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Thread: Erfman the Barbarian
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2019-10-13, 02:52 PM (ISO 8601)
- Join Date
- Oct 2019
Erfman the Barbarian
{This is the game thread for Erfman the Barbarian. Each player shall be a facet in Erfman's mind, and when there are non-objections for a given action, they are processed, all new players are welcome}
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2019-10-13, 02:53 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Compilation of Game Thread)
Erfman the Barbarian
Stats
Erfman the Barbarian
Level 1 Dollamancer (Novice)
Hits: 6 Combat: 2 Defence: 2 Move: 8 Juice: 100/100
Upkeep: 150s
Purse: empty
There was only darkness, no sound, no light, nothing... not that you had any eyes to see or any ears to hear or any form whatsoever... you existed only as a possibility of what could be in the endless void of nothingness! Then suddenly *pop* you existed, you had arms, you had legs and there was enough light to see the world around. Thoughts began to form in your head about who you were as you took in the sights of the world around you. You stood in a room made out of strong stone walls illuminated by a large glowing portal that stood immediately in front of you. You were in the portal room of your sides capital and last remaining city. You were a caster, a Dollamancer no less... as the knowledge of your discipline began to seep in to your head the sound of conflict could be heard. The clashing of blades, the sound of units fighting for their lives. Suddenly the portal in the room flicked out and you were bathed in darkness once again. Had you croaked already? There was an almighty rumble like the sounds of an earthquake as the walls around you came crashing down. The one slight blessing was as the walls and ceilings crumbled the light returned. But alas then you felt it... you were alone... newly popped and your side was no more... you were now a barbarian!
Looking around the Hex all that is left of the city is ruins, rubble and debris litters the area and the only other units in the hex seem to be collapsed upon the ground. The portal is gone leaving only the stone beneath it's base. Two large chests also stand out.
You check over the bodies of the four units in the Hex, there are two pikers and two gobwins. Based on their clothing the two Pikers do indeed belong to your fallen side the gobwins however do not wear the livery of the side. One Piker and one Gobwin are croaked, you claim their bodies and from the Piker you take the spear and armour due to your innate dollamancer senses telling you they are in better condition than the Gobwin gear. The remaining piker and Gobwin are incapacitated.
2 actions used up
*Erfman ponders what to do with the incapacitated units.. but first, food!*
Taking a piece of fruit you very carefully eat it making sure to save the seeds and claim them once you are done. A feeling of being satisfied washes over you. (Your upkeep for the turn has now been paid)
1 actions used up.
Wary of traps you suddenly recall a simple dollamancer spell 'Wires and fires and snares oh my!' Casting for the first time you are filled with a rush of euphoria as your dollamancer senses become extremely sensitive. Checking over the chests you can not detect any mechanisms on the chests other than their hinges and their locks. The first chest is unlocked but the second chest is locked. Carefully opening the first chest you are surprised to find it is much much larger on the inside than it is on the outside. It is however unfortunately empty... or more accurately it was empty, as you stare in to the chest the two bodies that you have claimed and the fruit seeds appear at the bottom of the chest.
2 actions used up. 25 juice used.
*Erfman then ponders what to do concerning the locked chest, but is distracted by thoughts of Golem creations!*
On Golem creation.
The more complicated Golem you attempt to make the higher chance of failure there will be. It will also take longer and cost more juice to make.
Golems will not have a maintenance cost in schmuckers but upon creation will be bestowed with a certain amount of juice by the caster. Each turn its upkeep cost will be taken from this pool. When this pool is empty the golem will become inactive and will have to be recharged with juice before it will become active again.
In order to create a golem the caster will need material resources (wood, cloth, etc) and will use both juice and move. If the caster does not have the necessary resource some resources may be paid for in schmuckers instead.
A simple Golem for a novice caster will take an entire turn to make.
Non speaking units such as Golems must be given specific instructions and may auto-engage if unled. Their actions however can be used to complete tasks.
The chest is about three foot by two foot on the outside and appears to be made of metal and magically reinforced wood. The lock appears to be made from iron. You can not be certain but you believe the chest may have been made through a combination of dollamancy and carnymancy. Inside the chest widens out until it is about the size of a small room.
The piker appears badly battered and bruised mostly likely due to a large amount of blunt force trauma.
Deciding that your top priority was to save the only unit from your former side that you had seen so far you remove the clothes from the croaked Gobwin and using all your remaining juice you begin to fabricate some magical bandages. You have some trouble with the spell as such actions seem to more naturally lean towards Healamancy than Dollamancy but you are able to create the bandages none the less. You have only enough bandages to treat one unit so you decide to use them on the piker quickly wrapping him up like a mummy.
Congratulations Bob the Piker has been stabilized and next turn you may give him orders
With no bandages left you are unsure what to do with the Gobwin and briefly your morals war with themselves. Deciding the Gobwin should at least give you some benefit you step forward with your newly claimed spear in hand and quickly croak the defenseless unit before feeling a rush of experience wash over you.
You have croaked a Gobwin and gained experience
Your attention then turns to the locked chest. You rush over and begin poking at the locked chest but unsurprisingly it has no effect. Realising you have neither the time or the juice to try anything more complicated you decide to save the chest for later.
You then go in to a daydream about all the wonderful golems or items you could make but you again realize you do not have time to do this this turn.
Realising it will not be long to end of turn you glance about for anything else you might have time to do. Dashing over to the chest you retrieve the seed before making a hole in the ground with your spear and dropping the seed inside. You then carefully crouch down and fill in the hole with soil.
"You have planted a seed"
END OF TURN 1
Turn 2
Stats
Erfman the Barbarian
Level 1 Dollamancer (Novice)
Hits: 6 Combat: 3 (2+1)Defence: 3 (2+1) Move: 8 Juice: 100/100
Upkeep: 150s
Purse: empty
Equipped: Piker armour, Piker spear
Bob
Level 1 Piker
Hits: ? Combat: ?Defence: ? Move: 8
Upkeep: ?
Inventory
Piker corpse (nude) x1
Gobwin corpse (nude) x1
Crude Gobwin axe x1
You now have Piker bob in your service. Bob also has 8 actions.
"Hello Bob,
How do you feel about your upkeep Bob?"
"Hello sir. My upkeep is currently unpaid sir!" Bob replies standing at attention.
"So Bob, can you tell me what happened here? I'm newly popped myself, how about you? How old are you?"
"and the chest, do you know what's inside this chest?
"I'm afraid I don't know sir, all I know is not long ago we had five cities then suddenly one by one they began to fall until we only had one left" Bob replied with a grave expression on his face. "I'm fifteen turns old sir, popped here in this very city though I've never left it's walls... not that it has walls anymore" the unit answered.
"The chest sir? I'm only a piker sir, I never got told any of the important stuff. Maybe a warlord would know?" Bob replied as he began to fidget obviously uncomfortable at being asked so many questions, usually all he got asked to do was poke his spear at enemy units.
While talking with your new minion Bob you begin to carefully extract the seeds from the two remaining fruit using the blade of your spear which was actually a lot more difficult than you expected. You give half of the fruit to bob and instruct him to eat it which he does but he reports that he feels no different. You then give him the second half of the fruit and once he is finished he reports feeling satisfied. With your 'army' fed you decide to eat your own piece of fruit and once finished you feel satisfied.
Erfman and Bob have both eaten a piece of fruit. Upkeep for the turn has been paid. You gain 2 fruits seeds.
Erfman 2 actions used
Feeling well fed and confident you tell Bob to stand back and you crack your knuckles as you step towards the chests. Summoning up a decent amount of juice you begin to work your magic on the chest. "Open says... Errr me?' you invoke as the mechanism within the lock begins to spin and the chest pops open. Rushing over you glance inside to find the bottom of the chest is covered by a thin layer of coins (300 schmuckers) and on top sits a single gem and a rolled up scroll.
"Congratulations you have opened the chest! EXP gained"
Erfman 2 actions and 25 juice used.
Looking at the scroll, it appears to be a moneymancy scroll. It is labelled liquidate.
You order Bob to go scout out the Hex to the North (while retreating immediately if hostiles are encountered). With a quick salute he hurries off disappearing past the hex boundary leaving you alone once again.
While Bob is away you turn your attention to the seeds from the fruit that you had saved earlier. Digging two holes with the point of your spear you drop a seed in to each before carefully covering them over with soil and patting them down.
You have planted two seeds. Erfman has used 2 actions
Deciding to use up the last of your juice you begin working on constructing a crude humanoid shaped doll from the wooden debris in the hex. Using all of your remaining actions and juice you are able to create the units form however you have not yet granted it motion.
You have created the shell of a crude wood Golem. Erfman has used 2 action and 75 juice
A short while later Bob returns from his scouting mission seemingly unharmed. "Sir the northern hex had some old trees in it and a flying unit that I think was feral. It did not seem to notice me so I immediately retreated as ordered." Bob reports.
