color=#80BF40 ]I would use those swords on a knight or warlord. If used on a stabber he would only deal a d3 damage[/color]

    "Herring, I asked you yesterday to start probing into a Florist to cast poison on some rations, to later drop into the Ratz' hex. There is an additional tact for you to ask about: the spider meat we have is likely poisonous already, if we could make it look/smell delicious that could do the trick too"

    maybe a signamancer, but that meat looks pretty bad, not sure they would eat it. Maybe ask a Florist if it is poison?

    "Shadow, Krippen, Anna, is there anyway to make the arrows deal Subdual damage? Maybe wrap the head in cloth? Or substitute the pointy head by a round head? Or aim at less letal spots?"

    Shadow
    They wouldn't fly right. Maybe we could do some kind of magic arrow?

    "Herring, would you ping your other Changeamancy contact to see if he's free? We have the wood for another Batte Wagon, we need it ASAP and Anna is already tasked with finishing the tower today"

    Writes a note. Gets an answer a little later

    He has a side that might hire him. He would be willing to make a battle wagon, but wants 500 shmuckers and one farm ration


    Hire May to make stronger rope

    out of juice for the turn, but I could make leather rope. Honestly never made rope before. it would help If I knew what you were trying to do.

    "May, units can eat to cover upkeep; what about golems? Any way to cover their upkeep not through shmuckers?"

    with juice. Charge them up before start of turn. Juice equal to their upkeep.

    Subject: Arkum Discussion Thread
    To May
    ”This bow is rather impressive, I think we might want more if we manage to get a hold of any more Twinhorn horns” Harley comments.

    yes I could.

    To Dee
    ”We claimed some bug corpses last turn would you be willing to check if they are uncroakable?” Harley asks.

    I think I could do something with it.

    To Herring
    ”Herring did you manage to find a florist that would be willing to discuss poison use this turn?” Harley asks.

    I did but we would need rations to put the poison on. She quoted my 250 shmuckers per dose of injestable poison that would croak the target.


    To Anna
    ”We currently have an excess of work for you, would you mind if we hire a second Changemancer? Don’t worry it won’t reduce the amount of jobs we will want to hire you for and we will always hire you in preference to any other changemancer...” Harley asks.

    That fine, I am going to leave before he gets here however. I don't get along with Meta.


    To May
    ”If you’re free next turn we should have more work for you...” Harley offers.

    She nods and begins packing her things.

    Subject: Arkum Discussion Thread
    "500s?? Sold!" :D. "A scroll for an NDA?"

    Herring
    sounds fair. Lets make it an area effect scroll this time.

    Harley - 50 juice

    NAP+NDA with meta morf added

    Meta
    So I understand you want a battle wagon set up? Care to show me where I will be working.


    To May
    "Well, we've already successfully used rope to direct where a tree will fall when cutting it (to harvest wood without a Lumber mill), but it seems the Titan of Numbers demands payment for extracted wood always (and we've been paying in Hits: first with Hits of units getting hit by falling tree; yesterturn by Hits of hobby pulling tree by rope snapping); I'm betting we can pay with Juice, by investing in making it safer. What do you think?"

    well if the numbers are against you then a stronger rope isn't going to help. The problem isn't the tools its the people. Gaining an item that grants the lumberjack or forester special, popping someone with the special, or just gaining a lumber mill might be a safer bet.


    *order a Woof soldier into the room for inspection* (do we feel we could straightforwardly charge it?)

    May
    I can show you next turn when I have juice. It is a spell but an easy one.

    Subject: Arkum Discussion Thread
    "Dee, you're hired this turn if you're willing. We may want to learn the Preserve Body spell, but how expensive is it? How many times can you cast the Preserve Body spell with your current Juice pool?"

    I could cast it 20 times and the bodies would be preserved for four turns. A casting from you might only last a single turn.

    Subject: Arkum Discussion Thread
    ":( *only* 4 turns? And can we repeat cast? Or is it like the Rewrap spell"

    I can cast it as many times as I need I can also boost with more juice to preserve it longer. Double the juice, double the length of turns.
    You hire dee -300 shmuckers

    You cast tandum with with dee

    First cast fail cost ten juice

    Second casting success cost ten juice

    - 1st hobby horse perserved for two turns

    Third casting success cost ten juice

    - 2nd hobby horse perserved for two turns

    Fourth casting fail cost ten juice

    Fifth casting success ten juice

    - Anhog perserved for two turns

    Harley learns the preserve spell!

    Harley juice remaining 200/300
    Dee 150/200

    Preserve
    Croakamancy
    Range: touch
    Time: 1 round
    Cost: 10+ juice/ 20+ juice

    This spell preserves a body stopping the decay of the target body. The spell lasts one turn for every ten juice used.
    Subject: Arkum Discussion Thread

    To Herring
    ”Could you ask if something larger could be injected that multiple units could eat? Such as a hobby horse corpse?” Harley questions. ”Or if she has any other poisons available such as area of Effect ones that would effect multiple units.” Harley then questions.

    The caster isn't sure, but maybe? Injestable poisons are not common. This is the 3rd florist I talked to before I found someone with knowledge of them.


    To Anna
    ”Thank you for being so understanding” Harley replies. ”There’s not anything we should know about this Meta though is there?” Harley questions with a slightly concerned look.

    He is an ass and my ex.


    To Meta
    ”Yes of course, we have a workshop in the tower that you can use” Harley replies before leading Meta there. ”I will have someone bring you the materials you will need” Harley then adds.

    Uses 3 battle axes and 10 units of wood. New battle wagon made. This battle wagon has slightly different signamancy but functions like the first.


    To May
    ”Well If you’re successful in either of those projects please let us know we might be interested in purchasing them or trading for them” Harley comments. ”In fact if it helps you you’re more than welcome to stop by at anytime in the future and use our workshop if it’s not already fully occupied...” Harley offers. ”It can only house 4 casters a turn so if we have something that’s more pressing it might not always be available” Harley adds in order to clarify.

    ”I don’t suppose you know how to create such an item that would grant a lumberjack or forester special?” Harley then asks.

    ”Yes that would be much appreciated if you could show me the spell” Harley replies with a soft smile.

    thank you for the offer of using the workshop. I may take you up on it. I could make such an axe for you. But I would have to start from scratch. It would take me two turns. I will charge 600 if you provide the materials or 1000 if I provide them. Showing you such a spell would be hard, but doable. It would take several turns I believe since I couldn't cast in tandem with this spell.

    Subject: Arkum Discussion Thread
    "Foraging" is a bit of
    1. Gathering a little bit of edible materials from each hex, in random increments until they finally add up to a whole 'wild ration' after a few hexes; and
    2. Searching each hex for a 'wild ration' and finding one in some random hexes


    "Shadow, your old tribe had a lot of members, more than 24 (I'd venture at least 40), and the forest to the west of here does not seem humongous (we've discovered less than 80 Heavy Forest hexes at present), How were you feeding yourselves (how many hexes would you forage per elf to feed?)? What were the basic rules your tribe followed that avoided overforaging (in particular, how many turns would you leave 1 given hex be at minimum before returning to it?)?"

    we kept moving and did a lot of hunting. Also forest hexes tend to be richer in forage so harder to damage maybe?


    *mental order a spider meat ration put into a container (a bag, a bucket, whatever is available) and be brought to us*
    "Herring, after breakfast would it be possible for you to take this spider meat ration and have it confirmed if it is is poisonous? (And if so, then ask a signamancer if its possible to disguise 20 such meat rations as 'delicious'? Basically 250 to poison 1 ration and croak 1 rat, when there are over 20 is not helpful, we don't have the 10x that price to start to make it helpful, thus we're hoping a spell to simply disguise something as other will be cheaper, but just as effective at croaking ratz)"

    I can but same problem as last time I may need to grease some wheels. If all I am doing is asking questions.


    "Dee!" :D "I never showed you what my Hammer does did I? It currently has 100 Juice stored in it and I can use it to power my spells!" :D "I think I may ask you to make a Mass Uncroak scroll, and if you use the Juice in the Hammer you can finish it today!" :D "Here, wanna feel it's heft?" *hand it over to her*

    She takes a hold of it.
    I think i can.

    Subject: Arkum Discussion Thread
    To May
    "Please, take a look at our inventory. What materials would be needed for an item to provide Lumberjack or Forester special? (Do we have them?)"

    I could do it with two chunks of that metal and 1 unit of wood

    Subject: Arkum Discussion Thread
    May
    "Great success. Thank you so much May, will you be able to come tomorrow and start work on that?"

    I will be here.


    All
    "How many meat rations should we be able to harvest from each Hobby horse body?"

    maybe two or three rations.

    Herring
    "[b]How about this Herring: we hire that Florist for two castings, 500s, in the MK, so no NDA's needed.
    Would that be enough for you to get him to identify if the spider meat is poisonous on the side?"


    Herring nodds grabs a few spidew meat and head into the MK. When he returns he hands two green vials and the spidew meat to spike.

    The spidew meat is poisonous, but not lethal. The florist thinks it will cause the target to be sick and maybe reduce their defence score in combat.

    Subject: Arkum Discussion Thread
    "Herring, would you confirm with her the speed of the poison?. Eat and croak or be incap on the same turn? Have to wait 1 turn start for it to croak/incap?

    And for future hires, can we choose the time? And the effect? Would an incapacitation poison, or a poison that doesn't always croak but sometimes incapacitates instead be easier to cast?

    And finally, what would happen if we pour a poison vial on a Hobby horse corpse (given that it is large enough for multiple meat rations)
    "

    I can tell you what he told me. Each dose would take an hour to become effective. One dose per ration. Finding him again would be difficult and not sure he would be in a state to answer questions, but I can try.

    "What about signamantic disguising the meat? Would that be workable?"

    However I did find a signamancer while I was in the glade. He said the signamancy of the rations is very poor. Made worse by how old they are. Improving their signamancy could be done, but would be expensive juice wise. I could do six rations a turn and would charge 100 shmuckers per ration.


    Dee will take the hammer in hand and spending her remaining juice and half the hammer juice. She produces a scroll of mass uncroak.

    Subject: Arkum Discussion Thread

    Orange = Capital Wagon with 6 units (the stack will be filled with Uncroaked Hobby and Ditto)
    Yellow = Wagon + Uncroaked Hobby
    Blue = 4 Hobby with 8 riders
    Red = walking
    - 7 Light Forest and 1 Heavy Forest easy wood collection, stored on Yellow wagon (yellow units displaced have the move to walk back to farm)
    - Stabber switches place with a Capital Piker, and arms himself with Twin Fangs
    - Spike after Woof, switches to Blue to be present at Pokedamon's meeting
    - 3 Stacks and both Wagons end turn at Farm
    Spoiler
    Show


    Subject: Arkum Discussion Thread
    Your stacks move into hex 05.05 you don't spot the woofs from the edge of the hex, but hear howling from deeper into the hex. As you move into the hex, you can see why your scout might have a hard time spotting units in such heavy underbrush. As you near the center of the hex.

    Surprise round!

    Shadow lets out a warning cry and fires her bow just as a stack of woofs lead by a large black woof slams into her stack. She manages to hit one of the woofs and croak it, but in the surprise attack two of her pikers are dusted and the rest of her front line is damaged.


    Woof (front)
    Uncroaked Woof (front)
    Uncroaked Piker (front)
    Shield Spidew (front)
    Harley
    Shady Elf
    Shady Elf
    Arc Spidew


    Spike on Hobby Warhorse (front)
    Stabber (front)
    Woof (front)
    Twinhorn ditto (front)
    Piker
    Piker
    Piker
    Twinhorn


    Uncroaked Hobby (front) 3/8
    Uncroaked Piker (front) dusted
    Uncroaked Piker (front) dusted
    Uncroaked Piker (front) 4/6
    Shadow
    Shady Elf
    Shady Elf
    Shady Elf

    Enemy stack

    Dire woof (front)
    Woof 1 croaked
    Woof 2 (front)
    Woof 3 (front)
    Woof 4 (front)
    Woof 5
    Woof 6
    Woof 7

    Subject: Arkum Discussion Thread

    Cold Shot on Dire Woof!
    Shadow fire on Dire Woof!
    Ranged units except Shadow don't target Dire Wolf
    Shady's in front draw swords!

    All units charge!


    Harley spell slams into the dire woof. Both of shadows arrow hit each dealing some damage to the dire woof. The supporting fire from harleys stack as well as all three stack slam into the woofs stack destroying it. A single uncroaked piker from harleys stack being the only loss on your side.