Bob has used 4 move.
"Do you think you could croak the feral? And do the trees have rations in them?"
"I didn't see any fruit on the trees sir..." Bob replies before taking on a thoughtful look. "It was a fairly small Feral sir... I might be able to croak it on my own." Bob then finishes.
"Too small to act as mount Bob?"
"Definitely too small to be a mount..." Bob replied before being ordered to scout out the next hex. The young Piker then dashed off to the Northeast as ordered disappearing past the hex boundary. Bob seemed to take quite a while scouting out the next hex and for a while you began to wonder if something had gone horribly wrong!
Eventually Bob did return though he did so in an awful rush with a slightly pale face and a tight grip on his trusty spear as he returned in to view. "Gobwins!" he panted out giving a one word warning.
End of turn 2
Off turn
Almost as soon as your turn ended you became aware of a strange sensation, slowly you began to realise this was the feeling of a hex being contested as slowly a lone Gobwin crept in to view with axe in hand.
Bob meanwhile readied his spear and prepared to fight. He had been popped to defend this hex and defend it he would. "Your orders sir?" Bob obediently asked though it was clear he badly wanted to engage.
"Don't engage yet. Stack with me and wait for him to attack! So you get your piker defense bonus!" you order deciding not to do anything rash but at the same time ensuring you are ready to defend yourself.
You quickly form a stack with Bob and you instantly feel a slight increase in your combat as you do so. "How many Gobwins did you see Bob?" You then whisper to your subordinate.
"I saw three sir, though there was an old ruined building and there could have been more inside..." Bob whispered back without taking his eyes off of the Gobwin.
Turning to the Gobwin you put on a large smile and wave your greeting while confidently exclaiming "Hi!" You then turn serious taking on a stern expression. You have entered a hex that belongs to me, surrender or leave and pinky swear you will not return for 10 turns!" You demand.
The Gobwin smiled widely and raised a hand as if to wave back though when you issue your demand his smile transforms in to a scowl. "You men are funny, always making jokes...." the Gobwin replied with little amusement in his voice as he carefully studied the hex his eyes lingering in particular on you and Bob and the two chests. "You want us to go? Ok we'll go but is going to cost you..." the Gobwin then replied. "Give us 500 schmuckers and we will leave you alone..." the Gobwin offered as he developed a slightly sinister grin.
The Gobwin is dressed the same as the two that you found in this hex earlier. They do not seem to be wearing the livery of any side that you know off...
"There's a gem in this chest. Come here." (referencing the bigger-on-the-inside chest)
(silent order to Bob)
If he comes, stab him.
"Yeah that's clever of you just hand over the money and everyone will be happy!" The Gobwin replied as he stepped forward to receive what he had been promised. Alas the poor Gobwin did not get what he had been hoping for...
Battle begin
Round 1
Acting on your silent command Bob engages and lashes out with his trusty spear. The Gobwin lets out a yelp of surprise as he hops back but Bob had managed to land a glancing blow dealing a single hit.
Seeing that the surprise attack had failed to bring down the Gobwin you fall in with Bob and thrust your own spear forwards. Just like Bob you manage to land a glancing blow and the Gobwin loses another hit.
Howling with rage and with blood lust in his eyes the Gobwin retaliates with an almighty swing of his axe that catches Bob in the side causing Bob to grunt in pain as he loses 4 hits leaving him dangerously close to croaking. (1 hit left).
Round 2
Badly wounded it is now Bob's turn to howl with rage as he slams the tip of his spear in to the Gobwin's shoulder dealing 2 hits but the little devil still remains standing.
Hoping to bring the Gobwin down before it gets a chance to finish Bob off you make a thrust with your spear once again however this time you are far off the mark.
Stalking towards Bob like a hungry dwagon the Goblin brings his axe down in a powerful overhead swing but at the last moment Bob is able to step aside.
Round 3
You and Bob then both act as one advancing with spear tips raised and you thrust your weapons forwards. You each catch the Gobwin in a shoulder and he loses a further two hits before he slumps down upon the ground and collapses.
Congratulations you have croaked the Gobwin. Erfman and Bob gain Exp.
Turn 3
Stats
Erfman the Barbarian
Level 1 Dollamancer (Novice)
Hits: 6 Combat: 3 (2+1) Defence: 3 (2+1) Move: 8 Juice: 100/100
Upkeep: 150s
Purse: 300s
Equipped: Piker armour, Piker spear
Bob
Level 1 Piker
Hits: 5 Combat: ? Defence: ? Move: 8
Upkeep: ?
Inventory
Piker corpse (nude) x1
Gobwin corpse (nude) x1
Crude Gobwin axe x1
Gem
Moneymancy scroll of 'Liquidate'
Crude Wood Golem shell
With the beginning of a new turn the wounds that Bob sustained in the fight with the Gobwin vanish leaving him as good as new once again. More surprisingly with the beginning of a new turn a bush pops in to existence.
What do you do?
As soon as the battle is over with the Gobwin you quickly claim the croaked Gobwin's corpse as bounty and the body slowly fades away and appears inside the chest. After heartily congratulating Bob on a job well done you then began to question Bob about his stats."You can't see my stats oh thats weird... I had thought that all command units could see the stats of their units..." Bob replied scratching the back of his head. "I have 5 Hits, 5 combat, 5 Defence and 8 move... oh and my upkeep is 20 schmuckers" Bob then revealed.
Erfman has used one action
Deciding that the most important action was to secure yours and Bob's upkeep you order Bob to harvest the fruit on the bush. Bob sets to work and begins to pluck all three pieces of fruit from the bush leaving it bare. Bob then carefully cuts up two pieces of fruit and saves the seeds. The first piece of fruit he offers to you to eat while he eats the second himself. You both feel a wave of satisfaction once you have eaten the fruit.
Bob 4 actions used.
Erfman and Bob have each eaten a piece of fruit. Their upkeep for the turn has been paid.
1 piece of fruit and 2 seeds added to the inventory
With upkeep paid you next turn you attention to scouting and once again send Bob off to scout. This time Bob heads off South East and scurries out of view
Bob 4 actions used.
While Bob is exploring you head back to the now unlocked chest and pick up the gem. Holding it out infront of you you carefully study the Gem before using natural moneymancy you convert the Gem to schmuckers and you feel your purse swell by 300s.
Erfman has used 1 action.
Purse increased by 300s
Finally you head back to your unfinished Golem and set to work completing it and granting it motion. It might not be the most attractive looking Golem but it is the most advanced piece of dollamancy you have performed to date and it requires all of your concentration.
Erfman has used 6 actions and 25 juice.
Erfman has completed a crude wood golem. Next turn it will be able to act.
Bob does not return!
End of Turn
Off turn
Alone in the Hex not including your newly created Golem you suddenly get a feeling of the Hex being contested. You begin to nervously glance about with spear raised but you see no sign of enemy units. This continues for several long tense moments however just as suddenly as the sensation began it vanishes and the Hex is uncontested once again.
Turn 4
Stats
Erfman the Barbarian
Level 1 Dollamancer (Novice)
Hits: 6 Combat: 3 (2+1) Defence: 3 (2+1) Move: 8 Juice: 100/100
Upkeep: 150s
Purse: 600s
Equipped: Piker armour, Piker spear
Bob
Level 1 Piker
Hits: 5 Combat: 5 Defence: 5 Move: 8
Upkeep: 20s
Crude Wood Golem
Hits: 10 Combat: 4 Defence: 2 Move: 4
Juice Charge: 100/100
Upkeep: 10 juice
Inventory
Piker corpse (nude) x1
Gobwin corpse (nude) x1
Gobwin corpse (dressed) x1
Crude Gobwin axe x1
Moneymancy scroll of 'Liquidate' x1
Small Fruit x1
Fruit seeds x2
With the beginning of a new turn two new bushes pop in to existence filled with fruit. The fruit from the harvested bush however does not seem to re-pop. Bob has still yet to return...
What do you do?
Satisfied with your first fully functioning Golem you issue a silent command and the Golem trundles off and retrieves one of the crude Gobwin axes from the large chest. Equipped and ready you then set the Golem to work to begin harvesting fruit from one of the bushes. Once the Golem has picked clean the first bush (picking 3 fruit) it then begins extracting the seeds from the fruit. The seeds and spare fruit are added to the growing supplies in the chest while one piece of cut up fruit is passed over to you.
Golem has used 4 actions.
1 piece of deseeded fruit and 3 seeds added to the inventory
With your fruit rations prepared you tuck in to your meal and once again feel the feeling of being satisfied as your upkeep is paid. You then turn your attention to a new project the construction of a luggage Golem. You first begin by harvesting wood from the hex and turning it in to a large number of doll like legs before bringing them over to the chest. As the chest is already enchanted you struggle converting it in to a moving Golem and your control over your Dollamcy almost slips but you are able to grant it the barest amount of mobility.
Congratulations you have created a Crude Luggage Golem.
Erfman has used 8 actions and 60 juice.Upkeep paid.
While you are working on the construction of The Luggage you notice Bob return. He briefly reports that the South East hex is a hill hex and contained a feral unit. He then makes his way over to the Crude Wood Golem who hands him over a fruit. Bob tucks in to the fruit and his upkeep is once again paid.
Bob 2 actions used
Bob then sets to work on the remaining routine tasks that you want performed. Bob first begins by heading over to the treasuring chest and 'claiming it'. Nothing seems to happen so with a shrug Bob picks up the chest carries it over and manually puts it in to The Luggage.
Bob 1 action used
Bob then heads over to the last bush with fruit on and begins picking fruit. Once removed Bob then cuts up the three pieces of fruit and removes the seeds.
Bob 4 actions used
3 deseeded fruit and 3 seeds added to inventory
With his last action Bob then digs a hole with his spear tip and adds another seed.
Bob 1 action used
End of Turn
Off turn
You once again get the feeling of the Hex being contested however you see no sign of enemy units. This time the contested feeling does not go away...
Turn 5
Stats
Erfman the Barbarian
Level 1 Dollamancer (Novice)
Hits: 6 Combat: 3 (2+1) Defence: 3 (2+1) Move: 8 Juice: 100/100
Upkeep: 150s
Purse: 600s
Equipped: Piker armour, Piker spear
Bob
Level 1 Piker
Hits: 5 Combat: 5 Defence: 5 Move: 8
Upkeep: 20s
Crude Wood Golem
Hits: 10 Combat: 5 (4+1) Defence: 2 Move: 4
Juice Charge: 90/100
Upkeep: 10 juice
Equipped: Crude Gobwin Axe
The Luggage
Crude luggage Golem
Hits: 10 Combat: 1 Defence: 3 Move: 8
Juice Charge: 60/100
Upkeep: 10 juice
Special: Carnyed - Bigger on the inside
Inventory
Piker corpse (nude) x1
Gobwin corpse (nude) x1
Gobwin corpse (dressed (Gobwin clothing, Crude Gobwin axe) x1
Moneymancy scroll of 'Liquidate' x1
Small Fruit x1
Fruit seeds x7
Deseeded fruit x 4
Treasury chest
The feeling of a contested Hex remains into the beginning of your next turn.
What do you do?
Deciding that what you need most was something to help you with your Dollamancy creations you come up with a quick design for a 'Craftman's Hammer' in your head before setting about collecting the resources that you will need. You first head towards the piles of rock and stone and with a raw application of juice you are able to retrieve a piece of rock roughly the size required for the head of a hammer. Meanwhile your Wood Golem reacts to a subconscious command and sets about collecting the wood that you will need for the handle. With supplies collected you quickly order Bob to harvest all available fruit before you and the Golem climb in to the Luggage Golem. It is a rather strange experience as you first have to squeeze yourself to fit through the opening but soon find yourself falling before landing on the wooden floor with a slight disorientating thud. Momentarily stunned it takes a while to readjust to your new surroundings.
Erfman 1 action used. Crude Wood Golem 1 action used.
1 unit of stone and 1 unit of wood added to inventory
Bob meanwhile sets about collecting the three fruits from the bush before he too follows after you and squeezes in to the chest.
Bob 2 actions used.
3 fruit added to inventory
With everyone now inside The Luggage your golem obeys your command and starts moving south east and out of the hex. From you position inside the cavernous chest you are hardly aware of the movement though it does not help that when the lid is closed it is pitched black inside. You eventually become aware that the Luggage has stoped moving.
The luggage 4 actions used.
How do you get out of The Luggage
The walls of The Luggage are surprisingly high and even when climbing on top of the wood Golem you are still unable to reach the top. A piece of quick thinking however allows you to give a silent command to The Luggage to tip itself over and you are all rather unceremoniously regurgitated out and dumped on to the floor.
Scrambling to your feet you issue a silent command to form a stack as you take in the second hex you have ever seen since being popped. You are in a Hill Hex and you are being watched by a feral unit. Slowly approaching you throw out a piece of fruit and the feral Billy Goat begins to eat but other than that nothing seems to happen. Feeling brave you continue to approach and by the time the Billy Goat has finished it's meal you are mere inches away. Holding out a second piece of fruit to the Billy Goat you allow the feral to eat as you pat it on the back.
"Congratulations you have tamed a feral Billy goat. Erfman has used 2 actions and 2 fruit. Erfman has gained Exp"
With no hostile units in the Hex you feel safe enough to temporarily break stack and begin to colonize the hex. Sending out Bob, the Piker quickly digs four holes with the tip of his spear before dropping a single seed in to each. With that done Bob then sets about separating the seeds from the fruit he picked earlier in the turn.
Bob 6 actions used. 4 seeds used and 3 seeds gained
The wood Golem meanwhile deseeds the final fruit that was stored in the Luggage.
Wood Golem 1 action used
Erfman has 5 actions remaining do you want to save these for the off turn?
Crude Wood Golem has 2 actions remaining.
Deciding that it would be better to use your Wood Golem for protection rather than using armor you strip off your set of Piker armor and order the Golem to wear it. The armour however does not fit but such problems are trivial for a dollamancer and with the tiniest slivers of juice you are able to modify the armour so that it fits perfectly.
Erfman 1 action used.
Playing on the side of caution you then decide to save your juice and actions for the off turn just in case... Before the turn ends however your stomach grumbles in protest and you share a quick meal of fruit with Bob.
2 pieces of fruit consumed. Erfman and Bob upkeep paid.
End of Turn 5
Nervous that hostile units may enter the Hex you set your wood golem on guard while you and Bob attempt to get some rest. You sleep fitfully as the wind passing through the Hill hex wails like crazed feral units. Several times you awaken thinking that something is invading the hex but each time it is a false alarm.
An hour or so before dawn you are woken by your golem having at some point managed to fall asleep. The hex is still uncontested and everything is safe. Rolling your neck and cracking your fingers you set to work on your latest masterpiece. You can see the hammer in your minds eye and as you let your juice flow you begin to bring your creation to life.
Over an hour later you are finally done as you release your last drop of juice. Looking down with some pride you stare at the deceptively simple looking hammer.
Erfman 4 actions, 100 juice 1 unit of stone and 1 unit of wood used
"Congratulations you have created the 'Craftman's +1 Hammer'
'Craftman's +1 Hammer'
As well as being made to be surprisingly strong despite the simple materials that it is made from and it's simplistic appearance, the hammer can also be used as a focus for Dollamancy powers. In the hands of the Dollamancer it allows him to create items and golems more quickly (25% less actions required) as well as allowing him to create more advanced and complex creations.
Turn 6
Stats
Erfman the Barbarian
Level 1 Dollamancer (Novice)
Hits: 6 Combat: 4 (2+2) Defence: 2 Move: 8 Juice: 100/100
Upkeep: 150s
Purse: 600s
Equipped: Craftman's +1 Hammer
Bob
Level 1 Piker
Hits: 5 Combat: 5 Defence: 5 Move: 8
Upkeep: 20s
Crude Wood Golem
Hits: 10 Combat: 5 (4+1) Defence: 3 (2+1) Move: 4
Juice Charge: 80/100
Upkeep: 10 juice
Equipped: Crude Gobwin Axe, modified Piker armor
The Luggage
Crude luggage Golem
Hits: 10 Combat: 1 Defence: 3 Move: 8
Juice Charge: 50/100
Upkeep: 10 juice
Special: Carnyed - Bigger on the inside
Billy Goat
Hits: 7 Combat: 8 Defence: 2 Move: 20
Upkeep: ?
Special: ? ?
Inventory
Piker corpse (nude) x1
Gobwin corpse (nude) x1
Gobwin corpse (dressed (Gobwin clothing, Crude Gobwin axe) x1
Piker Spear
Moneymancy scroll of 'Liquidate' x1
Fruit seeds x7
Deseeded fruit x 4
Treasury chest
You think it would be possible to harvest wool from the goat feral.
You once again climb back inside the luggage and order Bob and the Golem to follow you. Having done this once before you find the act slightly easier than you did before though you once again hit the ground with an abrupt thud due to the large drop. Safely inside you then order The luggage and Billy to head back to the home hex.
Inside The Luggage it is hard to tell whether you are moving or not and time seems to pass strangely however eventually you are suddenly overcome by a lurching sensation as you are abruptly ejected from The Luggage and dumped on to the ground.
Climbing to your feet your feet just as you are getting your bearing you hear a panicked cry from Bob. "Your orders Sir!" You hear the young Piker cry as you spot two Gobwin's charging towards you from different directions.