    Woof (front)
    Uncroaked Woof (front) 6/8
    Uncroaked Piker (front) dusted
    Shield Spidew (front)
    Harley
    Shady Elf
    Shady Elf
    Arc Spidew


    Spike on Hobby Warhorse (front)
    Stabber w/ Twin Fangs (front)
    Woof (front) 5/8
    Twinhorn ditto (front)
    Piker
    Piker
    Piker
    Twinhorn


    Uncroaked Hobby 3/8
    Uncroaked Piker dusted
    Uncroaked Piker dusted
    Uncroaked Piker 4/6
    Shadow
    Shady Elf (front) 2/7
    Shady Elf (front)
    Shady Elf (front)[/quote]

    Loot:
    1 dire woof body
    7 woof bodies

    Subject: Arkum Discussion Thread
    "Spike, Shadow, what happened in that surprise round? How did we take so much damage?
    Did more than the 4 front Woofs bite?
    Did all attacks hit because we were surprised (flat-footed) ?"
    [/quote]

    No, but shadow's uncroaked didn't have a leadership bonus. Just like your stack didn't have a leadership bonus for the uncroaked Piker you lost. Comes down to number and the woofs have better stats than pikers and that dire woof might have been giving them a leadership bonus. Maybe a surprise round grants a bonus to hit?

    Subject: Arkum Discussion Thread

    "OOoh the Scout Knights have the special Sneak attack: unit deal double damage when it catches a unit by surprise; You think it was something similar? Shadow! You can be stealthy, what happens when you surprise someone? (Shall we mock battle?)"


    "And even better! It just occurred to me, You *can* be stealthy in forest! You could have been on a Shady-only stack and lead the way stealthily, the only missing detail is how would you communicate your findings without alerting the hidden foes. Shadow, can you mentally order us, as you can your stack mates? (let's try, so then you'd be the one ordering us to move noisily, while you moved stealthily a bit ahead, and when you would find your foe, you'd order us to be ready for attack, and surprise attacked them! Revealing both's positions"


    Shadow
    how could we surprise you in a mock battle if you know we are there? Also we have no training arrows or weapons.


    Shadow stares at you and spike for a moment
    Did you feel that? I don't sense a link to you like I do with my squad mates.


    Spike
    even if she could sense and send orders. I don't think you could send info that way. It would be like the information we get from the scouts spotted an enemy, engaging, ect. There is no detail. Maybe we could set up something with the hats, but in a combat situation I would rather have my axe in hand than a quill and paper.


    Loot
    1 dire woof corpse
    7 woof corpses
    3 light armor
    3 spears
    8 unit of wood

    The loot is heading back to the capital/farm.

    Subject: Arkum Discussion Thread

    Your stack walks into the Poke's hex after leaving the hobbies behind

    Three pokedamon stand near the center of hex.


    The first is the same small bird you saw last turn. It quickly takes wing flying up as you enter the hex

    The 2nd is a small grey and purple rat standing near the third pokedamon

    The third is a red lizard standing on its hind legs. Its tail a small burning flame. It steps forward as you draw near


    emb, embar emb!

    Subject: Arkum Discussion Thread
    Spike waves "Hi pudgy"

    Harley speaks "Hello" :)
    "I am Queen Harley, a Shockamancer and my Capital is just over there, 3 hexes away"

    She then draws to her right a large X, and to her left, a large O

    "Just to help us communicate more clearly, would you point at the X for 'no' and to the O for 'yes'?"

    ---

    "You have an awesome signamancy. You deal with Fire. So do I." *puts her and up and attempts to make a bit of flames dance on it*

    A small spark of flame dances along your hand 5 juice used

    120/300

    "We are looking for allies. Are you looking for allies?"

    The pokedamon stares at the circle for a moment

    emb

    It walks to the circle stands in it for a moment then walk directly between the two circles. It then points to the other two pokedamons and itself. Before bring its arms together and spreading them wide.

    embar!

    It says with feeling.[/quote]

    Subject: Arkum Discussion Thread
    Harley looks at the fiery lizard for a moment as a look of concentration spreads across her face. ”You’d like to help your tribe grow bigger? Is that right?” Harley questions.

    The pokedamon thinks for a moment then looks around. It grabs several stone placing them into a pile. It then take out three stones and places them on the ground. It points to the first stone and then its self. Then the second stone and points to the pudgie. Then to the 3rd stone and points to the rat.

    The pokedamon then picks up several other stone. placing two stones with each of the stones on the ground making three small piles. It then places a fourth stone on the ground making a fourth pile.


    ”Well we’d like to help you do that. But would you be willing to ally with us to do so?” Harley then questions.

    It motions to the stones then steps into the circle

    ”Are you the chief of your tribe?” Harley then asks just to be sure.


    It steps into the circle and jumps

    embar!

    Subject: Arkum Discussion Thread
    "Lets Ally then!" says she with a big smile while she kneels to the lizards height and extends her hand to shake

    embar!

    The little pokedamon take your hand!

    Natural ally tribe gained pokedamon Ash

    -1000 shmuckers

    Tribe pokedamon types 3

    Embar
    Pudgie
    Rattika

    Current cost to pop a new pokedamon 360 shmuckers. For each new pokedamon added to the tribe the cost to pop a new pokedamon is reduced by 40 shmuckers. When shmuckers is paid to pop new pokedamons which pokedamon that pops is random among the tribes types. If a tribe loses all the pokedamons of a that type you lose that breed of pokedamons and the cost goes up.

    Feral pokedaemons will cause ritual combat with Chief. If the tribes chief loses combat that pokedamon joins the new tribe. Not the whole tribe. In this case the next highest level pokedamon would become chief at no cost to the side.

    Agreement: side of Arkum will agree to pop more pokedamons and expand the tribe.

    "Ash"
    Embar
    ChiefLevel 2
    4/4/10/8
    Damage d6
    Special: breath weapon fire 1d6 (4), fire immunity, tribal leadership
    Upkeep 120
    Pudgie lv 1

    Rattika lv 1

    Tribal stats

    Embar
    2/2/8/8
    Upkeep 40
    Specials: breathweapon fire 1d4 (4), fire immunity
    Damage 1d4

    Pudgie
    0/3/5/20
    Upkeep: 40
    Specials: flight, scout, natural thinkamancy
    Damage 1

    Rattika
    1/2/5/10
    Upkeep 40
    Specials: mini sized
    Damage 1d4


    Specials

    Breathweapon: unit has a breathweapon attack. This attack may be used two time a turn per level. The damage type is noted in the special stat block. The number of target is (#). Must be used in the front rank of a stack or it will hit the stack mates.