Seeing the Gobwins rapidly approaching you issue a mental command to stack up and you immediately feel your attack rise as you form a 5 unit stack. Bob meanwhile raises his spear in compliance with your orders and waits for the attacking Gobwins to be in range.
"Hi!" you then call out "wait, dont attack! we want ally, can pay your upkeep" you quickly add but the Gobwins seem to ignore you and continue their charge.
Round 1
The Gobwins do not stack up and attack as separate units striking from opposite sides one going for Bob and the other going for you. Bob easily evades the strike however you are not quite quick enough... fortunately at the last possible moment your wood golem steps in and takes the hit losing a single hit.
It is now your turn to fight back and you order your forces to converge on the Gobwin that had just attacked you. With your stack bonus and the caster bonus you are granting your golems it is not even close and you hack and bludgeon the poor Gobwin in to pieces.
Round 2
The lone Gobwin does not back down after seeing his comrade slaughtered but instead lashes out with a wild swing of his axe. Your wood Golem once again steps forwards and takes the hit losing another hit. It is at this point however that the Gobwins unleash a surprise and a third Gobwin bursts out from beneath the ground and slams it's axe in to your Golem's chest dealing another two hits.
Panicked by the sudden appearance of a third Gobwin literally popping out of the ground you tightly grip the handle of your hammer and thrust it forwards as you cry "Hoboken!" A blast of raw shockamancy flies forwards and strikes the Gobwin in the shoulder however your Hoboken must still be fairly weak as it only stumbles backwards slightly (taking 2 hits).
Bob, Billy and the Golems meanwhile surround the other Gobwin. It is slammed in to by both Billy and the luggage before being pierced by both spear and axe as Billy and the Golem land their hits. The Gobwin then drops to the ground croaked.
Round 3
You are once again left with one remaining Gobwin though this time you carefully watch the ground for signs of more. The Gobwin wildly swings it's axe but it seems more to keep everyone back as it misses everyone.
You then whisper "Capture" and everyone rushes forwards and dog piles the Gobwin. After a brief struggle your Golem ends up on top with the Gobwin pinned to the ground.
"Congratulations you have won the battle and have taken a Gobwin prisoner."
*DING!*
"Congratulations you have levelled up! Erfman is now level 2"
Erfman the Barbarian
Level 2 Dollamancer (Novice)
Hits: 6 Combat: 5 (2+1+2) Defence: 2 Move: 10 (8+2) Juice: 175/200
Upkeep: 150s
Purse: 600s
Equipped: Craftman's +1 Hammer
With the battle over you turn your attention to Woody, your damaged golem, and channeling some juice your perform a minor patch up to repair the worst of the damage leaving him a lot better condition than when you began.
Erfman 2 actions and 25 juice used. Woody 3 hits restored
Now that he has been repaired Woody switches place with The luggage and trundles off with his axe to chop some wood.
Woody 4 actions used. 6 Units of wood obtained
Bob meanwhile is ordered off to attempt to harvest some wool from the Billy Goat. Despite not having the proper tool for the job Bob as always makes do with with his trusty spear and the luckamancy seems to be with him this turn as he some how manages to harvest some wool.
Bob 2 actions used. 1 unit of wool obtained.
Once released from her torture Billie then trots off in search of something to eat. Finding one of the fruit bushes she then begins tucking in to the leaves.
Billie 10 actions used. Billie's upkeep has been paid due to her Self sufficient special
Erfman 8 actions and 150 juice remain
Bob 6 actions remain
Woody 0 actions remain
What is a craftsman without resources with which to craft? Not much atleast as far as you were concerned. With that in mind you set about ordering your units to gather resources. With a slightly depressed look Bob set his faithful spear aside as it would be no good for gathering stone and instead picked up one of the crude Gobwin axes. While the axe was still not the ideal tool for the job with a great deal of effort the young Piker was able to begin hacking off more manageable sized chunks of rock from all the rubble and debris.
Bob has used 6 actions. 3 units of stone obtained.
You then turn your mind to the wonderful creations that you could make this turn. You breifly consider making a pair of Craftman's gloves but you are unsure of what to make them from so you instead turn your mind to other ideas. Finally you settle on making a simple saddle for Billie the Billy Goat. You first start with a piece of wood that Woody the Golem had gathered and channeling your Dollamancy through your hammer you set to shaping it to the correct size and shape. You then turn your attention to the wool that Bob was able to gather from Billie herself. Using your Dollamancy you are able to make the wool start knitting itself together until you have a piece large enough to cover the wood of the saddle. Drawing deeply on your growing skills as a dollamancer you then begin to strengthen the wool so that it becomes as tough and durable as leather. After some time you are finally able to step back and admire your creation.
Erfman has used 2 actions, 25 juice, 1 unit of wood and 1 unit of wool. 1 Woolly saddle obtained.
Once you are done Bob makes his way over and picks up the saddle and begins securing it to Billie. It is a perfect fit. With a saddle on her back Bob then climbs in to the saddle. After a nod of approval Bob and Billie then trot off disappearing south east out of the Hex and back towards the Hilly Hex. Billie is able to enter the Hex without penalty and only uses two move in doing so. The Hex is exactly as you left it so Bob directs his mount to move on and continue his scouting.
The next Hex Bob scouts is the Hex directly South of the home hex. This is another Hilly Hex but unlike the last it is occupied by a hostile unit. The Gobwin charges fourth swinging its axe at Bob but the swing is wild and misses. As ordered Bob directs Billie to retreat though he jabs at the Gobwin as he does so though he also misses.
Rather than head back the way they came Bob and Billie instead gallop off in to the Hex South West of the home hex, fortunately this Hex is uncontested. Bob takes a quick note of the resources available before directing Billie to head home due to her now low amount of move remaining.
Billie has used 8 move.
Hunger strikes! Before the end of the turn you and Bob quickly eat a piece of fruit to satisfy your hunger.
2 pieces of fruit consumed. Erfman and Bob's upkeep has been paid
Spoiler
End of Turn 6
Off Turn
You once again leave Woody on guard while you and Bob attempt to get some sleep. This turn you manage to sleep for several hours before Woody the Golem wakes you up so that you may complete your work before dawn.
Woody then takes over pinning the Gobwin prisoner while you set to work improving The Luggage. With The Craftman's hammer in hand and a stack of wood to your side you set to work with your improvement. With your growing knowledge of dollamancy you are able to improve the articulation in the legs of the luggage so that they are able to move more smoothly you also make it so that the legs are retractable so that the luggage can pull them back inside making it appear as the luggage is nothing but a normal chest. Next you sharpen pieces of wood in to large wooden teeth that you place within the chest. Like the legs these teeth are retractable so that they can be hidden but they give the luggage some bite to it's attack. Finally you climb inside the luggage taking all of the wood with you to start the hardest part of the upgrade. You start by shaping the wood into long thin planks that can be used as walls and floors, this in itself was not to hard but designing it and setting it up in a way that would allow the walls and floor to move so that The Luggage could form rooms and platforms within itself was quite complicated and you end up using all the wood that you had available.
Erfman has used 6 actions, 125 juice and 5 units of wood used.
The Luggage has been upgraded from a Crude Luggage Golem to a Luggage Golem
Once you are done you then direct Woody to throw the Gobwin prisoner inside the luggage and The Luggage quickly forms a small room around the Gobwin effectively trapping him inside.
Turn 7
Stats
Erfman the Barbarian
Level 2 Dollamancer (Novice)
Hits: 6 Combat: 5 (2+1+2) Defence: 2 Move: 10 (8+2) Juice: 200/200
Upkeep: 150s
Purse: 600s
Equipped: Craftman's +1 Hammer
Bob
Level 1 Piker
Hits: 5 Combat: 5 Defence: 5 Move: 8
Upkeep: 20s
Special: Piker defence
Woody
Crude Wood Golem
Hits: 10 Combat: 5 (4+1) Defence: 3 (2+1) Move: 4
Juice Charge: 70/100
Upkeep: 10 juice
Equipped: Crude Gobwin Axe, modified Piker armor
The Luggage
Luggage Golem
Hits: 10 Combat: 5 Defence: 3 Move: 16
Juice Charge: 100/100
Upkeep: 20 juice
Special: Carnyed - Bigger on the inside, Dollamancy - moving parts, Capture
Billie
Level 1 Billy Goat
Hits: 7 Combat: 8 Defence: 2 Move: 20
Upkeep: 25
Special: Self Sufficient, Mountain Capable, Mount
Equiped: Woolly Saddle
Inventory
Piker corpse (nude) x1
Gobwin corpse (nude) x1
Gobwin corpse (dressed (Gobwin clothing, Crude Gobwin axe) x1
Piker Spear
Moneymancy scroll of 'Liquidate' x1
Fruit seeds x7
Deseeded fruit x 2
Treasury chest
Gobwin Prisoner
Stone x 3
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2019-10-13, 04:05 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
The crude axes' head are made of metal and the handle is wood.