    Fire immunity: target takes no damage from fire but takes extra damage from cold attacks

    Flight: unit can fly. Ignoring terrain penalties

    Natural thinkamancy: unit can share what it sees with the tribal leader or an allied command unit. The unit must be within 10 hexes of the leader. just shows what the unit is seeing


    Mini sized: unit does not count against the max number of units in the stack or on the front lines. Unit can not screen for other units
    The embar is out of move for the turn, the rattika has two move remaining, the pudgie has three move remaining.

    Subject: Arkum Discussion Thread
    "Spike, Shadow, Krippen, how will walls at the Farm change a battle to defend it?"

    They all look at you
    they would have to breach or bypass the walls....

    Subject: Arkum Discussion Thread
    To Shadow
    "You can hide now, and surprise the Heavy Hobby that will remain unstacked for this purpose. And I was thinking you wouldn't need to actually attack to feel what bonus you'd have, but if you think you do, have a single shady deal subdual."

    Shadow looks at you
    ya not going to do that. Besides the fact that we wouldn't feel a bonus like that, we are allied and I think that would count as breaking the alliance...


    Leadership goes home and leaves Stabber and 2 Pikers with the Pokedaemons in the field

    Then 2 Capital Pikers come join them with 3 Farm rations

    Subject: Arkum Discussion Thread
    Once back in capital

    1- cast fields meddle on shadows bow 100 juice

    Harley begins casting fields meddle on shadows bow. Rather than the whole bow changing a small knob of crystal forms right over when shadows hand would rest when drawing rhe bow.

    2- Research Tazer in the workshop ?

    70 juice used for research into tazer. Tazer spell unlocked

    Tazer
    Shockamancy (adept)
    Juice 50
    Range same hex
    Casting time 1 round (single target)
    Damage 1d6+ 1 every two levels


    The tazer spell deals electrical damage. If the damage would croak a unit. It is instead knocked out for the rest of the turn. If the spell would not croak a target the spell deals no damage. The spell has the added effect of reducing a targets defense score by two and combat score by two if it deals no damage for one round.
    You feel your knowledge of shockamancy grow after finishing this spell. Its your first real step towards adept status in shockamancy.

    Subject: Arkum Discussion Thread
    Scouting for new 4 Scouts in pink
    Spoiler
    Show




    Subject: Arkum Discussion Thread
    Turn 13!


    12 farm rations are used to pay your units upkeep
    the remaining 13 wild rations are used to pay unit upkeeps
    2 bug meat rations are used on the spidews

    May stitch, Master Herring, Anna Meta, and Dee Ceas show up at the capital just before the start of turn.


    Rain starts pouring down at start of turn. While it doesn't seem to hamper your scouts movement. It does make spotting more difficult.

    Scouting

    -08.06 Ferals spotted

    12.-10 Ruined city spotted!

    Message from scout H by hat
    " I still have the move to enter the city but not the move to escape. Do you wish me to enter?"

    Link
    https://app.roll20.net/join/4646217/jklS-w

    Map
    https://imgur.com/a/exiUXx6

    Treas at beg of last tu:3169
    Gifts - Expend last tu:-2800
    Treas at end of last tu:369
    Income 2000 (3000 managed)
    Upkeep 2207 (290 after rations)
    Treasury 3079



    Capital City Arkum 00.00
    Level 2 (16000 to upgrade to level 3)
    Building Slots 3/4 (Administration center, Walls, Workshop, Tower level 2)
    Tower lv 2 100/400 (x4 Flame blast)
    Income 2000/ 3000 Managed
    Production: 4 scouts


    Farm level 2 03.01

    Produces 17 rations and leather for crafting


    Loot/Gear
    Larder
    20 farm rations
    20 Spidew Meat ( Major Change in Signamancy)
    3 Bug rations

    Armory
    1 Battle Axes
    1 suits of light armor
    2 Twin fang swords 1 fiery
    1 Ring of slow fall
    1 Helo Staff
    2 vials of poison
    1 scroll of mass uncroak

    Morgue
    2 Hobby horses bodies ( preserved 1 turns)
    1 Palm bug ( preserved 1 turns)
    1 Anhog
    1 dire woof
    7 woofs

    Other loot
    2 battle wagon (carries 8, 2 mounts)
    2 chests
    1 Tent
    100 ft of rope
    2 Woof skins
    4 twin horn skins
    1 Message hat (linked to Herring hat)
    1 Paired message hats (Other with scout H)
    Set of message hats (Spike and Harley
    1 Candle level Power orb (permanent)
    1 Flameball (in fire place)
    1 units of wood in capital
    3 units of wood in farm
    5 chunks of unknown metal


    Units
    Queen Harley Tesla
    Shockamancer level 3
    XP: 31/36
    Juice 300/300
    3(4)/2/8/9 “Combat/defense/hits/Move”
    Specials: caster “Shockamancy”, Noble
    Upkeep 140 shmuckers “paid”
    Equipment: Blunted smile 50/100

    Warlord Spike
    Warlord level 2
    XP 20/24
    5(6)/5/11/8
    Special: leadership, base popped
    Upkeep 130 “paid”
    Equipment: +1 flaming Battle axe, critical helm

    Hobby War horse
    4/5/12/14
    Upkeep 110 “paid”
    Special: Mount, Passenger, Heavy

    Shadow " shady elf"
    Level 1 chief
    Upkeep 120 "paid"
    Xp 5/8
    4/4/10/8
    Gear: +1 Fiery Twinhorn bow, Bow, and sword
    Specials: shady, archery, tribal command "shady elves”

    Bill
    Courtier level 1
    XP 4/8
    0/0/4/8 (1 damage)
    Special: Farmer
    Upkeep 30
    Equipment: Pitch fork

    X2 Woof
    3/3/8/12
    Upkeep 35
    Special: Forest capable

    X9 Pikers
    Level 1
    A) 3/8 D) 1/8 E) 1/8

    X1 Stabber
    Level 1 2/8

    X5 Shady elves
    2/2/7/8
    Upkeep 35
    Specials: Shady, Archery

    1/8, B) 1/8 C) 1/8

    X6 Hobby horse
    1/2/8/14
    Upkeep 35 “Paid”
    Specials: Mount, Passenger

    X1 Twin Horns
    2/2/8/14
    Upkeep 40 “Paid”
    Specials: Charge, Mimic

    X4 Uncroaked pikers (7 turn)
    1/2/6/8
    Special: Uncroaked

    X1 Uncroaked Woof (7 turns)
    3/3/8/12
    Special: Uncroaked

    X1 Uncroaked Hobby horse ( 7 turns)
    1/2/8/14
    Special: Uncroaked

    X2 Woof Soldier
    2/2/8/0
    Upkeep: 20
    Special: Golem, Garrison

    X1 Shield spidew
    2/3/8/10
    Upkeep 40 “Paid”
    Special: crawler, poison
    1d4

    X1 Arc spidew
    3/2/8/10
    Upkeep 40 “Paid”
    Special: crawler, acid web
    1d4

    Ash"
    Embar
    ChiefLevel 2
    4/4/10/8
    Damage d6
    Special: breath weapon fire 1d6 (4), fire immunity, tribal leadership
    Upkeep 130 “paid”

    Pudgie
    0/3/5/20
    Upkeep: 40 “paid”
    Specials: flight, scout, natural thinkamancy
    Damage 1

    Rattika
    1/2/5/10
    Upkeep 40 “paid”
    Specials: mini sized
    Damage 1d4

    Hex -05.03
    X1 Scout A, Level 2, Xp 18/24 move 0/14
    1/1/5/14

    Hex 00.01
    X1 scout B, Level 1 Xp 3/8 move 0/12

    Hex 04.01
    X1 Scout C lv 1 Xp 5/8 Move 0/12

    Hex 05.-03
    X1 Scout D lv 1 XP 5/8 Move 0/12

    Hex 00.-01
    X1 Scout E Lv 1 XP 2/8 Move 0/12

    Hex -02.-04
    X1 Scout F lv 1 Xp 4/8 move 0/12

    Hex -02.01
    X1 scout G Lv 1 Xp 4/8 Move 0/12

    Hex 11.-10
    X1 scout H lv 1 Xp 9/8( Will level at start of turn) Move 1/12 “ Still searching for Mine”

    Hex -12.-03
    Scout I Lv 1 XP 0/8 0/12

    Hex -08.04
    Scout J XP 2/8 Move 0/12

    Hex 10.04
    Scout K XP 1/8 Move 1/12

    Hex 10.-02
    Scout L XP 0/8 Move 0/12

    Barbarian Contractors
    Master Heering carnymancer "140 upkeep"
    Anna Meta Changeamancer " Upkeep 120"
    Dee Ceas Croakamancer "Upkeep 120"
    Krippen Lv 3 warlord "150 upkeep"
    X2 Archer "14 upkeep"
    X1 Piker ”Lance” "12 upkeep"
    X1 Stabber "14 upkeep"

    Agreements
    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

    Nonaggression and Nondisclosure with Spi Glass.

    Nonaggression and Nondisclosure with James.

    Nonaggression and Nondisclosure with dee ceas.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with May Stitch.

    Nonaggression and Nondisclosure with Meta Morf.

    Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
    Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

    Natural ally "shady elves Nightshade tribe" contract

    Natural Ally “ Pokedamons Ash tribe” contract
    Current forms: Embar, Pudgie, Rattaka (3) 360 shmuckers new pop
    “Agreement to expand the tribe and pop more pokedamons”


    To scout H:
    "no.

    Hide within sight of it and keep a lookout. Report any movement. Only if no spottings, next turn you're to go in and do a very cautious light scouting.

    PS: It's raining here. Is it raining there too?"
    Subject: Arkum Discussion Thread
    Scout H:
    Yes

    Subject: Arkum Discussion Thread
    ”May we’d like to hire you this turn to create the wood chopping axe” Harley declares.

    ”I just so happen to know of a way to transfer juice between casters for spell work. How much juice are you short of being able to create the axe in a single turn?” Harley then questions.

    I'm about 300 juice short to finish it this turn.

    Subject: Arkum Discussion Thread
    Anna begins her casting in the capital. The basic dirt paths in the capital. Become cobble stone roads. Easing travel inside the capital. Anna then walks out of the capital forming a cobble stone road along the path to the farm. Travel along the road now cost half movement.

    -300 shmuckers

    I should be able to finish the road to the farm next turn if you hire me.


    Roads on plains, light forest, and badland hexes will cost .5 movement.
    Road in forests, hills, and swamps will cost 1 move.


    May takes the last unit of wood and two of the metal pieces and begins to enchant. Her result at the end of the turn is a large two handed woodsmen axe. The metal is silvery in color.

    -600 shmuckers

    I have started the enchantment but it is not complete the metal has some interesting properties I could unlock the abilities for a price. I would be willing to take two of the pieces of metal in trade or two woof skins. Otherwise I could just finish the basic enchantment next turn.


    Dee

    Looking over the woof bodies she begins casting on the basic woofs. After using her juice your side has five new uncroaked woofs at your sides command. That will last 13 turns.

    -300 shmuckers

    My juice is now dry, did you want me to use the hammer to uncroak any more?

    Subject: Arkum Discussion Thread

    "Dee, How much Juice is uncroaking these Woofs taking you?"*(and if more than 30)*"Why is it more than 30?"


    Dee

    40 Sire. It's taking a little extra juice to uncroak the Woofs. I thought you were aware the fact the non humaniod bodies can take a little more juice.

    Harley then charges the hammer and hands it to Dee.

    Dee then uncroaks the last two woofs

    Harley then takes back the hammer fully charging it again

    Harleys juice 170/300
    Dee juice 0/200


    Turning to May
    "2 Woof skins? Definitely!" ^_^ "In the meanwhile, May, we are pondering research around traps. Are you able to make Dollamancy traps?"


    May smiles and nods

    I will pick up the woof skins next turn, when I finish the axe. Sorry, traps are outside of my skill set.

    Plan to collect wood and spread the spidew meat:
    - Collect safe wood
    - Scatter Spidew rations around the borders of the ratz hex (they’re about to depop very soon)

    -Wagon from capital pulled by Hobby 1+2, transport axe and Spidew rations to farm. ?2.5 move used
    -Hobby 3+4 pull wagon with Spike, Piker, axe and Spidew rations to 08,04 -> 09,02 -> 07,02 -> back to farm (ie circling the ratz hex) dropping Spidew rations and collecting safe wood along the way 13 move used (offload wood at farm)
    - Hobby 1+2 pull wagon from farm with Spike, Piker and axe 05,-03 -> 04,-03 -> Arkum collecting safe wood 11 move used
    - Hobby 5+6 pull wagon from Arkum with Spike, Piker and axe to -04,04 and back collecting safe wood
    - Hobby Warhorse pull wagon from Arkum with Spike, Piker and axe to 05, -04 and back collecting safe wood
    The wood collect project leads to collecting nine total safe wood. Eight is brought to the capital with one being left in the farm. Spike drops the spidew meat.