Feeling refreshed at the start of a new turn you decide your first order of business should be dealing with the Gobwin that you captured last turn. With a purpose you stride towards the luggage and issue it a mental command to let you in. The Golem obediently opens its lid and you climb inside. This time however instead of clumsily falling to the floor your foot touches a wooden platform and you slowly descend downwards as you disappear inside the cavernous chest. Everything seems empty at first before a wooden wall suddenly slides back revealing a small square room. As you approach the planks on the wall slide apart better resembling bars so that you can see the Gobwin inside without him being able to get out.
"Hi. Why are you folk attacking us?" You exclaim by way of greeting.
The Gobwin looks up and glares at you from within his cage. "You croak Gobwins, Gobwins croak you!" he spat back grumbling under his breath. "Not that we had much luck with that..."
"You can't keep me here! Gobwin chief send more Gobwins to come and get me, might as well let me go now!" The Gobwin then declared.
"Gobwin, are you Allied with any side? I don't see a side's livery on you" you question.
"No the Gobwins have not been allied since the fall of Fanon!" the Gobwin replied.
"Bob? What was the name of our side?" you whisper to Bob as soon as the Gobwin makes it's statement.
"Our side was called Fanon sir ruled by the great King Headcannon..." Bob whispers back.
Your eyes widen in surprise and you spin round to stare at the Gobwin. "That was our side!" You exclaim in excitement.
"The alliance croaked when the side croaked..." The Gobwin declared with a shrug of it's shoulders "and you still croaked Gobwins..." the Gobwin added with a frown.
"Can't we stop this circle of violence? We only croaked after being attacked. Look, I'll give you upkeep for two turns, and you go tell your Chief that I have a plan for feeding his entire tribe, that I will only discuss with him." you declare as you hand over two pieces of fruit.
The Gobwin looks down at the fruit and then back up at you with a thoughtful expression on his face. "Only the chief can decide but let me go and I will tell him..." the Gobwin replied.
With an agreement of sorts made you issue a silent command and the wooden planks slide back releasing the Gobwin. The two of you then step on to a wooden platform and are slowly lifted out of the luggage. Having no move availiable to leave the hex the Gobwin stands awkardly to the side and hopefully out of the way.
Gobwin prisoner has been released and 2 deseeded fruit given away
With a quick command you send Bob and Woody to collect up the Gobwin equipment and they claim the two axes just lying about.
2 crude axes gained
You then order Woody to harvest the fruit from the bushes and he plods along collecting up all six pieces of fruit.
Woody 4 actions used 6 fruit gained
At the same time you decided to test if The Luggage is any good and harvesting and you send it to collect some stone. It shuffles over to the rocks and attempts to take a bit. The rocks however are unfortunately stronger than The Luggage's wooden teeth and they crack without breaking the stone. The Luggage is however able to scoop up a few of the smaller stones.
The Luggage 4 actions used, pebbles obtained.
While this is going on you set to work on crafting a few mundane items. You first take the the spare treasury chest and begin to modify and reshape it with a small amount of juice and in no time at all you have converted it in to a bucket.
Erfman 1 action, 10 juice and 1 treasury chest used. 1 bucket and metal parts obtained
Next you take the spear head from a Piker's spear and one of the Crude Gobwin axes using your juice you remove the bladed edge from the crude axe and sharpen it before attaching it to the spear head and reforming it as a set of shears.
Erfman 2 actions, 25 juice, 1 Piker's spear and 1 crude gobwin axe used. 1 set of shears, 1 pole and 1 Gobwin axe scrap obtained
Your new creations are handed over to Bob and he takes them over to Billie and sets to work milking a shearing her. Bob finds it much easier to obtain wool with the shears than he did with just the blade of his spear.
Bob 2 actions used, 1 unit of milk and 1 unit of wool obtained
While Bob is busy you set your attention on creating a magical Mcguffin. Collecting together the leftover over metal from the chest, the Gobwin axe scrap and another Crude Gobwin axe you set to work melting the metal down and reforming it as a set of shoes for Billie. As there is so much reforming required the amount of juice used is rather large and it is a rather complicated procedure but eventually once you are done you are left with a set of magical goat shoes.
Erfman 3 actions, 75 juice, metal parts, Gobwin axe scrap and crude Gobwin axe used. Goat shoes of retreat obtained
Handing over your creation to Bob he slides the shoes on to Billie.
You all then climb in to The Luggage and you head north. Once the Luggage arrives you all climb out and take a look around. As Bob reported there are a few dead looking trees and a flying feral unit though it currently seems to be ignoring you.
The Luggage 2 move used
Before Bob and Billy head off to scout Bob deseeds the collected fruit and then taking one of the crude Gobwin axes he sets about collecting wood.
Bob 6 actions used. 6 deseeded fruit, 6 seeds and 3 wood obtained.
Mounting Billie, Bob then sets off due North to scout. The pair seem to be gone for quite a while but eventually they return in an awful hurry and Bob quickly reports what he found.
Billie 14 move used
Erfman 4 action and 90/200 juice remain.
It should be possible to create an item that grants tunnel capable
Super hex map
Spoiler
The small object next to the tree seems to be a mushroom.
Bob reports that when he was scouting the uncroaked moved to attack him and he would have been caught if not for the goat shoes of retreat.
You were popped with goggles but they currently have no function... Perhaps you can change this.
Erfman 4/10 move remains
Bob 0/8 move remains
Woody 0/4 move remains
The luggage 10/16 move remains
Billie 6/20 move remains
Subject: Erfman the Barbarian (Compilation of Game Thread)
Erfman can not seem to make a decision so we shall let the dice decide what he does this turn...
Deciding to see just what a non-humanoid unit like the unit can do you issue the Golem a couple of commands. The Luggage first shuffles towards the feral unit, the carry-on bird ruffles it feathers slightly but otherwise does not react. The Luggage then regurgitates up one of the Gobwin corpses and spits it out infront of the Feral. The feral begins to peck at the croaked unit for a while before flying off and landing in one of the croaked looking trees.
The luggage 4 actions and 1 Gobwin corpse used. The taming attempt was not successful :(
The Luggage next shuffles off to the downed tree and attempts to harvest some wood. It wooden teeth however are not strong enough to cut through the trunk.
The luggage 2 actions used. Harvesting was unsuccessful
Finally having been thoroughly unsuccessful so far The Luggage shuffles over to the mushroom and with a single bite swallows the mushroom
The luggage 2 actions used. 1 mushroom obtained
Deciding to gather up some extra wood incase you need it for your crafting in the offturn you pick up one of the crude Gobwin axe and set to work on chopping some wood.
Erfman 1 action used. 1 Unit of wood gained
Deciding to save your actions and juice for crafting in the offturn you then end turn and retire in to The Luggage.
End of Turn 7[/quote]
Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz
Originally Posted by wiz
Originally Posted by wizOriginally Posted by wiz
Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz
Erfman 1 action used, 1 seed used.
After having recieved the Gem, ore and Axes from the Gobwins you all climb back in to the luggage and set off towards your home hex. The ride is bumpy and constantly down hill but you eventually arrive and you all pile out.
The Luggage 6 move used
With a quick order you set Woody and Bob to planting as many seeds as possible.
Woody 2 actions used, Bob 10 actions used. 12 seeds used
Bob then mounts up and sets off on a scouting mission on Billie heading off to the west. He is gone for a while but soon returns with his report.
Billie 8 move used
Left to her own devices Billie then sets about foraging up some food
Billie 10 actions used. Billie upkeep paid
Spoiler
Erfman 0 action and 0 juice remain
Bob 0 actions remain
Woody 0 actions remain
Jessie 0 actions remain
The luggage 2 actions remain
Billie 2 actions remain
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2019-10-13, 04:11 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
End Turn?[/quote]
Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz*Thinkagrammed imagined contract: Declaration of employment between Erfman and the Dark One
Section 1 – Terms of contract
This magically Signed document shall be held by both signed parties in accordance with their respective naming policy. (Henceforth, "the contract".)
The contract stands in continuous effect for all signatories from the moment this contract is Signed by those parties until expiry or severance of the contract.
Orders issued prior to the contract by either Party may not cause any violation of this contract unless those orders are expressly against a named signatory.
Section 2 – Identification
Party of the first part, The Dark One, is a side under the rule of The Dark One with a capital city at the time of Signing _______, at coordinates ______________
Signatory unit for The Dark One shall be ________, action in capacity as _______.
Party of the second part, Erfman, a unit formally of Fanon popped at ______ at location ______.
Signatory unit for Erfman shall be Dollamancer Erfman acting in capacity as Barbarian Dollamancer.