    -1000 shmuckers to upgrade the farm to level 3


    The pokedamons arrive in the capital. After accepting the shmuckers embar and the other move to an empty building. After a while embar emerges with two eggs.

    em bar!

    -720 shmuckers to pokedamons tribe
    Last edited by CyperWizWurmD; 2019-10-13 at 12:42 PM.

  18. - Top - End - #18
    Pixie in the Playground
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    Default Re: Arkum Game Thread

    Subject: Arkum Discussion Thread


    "Herring, would you let Meta know, if he's willing, we'd like him to make another wagon for us tomorrow?"

    Herring nods "meta will stop by next turn"

    - all units train !

    - Farm was upgraded to level 3 costing 1000 shmuckers. Farm will now produce 15 rations a turn. Also the farm will produce one Masterwork quality leather a turn, popped along side the rations. This leather can be used for crafting magic items.

    Harley then heads to the work shop and start work on the trap spell. Harley makes good progress on the spell and leaves several scorch marks on her work table and one sizable hole in the middle. Harley feels she need a little more time and juice on the spell.


    Juice spent Harley ends turn. The night passes uneventfully. As morning dawns. Harley and the side eagerly await the start of turn. Which does not come at dawn!

    Subject: Arkum Discussion Thread

    Arkum's turn does not begin at Dawn, but shortly afterwards


    Turn 14!

    The Farm Produces 23 ration!

    The Two pokedamon eggs begin to Shake shortly after dawn! As they Hatch Harley feel two new pokedamons join the side. A new Pudgie and a new Rattika join the side.

    25 farm rations used
    2 bug rations used

    Scout report

    01.-05 large force spotted Darfs, Mineotaurs, and barbarians. The darfs seem to be melee fighters, some armed with crossbows, and a few mounted on goats. The hills block line of sight so couldn't get a firm count. But at least 20 darfs, 2 Minetaurs, and 2 barbarian archers.

    Some scouts have not moved yet.

    -04.-03 Antz
    08.03 Ratz

    Map
    https://app.roll20.net/join/4646217/jklS-w

    Treas at beg of last tu:3079
    Gifts - Expend last tu:-2920
    Treas at end of last tu:159
    Income 2000 (3000 managed)
    Upkeep 2207 (382 after rations)
    Treasury 2777

    Capital City Arkum 00.00
    Level 2 (16000 to upgrade to level 3)
    Building Slots 4/4 (Administration center, Walls, Workshop, Tower level 2)
    Tower lv 2 100/400 (x4 Flame blast)
    Income 2000/ 3000 Managed
    Production: hobby horse


    Farm level 3 03.01

    Loot/Gear
    Spoiler
    Show
    Larder
    18 farm rations
    1 Bug rations

    Armory
    1 Battle Axes
    3 Piker spears
    4suits of light armor
    2 Twin fang swords 1 firey
    1 Ring of slow fall
    1 Helo Staff
    2 vials of poison
    1 scroll of mass uncroak

    Morgue
    2 Hobby horses bodies ( preserved 0 turns)
    1 Palm bug ( preserved 0 turns)
    1 Anhog

    1 Dire woof body

    Other loot
    2 battle wagon (carries 8, 2 mounts)
    2 chests
    1 Tent
    100 ft of rope
    2 Woof skins
    4 twin horn skins
    1 Message hat (linked to Herring hat)
    1 Paired message hats (Other with scout H)
    Set of message hats (Spike and Harley
    1 Candle level Power orb (permanent)
    1 Flameball (in fire place)
    9 units of wood in capital
    3 units of wood in farm
    3 chunks of unknown metal


    Units
    Queen Harley Tesla
    Shockamancer level 3
    Juice 300/300
    3(4)/2/8/9 “Combat/defense/hits/Move” 34/36xp / 140s “paid”
    Specials: caster “Shockamancy”, Noble
    Equipment: Blunted smile 100/100

    Warlord Spike
    Warlord level 2
    5(6)/5/11/8 / 21/24xp / 130s “paid”
    Special: leadership, base popped
    Equipment: +1 flaming Battle axe, critical helm

    Hobby War horse
    4/5/12/14 / 110s “paid”
    Special: Mount, Passenger, Heavy

    Shadow " shady elf"
    Level 1 chief
    4/4/10/8 / 6/8xp / 120s “paid”
    Gear: +1 Fiery Twinhorn bow, Bow, and sword
    Specials: shady, archery, tribal command "shady elves”

    Bill
    Courtier level 1
    0/0/4/8 (1 damage) / 4/8xp / 30s
    Special: Farmer
    Equipment: Pitch fork

    Woof A
    3/3/8/12 / 35s “Paid”
    Special: Forest capable

    Woof B
    3/3/8/12 / 35s “Paid”
    Special: Forest capable

    Piker A
    Level 1
    1/2/6/8 / 3/8xp / 12s

    Piker C11A
    Level 1
    1/2/6/8 / 0/8xp / 12s

    Piker C11B
    Level 1
    1/2/6/8 / 0/8xp / 12s

    Piker C11C
    Level 1
    1/2/6/8 / 1/8xp / 12s

    Piker C11D
    Level 1
    1/2/6/8 / 1/8xp / 12s

    Piker F
    Level 1
    1/2/6/8 / 0/8xp / 12s

    Piker G
    Level 1
    1/2/6/8 / 0/8xp / 12s

    Piker H
    Level 1
    1/2/6/8 / 0/8xp / 12s

    Piker I
    Level 1
    1/2/6/8 / 0/8xp / 12s



    Stabber A
    Level 1
    2/2/6/8 / 2/8xp / 14s

    Shady elf C11A
    2/2/7/8 / 1/8xp / 35s “Paid”
    Specials: Shady, Archery

    Shady elf C11B
    2/2/7/8 / 1/8xp / 35s “Paid”
    Specials: Shady, Archery

    Shady elf C11C
    2/2/7/8 / 1/8xp / 35s “Paid”
    Specials: Shady, Archery

    Shady elf C11D
    2/2/7/8 / 0/8xp / 35s “Paid”
    Specials: Shady, Archery

    Shady elf C11E
    2/2/7/8 / 0/8xp / 35s “Paid”
    Specials: Shady, Archery

    Hobby horse A
    1/2/8/14 / 35s “Paid”
    Specials: Mount, Passenger

    Hobby horse B
    1/2/8/14 / 35s “Paid”
    Specials: Mount, Passenger

    Hobby horse C
    1/2/8/14 / 35s “Paid”
    Specials: Mount, Passenger

    Hobby horse D
    1/2/8/14 / 35s “Paid”
    Specials: Mount, Passenger

    Hobby horse E
    1/2/8/14 / 35s “Paid”
    Specials: Mount, Passenger

    Hobby horse C12
    1/2/8/14 / 35s “Paid”
    Specials: Mount, Passenger

    Hobby horse C14
    1/2/8/14 / 35s “Paid”
    Specials: Mount, Passenger

    Twin Horn
    2/2/8/14 / 40s “Paid”
    Specials: Charge, Mimic

    X1 Uncroaked piker (6 turn)
    1/2/6/8
    Special: Uncroaked

    X1 Uncroaked Woof (6 turns)
    3/3/8/12
    Special: Uncroaked

    X7 uncroaked woofs (12 turns)
    3/3/8/12
    Special: uncroaked


    X1 Uncroaked Hobby horse ( 6 turns)
    1/2/8/14
    Special: Uncroaked

    Woof Soldier 1
    2/2/8/0 / 20s
    Special: Golem, Garrison

    Woof Soldier 2
    2/2/8/0 / 20s
    Special: Golem, Garrison

    Shield spidew
    2/3/8/10 (1d4) / 40s “Paid”
    Special: crawler, poison

    X1 Arc spidew
    3/2/8/10 (1d4) / 40s “Paid”
    Special: crawler, acid web

    “Ash"
    Embar “Pokedamon
    Chief Level 2
    4/4/10/8 (d6) / 130s “paid”
    Special: breath weapon fire 1d6 (4), fire immunity, tribal leadership

    Pudgie A
    0/3/5/20 (1 damage) / 40s “paid”
    Specials: flight, scout, natural thinkamancy

    Pudgie B
    0/3/5/20 (1 damage) / 40s “paid”
    Specials: flight, scout, natural thinkamancy

    Rattika A
    1/2/5/10 (1d4) / 40s “paid”
    Specials: mini sized

    Rattika B
    1/2/5/10 (1d4) / 40s “paid”
    Specials: mini sized

    Hex 07.03
    X1 Scout A, Level 2, 1/1/5/14 / 18/24xp move 0/14


    Hex 00.01
    X1 scout B, Level 1, 4/8xp move 0/12

    Hex 04.01
    X1 Scout C, Level 1, 5/8xp Move 0/12

    Hex 05.-03
    X1 Scout D, Level 1, 5/8xp Move 0/12

    Hex 00.-01
    X1 Scout E, Level 1, 2/8xp Move 0/12

    Hex -05.-02
    X1 Scout F, Level 1, 4/8xp move 0/12

    Hex -02.01
    X1 scout G, Level 1, 4/8xp Move 0/12

    Hex 11.-10
    X1 scout H lv 1 Xp 9/16( Will level at start of turn) Move 14/14
    Hex -12.-03
    Scout I, Level 1, 0/8xp Move 12/12

    Hex -08.06
    Scout J, Level 1, 2/8xp Move 12/12

    Hex 10.04
    Scout K, Level 1, 1/8xp Move 12/12

    Hex 10.-02
    Scout L, Level 1, 0/8xp Move 12/12




    Barbarian Contractors
    Master Heering carnymancer "140 upkeep"
    Anna Meta Changeamancer "Upkeep 120"
    Dee Ceas Croakamancer "Upkeep 120"
    Krippen Lv 3 warlord “Upkeep 150”
    X2 Archer Upkeep 14
    X1 Piker ”Lance” Upkeep 12
    X1 Stabber “Upkeep 14”


    Agreements
    Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

    Nonaggression and Nondisclosure with Spi Glass.

    Nonaggression and Nondisclosure with James.

    Nonaggression and Nondisclosure with dee ceas.
    Verbal Also 1 Ration given at start of turn.

    Nonaggression and Nondisclosure with May Stitch.

    Nonaggression and Nondisclosure with Meta Morf.

    Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
    Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

    Natural ally "shady elves Nightshade tribe" contract
    250 shmucker new pop

    Natural Ally “ Pokedamons Ash tribe” contract
    Current forms: Embar, Pudgie, Rattika (3) 360 shmuckers new pop
    “Agreement to expand the tribe and pop more pokedamons”

    Subject: Arkum Discussion Thread

    May arrives and heads to the workshop.

    Finishing the project you see a flash of light from her work area. She presents the axe to you for inspection.

    Lumberjack axe.

    +1 two handed weapon
    Grants wielder the lumber jack special and forest capable special.

    If the wielder is a command unit it grants the forest capable special to the entire stack.
    So what do you think? she asks as she collects the two woof skins.


    Meta then arrives and so same deal as last time? One battle wagon for 500 shmuckers and 1 farm ration?

    Subject: Arkum Discussion Thread

    Harley smiles looking a bit in awe, and eyes aglow with the possibilities "Wooow May, that's some amazing work.. :D We still have 3 other chunks of that metal, do you feel it would always yield Forest-related enhancements? Or it's more 'it enhances the item being made', and because we were going for Lumberjack it have that bonus of applying it to the whole stack?"

    May replies I think it has to do with the base enchantment. For example a mining pick might grant mountain capable, but I'm not sure.

    Harley then turns to Meta
    "Yes thank you Meta. Do you feel these items contain enough metal for a Battle Wagon?" she says as some pikers bring in 1 Battle Axes, 3 Piker spears, 4 suits of light armor and 2 chests

    Meta gathers up the battle axe, two spears, and two light suits of armor and says This should be enough.

    Meta sets to work and finishes the battle wagon in short order. -8 wood, 1 battle axe, 2 spears, 2 armor, 500 shmuckers, 1 farm ration.

    Subject: Arkum Discussion Thread

    Anna then arrives and goes to finish the road to the farm -300 shmuckers

    Then to try verify why Scout B gained 1 XP, Pudgy A flies scout B route. But does not spot anything new.

    Subject: Arkum Discussion Thread



    4 Full stacks (one with an extra Rattika, one with an extra Heavy Hobby),
    and 3 reserve units
    and 7 reserve Hobbies
    are available to meet the Darfs.

    The troops march in from the farm and as the wagons and troops assemble Ash and the twin horn both spot each other! They call out to each other! Both pokedamons spread out.

    Round 1
    Ash and the twin horn suddenly go neutral and attack each other. The twin horn dittos as it charges and Ash breathes as they charge. One of the twin horns deal a savage blow to ash.

    Round 2
    Ash breathes again damaging both twin horns. Ash takes a second blow from the twin horn but manages to stay on his feet.