Section 3 – Statements
This contract is made in recognition of these facts.
Both parties have initiated hostile actions against the others interests
Both parties have initiated hostile actions against the other directly
Both parties have initiated hostile actions against material owned by the other party, excluding the self (henceforth, "property")
Both parties agree to act, henceforth to their mutual benefit and to prevent all hostilities by each Party for a period of 50 turns from the Signing of this contract.
That during those 50 turns Erfman shall be bound by the contract to operate, in accordance with the contract, to further his sides interests.
That in addition to this, The Dark One agrees to provide certain considerations to Erfman, in exchange for Erfmans assent to this contract.
That both parties shall be bound to automagically enforced Penalties for breach of this contract.
Section 4 – The Contract
Terms
Erfman shall act at the direction of The Dark One except where said actions could cause harm to those units identified as Erfmans, or any material property of theirs. This includes all units currently paid for by Erfman or those for which Erfman has contributed to their upkeep since popping. (Henceforth, the "warband")
Erfman agrees not to act in a subversive manner against the property of The Dark One. Doing so on either party will result in triggering a breach of terms.
Considerations and Compensation
The Dark One agrees to give a two-turn grace period in which no obligations are realized to allow Erfman to fulfill other contractual obligations.
The Dark One agrees to provide 1,200 Schmuckers to Erfman to be used to claim the capital site of Fanon. Failure to do so writhing three turns of the Signing of the contract will result in the Darin one paying 1,200 Schmuckers to Erfman.
The Dark One agrees to disclose the details of the fall of Fanon within 3 turns of the contracts Signing.
Erfman agrees to operate in the best interests of ______ and to spend no less than 50% of his juice, but no more than 75%, as directed by The Dark One, to create dollamancy items and/or golems (henceforth, "toys"), and hat these will be delivered by portal to the Capital of the Dark One.
Erfman agrees to utilise the powers fo DOllamancy to the benefit of _____ unless doing so would place Erfman or the warband in a position to suffer harm.
The Dark One agrees, to the best of his ability, to ensure the tower of Fanon is optimised for Dollamancy.
Erfman agrees, that in exchange for an additional 5 turns to the terms for occurance, that The Dark Once, at Erfmans discretion, shall provide the hired barbarians for a linkup to push the boundaries of magic for the betterment of the side ______ and/or the warband.
All Dollamantic units shall enter as part of the warband.
Neither Party may, under any circumstances, hire, coerce, suggest, or in any way attempt to get any other side to cause damage to the other.
Erfman shall be free to explore Dollamancy, unless in breach of other sections of the contract.
Span
This contract shall be in continuous effect across all turns of all sides for the duration of 50 turns from the Signing of the Contract. The span of effect shall not be altered except by mutual assent of both parties in Signed amendment or automagically as dictated by the contract.
Upon the completion of the contract the city of Fanon shall be turned over to Erfman and neither side may enage with one another for the duration of 100 Turns.
Breach
The Parties agree to be bound by the universal principles, forces, actions and consequences of Signamancy, whereby the inherent magic of the contract shall serve as the sole mechanism for detecting, determining, and penalizing a breach or default of the contract's terms.
Parties should be clear on both the wording and the intent of the contract as to their particular obligations and restrictions at the time of Signing, as these shall constitute the basis upon which a breach is automagically adjudged.
Penalties
Breach of terms
The Penalty for breach of terms (as dictated by Section 4, Terms) shall be, on the part of The Dark One, remuneration into a fund to be paid to Erfman at the completion of the contract of 50,000 Shmuckers, or one half of the treasury, whichever is the lesser.
The Penalty for breach of terms (as dictated by Section 4, Terms) shall be, on the part of Erfman, an addition of 5 turns per breach to the Span of the contract.
The Penalty for breach of obligations (as dictated by Section 4, Considerations and Compensation) shall be the automagical disbandment of the offending party in one turn. (That's so that we have a lifeline to re-negotiate.)
In the event that a breach seems unavoidable or desirable, either Party may propose an alternative remedy. If, within 1 turn, both Parties are in full agreement, this remedy may be adopted in place of a penalty.
Severability
The Parties agree that breach or default of any part of the contract shall not constitute a termination of the entirety of the contract. Obligations, restrictions and penalties shall remain in place for the duration of the contract, even in the event of a breach or default of one or more of its parts. The contract is not rendered void by the subsumation of either side as a colony. Neither Party may transfer their obligations to another part under any circumstances.
Actions Not Considered
Any actions not determined by the contract shall not cause the nullification of the contract.
This contract constitutes the entire agreement between the parties with respect to its subject matter and supersedes any other agreements between those parties written or oral.
Authorised Sigantures
This the contract is activated and executed by the will of the parties
___________
The Dark One ______ for ________
___________
Erfman, Barbarian Dollamancer
Subject: Erfman the Barbarian (Compilation of Game Thread)
"HAHAHAHAHAHAHAHA! You certainly have a high opinion of yourself Tinker!" the voice booms within your head. "As you have amused me I shall be generous.... I shall offer you the following terms!"
Originally Posted by The Contract
"Accept now and I shall have a signamancer activate the contract!"
What do you do?[/quote]
Originally Posted by mnwxyOriginally Posted by wizErfman wars with himself and almost accepts turning if only the Dark One would agree to Link with him.
But the Dark One does not agree to personally being involved in the linkup.Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz
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2019-10-13, 04:14 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Originally Posted by wiz"How many hexes can the gobwins travel? Are you impaired by Mountain terrain? Do you think all gobwins that would not be able to reach this hex, be able to reach the hilly hex north of here? Or Fanon-city hex? If so we could divide our combined Spook-killing weapons between this hex and that secondary base hex, so that all gobwins (the ones here, and the ones in the secondary base hex) have a fighting chance if attacked. There are two Spook-Killers with a gobwin in Fanon-city; I can make one more here, and here we already have your Spook-killer and three more in the form of my Hammer, Bob's Spear *point to bob* and my Juice that I can turn into ranged Hoboken attacks"
"Now, then we stand ready with 1000s to oficialize our Alliance, which, before the rebuilding of Fanon city, I shall take to mean that I shall guarantee the production of enough fruit to feed all gobwins now in your tribe; And when Fanon is rebuilt all gobwins upkeep shall be automagically paid from the city's production, and a large chunk shall be allocated to re-populate your tribe.
Given this, will you let me keep the non-gem schmuckers for you for now, set aside the gems I have to give you, put as many gobwins as possible to mining, and ear-mark all gems found for trading with me [or outright gifts] to ensure Fanon-city is rebuilt as soon as possible?"
"And Chief, do you have (or had in the past) any other way of fighting the Spooks?"
Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz
Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizLooking around, Erfman notes that the large rocks are made up of piles of rubble from the city of Fanon. He notes that he may scramble up it but will probably not have a very stable footing.
Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz
Originally Posted by wizOriginally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by On Screening
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2019-10-13, 04:27 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizAs all climb out, Erfman starts to declaim:
"Hear me Gobwins! We return victorious!! And the Gobwins *gesture to the 3* had as much a hand in this victory as us."
"Where of you? Where you attacked? What befell here?"
"Over there in Fanon there were a full stack of skeleton uncroaked waiting for us. They were swiftly dusted, albeit taking a Gobwin life with them."
(I wonder if the Gobwin saved by our bandages will chime in)
"Later on, in the Dark One's turn we were assaulted by 3 stacks of Uncroaked Wavens, and after that 4 uncroaked pikers and 4 uncroaked archers."
"Your Gobwins were instrumental in the dusting of all of those. They had dug a trench to better defend Fanon and while fighting in the trench they rocked ass!"
"Did your miners find anything for us this past turn?"
"Chief, it occurred to me that you have to cover upkeep every turn. How have you been doing so? From mining?"
"How many Gobwins do we have here? Is this the whole tribe?
I have here with me that many upkeep-sustaining fruits, I can give them to you now, and thus guarantee the upkeep of your entire tribe this following turn, which would allow you to not spend any of the Gems you might find mining this following turn." *motion to the Luggage to approach*Originally Posted by wiz"Huh.. I'm unsure we'd fare better against such a foe at this time.
As a workaround, what about the mines in the NE hex? Would moving the whole tribe there and mining there be viable? At least now you'd be on the lookout for Dwagon Wurm tunnels and retreat at the first breach onto such a tunnel"
*Says Erfman while he mentally orders the Luggage to open wide, and for Jessie and Woody to start bringing the 10 deseeded fruits up.*"We could try but that may be too close... Once awoken their hunger is rarely sated..." the chief replies in a grim tone.Originally Posted by wizOriginally Posted by wiz"Besides this hex and the luggage, there is no other place members of the tribe have been spread out to, correct?"Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz"We pinky swear to feed all Gobwins here in the following turns." Erfman says gravely.Originally Posted by wizCan we pop any non soldier type units? (IE, Couriers, Sappers, Farmers, or Beast units)
What is currently in the storehouse?
Subject: Erfman the Barbarian (Compilation of Game Thread)
"Chief Bowie... do any of your gobwins still have actions for this turn?" Erfman asks, knowing those actions would be a wasted resource if not used up before the gobwin turn starts.
"No they were all used for mining..." the chief replies.
"Hmm, Bob can be carried by Billie, even when out of Move.."
".. hmm.. we can carry items when crossing hex boundaries.."
"I wonder what's happening here.. What's the difference between Bob and The Luggage? The Luggage is a Golem? The Luggage is not humanoid?"
":D Let's test! Jessie is a light, humanoid Golem, let's see if she can ride Betsy in her saddle ^_^"
*Test*
*order Jessie to mount Betsy with Billie's saddle, and for both to go the Farm Hex and back*
Betsy 4 move used[/quote]
Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz*Erfman then meditates a little focusing on what he feels the city should be/have*:
- Trenches outside the walls (if only walls it's really easy for siege to walk up to it and break it down)
- Crenelation on Walls and Tower with cover above the head (so there are hiding places besides where we can throw axe where neither direct arrows nor shower-of-arrows can reach)
- Workshop with materials usable in dollamancy
- Special TowerOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz
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2019-10-13, 04:29 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wizOriginally Posted by wizOriginally Posted by wiz
Originally Posted by wiz
Subject: Erfman the Barbarian (Game thread)Originally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wizOriginally Posted by wiz
Subject: Erfman the Barbarian (Game thread)Originally Posted by wizOriginally Posted by wizOriginally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
[quote="wiz"]
Round 8
With the enemy warlord seemingly heading out of the tunnel you decide to head outside and head him off. Your group marches back up the stairs and as soon as you reach the Garrison you once again spot a Waven watching you from a dark corner of the room. With some annoyance you mentally command Julienne to deal with it and the many limbed Golem quickly hurls the axe which flies straight at the Waven instantly dusting it. Your group then heads back outside to the courtyard where they meet up with Woody and Jessie. As one big stack you then march out of the city and begin to head towards the enemy. As you do the last remaining Waven flies over head and seems to keep a careful eye on you.
The uncroaked meanwhile seem to be reorganising themselves as if they are preparing for something.
Airspace
Darkside stack 3
Waven
Tower
-
Garrison
Stack 1 - hiding
The Luggage 10/10
Courtyard
-
Walls - badly damaged
-
Outside walls
Stack 3 - halfway to enemy
Erfman 6/6 20 juice
Julienne 20/30
Bob 6/15
Billie 8/23
Chief Bowie 15/15
Gobwin 1 5/5
Gobwin 2 1/5
Woody 8/22 - screening
Jessie 5/10 - screening
Darkside stack 1
Uncroaked piker 1
Uncroaked piker 2
Uncroaked piker 3
Uncroaked piker 5
Uncroaked archer 1
Uncroaked archer 2
Uncroaked archer 3
Uncroaked archer 5 - 4 hits taken
Darkside stack 2
Uncroaked piker 6 1 hit taken
Dungeons
-
Tunnels
Darkside stack 7
Warlord
Mummy 1
Mummy 2
Uncroaked Stabber 1 - 4 hits taken
-
2019-10-13, 04:31 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Compilation of Game Thread)
Round 9
As your large stack moves forward Woody takes the axe off of Julienne so that she can draw her four blades. At your signal Woody then hurls the axe skywards dusting the final Waven before the axe returns to his hand. Woody then moves to the front of the group along with Jessie so that they can screen as they approach the enemy stack.
As soon as you round the corner and the uncroaked are in sight they release a volley of arrows straight towards you. You recoil in surprise instinctively closing your eyes but when you open them you realise that you were not their target as Woody is now full of arrows. (8 hits lost) the Golem seems to freeze before suddenly falling flat to the ground and staying perfectly still.
You begin to wonder if confronting the enemy outside the safety of the walls was such a good idea but Julienne rushes forwards in accordance with your orders and you are now committed to the assault. As Julliene charges a sudden urge to sing takes over you.
Spoiler"Dd-er-rv-vi-is-sh
Dervish-dance!
Ah Julienne can dance if she want to, she will leave her friends behind
Cause her friends don't dance and if they don't dance
Well they're are not safe around her at this time
I say, we can stay where we want to, A place where they will never bind
And we can act like the Dark One lives in our loo
Leave the real one far behind,
And we can dance
Ah Julienne can dance if she want to, she will leave her friends behind
Cause her friends don't dance and if they don't dance
Well they're are not safe around her at this time
I say, we can stay where we want to, A place where they will never bind
And we can act like the Dark One lives in our loo
Leave the real one far behind,
And we can dance
Julienne!
Ah we can stay when we want to the knight is young and so am I
And we can dress real neat from our hats to our feet
And surprise 'em with the victory cry
I Say we can act if want to if we don't nobody will
And you can act real rude and totally removed
And I can act like a better King
I say she can dance, she can dance everything out control
She can dance, She can dance She is doing it wall to wall
She can dance, She can dance and remove your hands
She can dance, She can dance everybody takin' the chance
Dervish dance
Oh well the Dervish dance
Ah yes the Dervish dance
Dd-er-rv-vi-is-sh
Dervish-dance!
She can dance if sge want to, we've got all your life and mine
As long as we abuse it, never gonna lose it
Everything'll work out right
I say, she can dance if she want to she will leave her friends behind
Cause her friends don't dance and if they don't dance
Well they're are not safe around her at this time
I say she can dance, she can dance everything out control
She can dance, she can dance she is doing it wall to wall
She can dance, She can dance and remove your hands
She can dance, She can dance everybody takin' the chance
Oh Well the dervish dance
Ah yes the dervish dance
Oh well the dervish dance
Oh well the dervish dance
Oh yes the dervish dance
Oh the dervish dance yeah
Oh it's the dervish dance
It's the dervish dance
Well it's the dervish dance
Oh it's the dervish dance
Oh it's the dervish dance
Oh it's the dervish dance
Oh it's the dervish dance"
While the song is rough and a bit flat in places due to your inexperience you suddenly begin to feel your words drawing power and your juice begins to dwindle. Julienne meanwhile seems to speed up as she closes the gap with the enemy. The pikers however were ready for her and as soon as she is in range they thrust their spears forwards moving as one. With her four blades Julienne was able to redirect the spears but still took 5 hits as their points scraped her frame. Julienne then seemed to speed up as she threw the spears off and ducking under the pikers defenses she rapidly began to slash at the enemy as she spun around and began moving in time with your words. With a spin and a slash an uncroaked's arm was removed from it's body and then another and then a head. Not a single piker escaped the storm of blades and 3 were left as nothing but dust while the fourth was left with a large slash across its torso (2 hits taken). With the piker's defensive line well and truly broken Julienne then ploughed in to the archers. They didn't stand a chance and in moments they were reduced to nothing by the rhythmic blur of blades.
You meanwhile were beginning to feel drained as the rhymomancy tried to draw more juice from you then you had available. (20 juice used) You are confident that if you had more juice your improvised rhymomancy would have had more of an effect.
Once Julliene came to a stop there was only one piker left in the stack that she had engaged and a second who had stood a short distance away separate from the rest. Seeing this Bob broke stack and charged down the second piker. The Piker seemed to be expecting this and raised his spear dealing Bob 1 hit though the combined efforts of Bob and Billie dusted him in return.
Your stack then moves in on the lone survivor of Julienne's assault and between Jessie, Bowie and the Gobwins the uncroaked is quickly dusted.
Airspace
-
Tower
-
Garrison
Stack 1 - hiding
The Luggage 10/10
Darkside stack 7 - searching
Warlord
Mummy 1
Mummy 2
Uncroaked Stabber 1 - 4 hits taken
Courtyard
-
Walls - badly damaged
-
Outside walls
Stack 2
Julienne 15/30 - immobile, defence -2
Stack 3
Erfman 6/6 0 juice
Chief Bowie 15/15
Gobwin 1 5/5
Gobwin 2 1/5
Jessie 5/10 - screening
Stack 4
Bob 5/15
Billie 8/23
Stack 5
Woody 0/22 - disabled
Dungeons
-
Tunnels
-[/quote]
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
-
2019-10-13, 04:33 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
"Hey Scout Bond, currently if you spot a flying waven, could you croak it? Do you have any way of hitting a flying target?" You question.
"No Sire we do not have any ranged weapons nor do we have the archery special..." Bond replies.