    Round 3
    Ash bites one twin horn causing it to drop to the ground stars spinning around its head while the ditto depops.

    A few rounds later the twin horn stands up undamaged and Ash's wounds heal. Both pokedamons return to the side.

    Ash tribe expands! The twin horn joins the tribe! New pop cost 320!

    Both pokedamons are uninjured and able to use their full abilities.

    At the Capital, as the fight finishes "Ash! What?! Congrats!?" Smiling widely with a bewildered expression

    Em bar! the cute fella hops in place smugly



    The army then marches to 01.-04

    As the army moves forward. The darfs and minataurs drop back and stack up. When Harley forces arrive at the edge of the hex. You only see 3 stacks of darfs at the top of the nearest hill.

    Zark, Arak! And you brought friends! Howdy!

    The darfs look back and forth and seem to be talking to someone on the other side of the hill but do not move forward or respond to Harley.

    ”Warlord Breach” Harley replies with a polite nod of the head. ”That’s Queen Harley Tesla the Shockamancer though I will forgive your mistake as magic is not your speciality.” Harley counters. ”I must say I am surprised to see you again so soon I was under the impression that you would be heading away from my lands. What brings you back here?” Harley questions.

    Harley then looks away and offers a polite nod of the head towards the two minertaurs. ”Zark, Arak it is a pleasure to see you both again!” she declares with a genuine smile.

    ”And my good darfs, I do not believe we have been introduced. I am Queen Harley Tesla of Arkum it is a pleasure to meet you all.” Harley declares with another smile. ”I must say that is an impressive number of mouths to feed. Is there anyway that Arkum can help you?” Arkum then questions as she looks towards the Darf on the large ram.
    Last edited by CyperWizWurmD; 2019-10-13 at 01:07 PM.

  19. - Top - End - #19
    Bugbear in the Playground
     
    WurmD's Avatar

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    Default Re: Arkum Game Thread

    Note: we'd not have moved out of the Capital without waiting for the Scouts to finish moving: viewtopic.php?f=23&t=16550&p=257877#p257833
    Namely, Scout H, as we'd like to know the position of the Mine to use in this conversation with Darfs

  20. - Top - End - #20
    Bugbear in the Playground
     
    WurmD's Avatar

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    Default Re: Arkum Game Thread

    move orders for Scouts:







  21. - Top - End - #21
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Arkum Game Thread

    (Thread looks weird on a different site, just checking in and confirming my log on works)

  22. - Top - End - #22
    Barbarian in the Playground
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    Default Re: Arkum Game Thread

    Not sure how often I can post but lets continue...



    The Mine it at 10. -12 the scout says there is a stone wall blocking most of the mine from view

    Breach

    The warlord rolls his eyes

    " Shockamancer or croakamancer it doesnt really matter. You uncroak your own units rather than allowing them to rest. As to why im back. Im responding to the request of my allies here"

    Zark and Arak

    The minotaurs look rather put out seeing you again.

    " yes replacing our losses after our brothers failed to return. You never did tell us what happen to them so we went searching for infomation. Warlord Breach was happy to fill us in on what happen"

    Darfs

    The chief looks you up and down before staring at the pokedamons and shady elfs. He then looks at Warlord Breach before noding and moving away from the edge of the hex.

  23. - Top - End - #23
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    Default Re: Arkum Game Thread


  24. - Top - End - #24
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    GnomeWizardGuy

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    Default Re: Arkum Game Thread

    Does that mean the scout is not sure whether there are units in the mine?

  25. - Top - End - #25
    Barbarian in the Playground
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    Default Re: Arkum Game Thread

    Correct he doesnt see any from the edge

  26. - Top - End - #26
    Bugbear in the Playground
     
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    Default Re: Arkum Game Thread

    Would you process the other scout's movements? :)
    What did they report, if anything? (the terrain types)

    Plus, Scout H has 8 move left, not enough to enter city and leave it. So I say he goes back to initial spot, and tomorrow enters city and walks away
    Yes?


    EDIT: W72. Does a unit of wood take as much space as a medium unit, as in Erfman, when carried in the back of a Wagon?
    Last edited by WurmD; 2019-12-20 at 10:50 AM.

  27. - Top - End - #27
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Arkum Game Thread

    (Ok suggested responses below)

    ”An Uncroaked unit lasts for but a handful of turns but during their time they may prevent the croaking of many of their former stack mates. Is that not a sacrifice you would be willing to make?” Harley questions with a frown. ”If it were me I know what choice I would make to save my side.” Harley declares before spinning on the spot and turning to look away from Breach.

    ”As I told you my large friends this all happened before I was fully popped. You knew just as much if not more than I for before I met you I did not even know that my side had allied with your kin” Harley declares. ”What I find suspicious however is how Warlord Breach could know all the details... unless Ofcourse he was somehow involved?” Harley declares throwing a suspicious look in the Warlords direction.

    ”Know this the side of Arkum is friends to all whether they be pokedaemon, elf, darf or minertaur but with that said I can not allow such a large mercenary force to head towards one of my cities without insurance. I must insist that you all agree to a non aggression pact before proceeding any further” Harley then declares with a serious look. ”But Zark, Arak, I would like us to be friends. You are always welcome in the city of Arkum. Ally with Arkum and I can guarantee you upkeep far better than warlord Breach ever could and I promise to replace the numbers that you lost...” Harley offered. ”Likewise good darfs Arkum could be a home for your people aswell” Harley called out raising her voice.

  28. - Top - End - #28
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    Default Re: Arkum Game Thread

    Nice nice nice!
    Great response. I was already in the mindset of "Come. And be croaked. (And then Uncroaked)"
    But that is much better!

    I agree with the above.

    What about Scout H moving back to 11.-10? Do you cuncurr?

  29. - Top - End - #29
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    GnomeWizardGuy

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    Default Re: Arkum Game Thread

    Sure why not let’s move Scout H to there

  30. - Top - End - #30
    Barbarian in the Playground
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    Default Re: Arkum Game Thread

    Updated scouting report


    9.-11 : 3 sheep
    08.-05 : 3 or more woofs( had to run)
    12.01: 3 or more deer
    -04.01: 1 large humanoid ( heavy)

    Light forest: -13.-02, 09.-06, 09.-05, 09.-04, 10.-05, 10.-04, 11.-05, 11. -04, 12.-04, 12.-03

    Heavy forest: -12.-01, 08.-06, 08.-05, 08.-04
    Last edited by Cyphermancer; 2020-03-01 at 05:58 PM.

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