Subject: Erfman the Barbarian (Compilation of Game Thread)
Turn 13 - in progress
Side: Fanon
Capital: Fanon City
Income: 500s / turn
Production: 50
SpoilerUnits available to pop;
Stabber (20) 5/10/4/8
Piker (20) 5/5/5/8 [Piker Defence]
Archer (20) 5/11/3/8 [Archery]
Scout (7) 2/2/2/8 [Scout]
Tower: Level 1, Juice Charge: 0
SpoilerDollamantic converter: The tower is able to convert schmuckers to power Golems. Dollamancy Golems may pay upkeep in schmuckers or juice.
Caster Bonus: Spells cast while in the tower are cast at caster level +1
Walls: Level 1
City Zone:SpoilerDwellings
Barracks
Storehouse
Dollamancy Workshop - (Dollamancy crafting time reduced by 10%)
Dungeons: Level 0
SpoilerCells: 1 (crude cavern, low security) Capacity 0/2
Garison:
Treasury: 50s
Spoiler
Stats
King Erfman
Level 3 Dollamancer (Adept)
Hits: 6 Combat: 6 (2+2+2) Defence: 2 Move: 10 (8+2) Juice: 300/300
Upkeep: 150s
Special: Caster, Command, Infected
Purse: 0s
Equipped: Craftman's +1 Hammer, Motion Goggles
Exp: 315/400
Sir Bob
Level 3 Lancer (Knight)
Hits: 15 Combat: 24 (17+6+1) Defence: 6 Move: 10 (8+2)
Upkeep: 40s
Special: Piker defence, Lancer, Knight
Equipped: Pikers +1 Spear
Exp: 115/400
Heavy Dervish Golem
Hits: 30 Combat: 43 Defence: 6 Move: 0
Juice Charge: 100/300
Upkeep: 100 juice
Special: Garrison, Heavy, Dervish Dance
Woody
Reinforced Wood Golem
Hits:0/ 22 Combat: 12 (10+2) Defence: 6 Move: 8
Juice Charge: 0/100
Upkeep: 30 juice
Special: Heavy
Equipped: +1 Animated Gobwin Axe
Jessie
Wood Golem
Hits: 10 Combat: 10 (9+1) Defence: 5 (4+1) Move: 8
Juice Charge: 20/100
Upkeep: 20 juice
Equipped: modified Piker armor, crude Gobwin Axe
The Luggage
Luggage Golem
Hits: 10 Combat: 5 Defence: 3 Move: 16
Juice Charge: 12/100
Upkeep: 23 juice
Special: Carnyed - Bigger on the inside, Dollamancy - moving parts, Capture, Mountain Capable
Billie
Level 2 War Goat
Hits: 23 (20+3) Combat: 15 Defence: 4 Move: 22 (20+2)
Upkeep: 40
Special: Self Sufficient, Mountain Capable, Heavy, WarMount (1 rider 1 passenger)
Equipped: Woolly Saddle
Exp: 115/200
Suresh
Level 1 Scout
Hits: 2 Combat: 2 Defence: 2 Move: 8
Upkeep: 7s
Special: Scout
Exp: 0/100
Gopher
Level 1 Scout
Hits: 2 Combat: 2 Defence: 2 Move: 8
Upkeep: 7s
Special: Scout
Exp: 0/100
Bond
Level 1 Scout
Hits: 2 Combat: 2 Defence: 2 Move: 8
Upkeep: 7s
Special: Scout
Equiped: Magic Helm (unidentified)
Exp: 0/100
Unnamed
Level 1 Scout
Hits: 2 Combat: 2 Defence: 2 Move: 8
Upkeep: 7s
Special: Scout
Exp: 0/100
Unnamed
Level 1 Scout
Hits: 2 Combat: 2 Defence: 2 Move: 8
Upkeep: 7s
Special: Scout
Exp: 0/100
Unnamed
Level 1 Scout
Hits: 2 Combat: 2 Defence: 2 Move: 8
Upkeep: 7s
Special: Scout
Exp: 0/100
Unnamed
Level 1 Scout
Hits: 2 Combat: 2 Defence: 2 Move: 8
Upkeep: 7s
Special: Scout
Exp: 0/100
Chief Bowie
Level 2 Gobwin Chief (Knight)
Hits: 15 Combat: 23 (19+3+1) Defence: 4 Move: 10 (8+2)
Upkeep: 100s
Special: Natural Ally Chief, Command, Knight, Tunneler, Tunnel Fighting
Equipped: +1 Gobwin Axe
Exp: 181/200
Durp
Level 2 Gobwin
Hits: 5 Combat: 10 (7+2+1) Defence: 3 Move: 10 (8+2)
Upkeep: 20s
Special: Tunneler, Tunnel Fighting, Infected
Equipped: +1 Gobwin Axe
Exp: 31/200
Burp
Level 2 Gobwin
Hits: 5 Combat: 10 (7+2+1) Defence: 3 Move: 10 (8+2)
Upkeep: 20s
Special: Tunneler, Tunnel Fighting, Infected
Equipped: +1 Gobwin Axe
Exp: 31/200
In the Magic Kingdom
Dotti Crosst
Level 2 Signamancer (Novice)
Hits: 6 Combat: 3 (2+1) Defence: 2 Move: 10 (8+2) Juice: 200/200
Upkeep: 150s
Special: Caster, Command
Exp: 100/200
Inventory
Powerball x1
Shockamancy Gem x1
Fruit x23
Deseeded fruit x 0
Fruit seeds x14
Meat rations x5
Arkenfiend Mushroom x1
Stone x3
Pebbles x1
Wood x7
Wool x0
Metal Ore x0
Branches from a Bush x1
Goat Hide x1
Piker Spears x8
Archer Bows x8
Stabber Swords x8
Warlords sword x1
Ogwe Club x1
Dark Breastplate x1
Leather case x1
[Warlord Prisoner - Grim]
Scouting
Spoiler
What do you do?[/quote]
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
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Originally Posted by wiz
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
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2019-10-13, 04:36 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by WurmD
Originally Posted by wiz
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
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2019-10-13, 04:44 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Before the end of turn you place an hand on Julienne and charge her with your last remaining juice.
Erfman 5 juice used
You then go to see Bowie and hand over 150 schmuckers and give him instructions to pop 6 Gobwins that night.
150 schmuckers spent
With that done you finally end turn
End of turn[/quote]
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
- Save actions for magical tasks, have non-caster friends do non-magical tasks.
- Save juice and actions of planned construction task for after Nightfall (and don't forget to use all the Juice before Dawn, charging Golems if leftover)
- Claim all bodies after a battle and remove their equipment
- For every Dollamantic endeavor: Construct in Workshop, cast in Tower.
- Keep a unit by the portal at all times, with orders to report immediately if something comes through.
- Keep a unit in the garrison at all times.
- Whenever not otherwise engaged, golems guard portal and garrison instead of living units
Luggage guidelines:
- Keep corpses nude and boxed of to a side (separate from other gear)
Subject: Erfman the Barbarian (Compilation of Game Thread)
After carefully writing out a contract you post it through the portal.
"I apologize if the phrasing of this is rough, I do not yet have much experience with this mode of writing."
SpoilerContract of Employment between The Kingdom of Fanon and the Barbarian Croakamancer Cadaver
Section 1 – Terms
This magically Signed document shall be held by both signed parties in accordance with their respective naming policy. (Henceforth, "the contract".)
The contract stands in continuous effect for all signatories from the moment this contract is Signed by those parties until severance of the contract.
Section 2 – Identification
Party of the first part, The Kingdom of Fanon, is a side under the rule of King Erfman with a capital city at the time of Signing The City of Fanon.
Signatory unit for The Kingdom of Fanon shall be King Erfman, acting in capacity as King.
Party of the second part, Cadaver, a Barbarian Croakamancer resident of the Magic Kingdom.
Signatory unit for Cadaver shall be Croakamancer Cadaver acting in capacity as Barbarian Croakamancer.
Section 3 - Statements
This contract is made in recognition of these facts;
The parties have not made prior contact.
Neither party has Duty, Loyalty, or Obedience to one another.
That both parties shall be bound to automagically enforced Penalties for breach of this contract.
Section 4 - Obligations
Cadaver agrees to act as an allied unit of The Kingdom of Fanon for the duration of the contract. During such time, Cadaver will be obligated to lend his expertise in situations, both real and speculative, and to preform his Task as per the instructions of a Commander of the Kingdom of Fanon, or barring one able to instruct him, to his best judgement of the needs and interests of The Kingdom of Fanon.
Cadaver's Task will initially consist of use of his daily actions and juice and the daily actions and juice of any units created, animated, tamed, or otherwise acquired by Cadaver before or during the duration of this contract, to the betterment of The Kingdom of Fanon. To act as a commander over units both his own and those of The Kingdom of Fanon as needed.
Cadaver agrees not to act in a subversive manner against the property, units or interests of The Kingdom of Fanon nor Cooperate with the Dark Side, it's Overlord the Dark One, units of the Dark Side, or agent of the Dark One or the Dark Side. Doing so will be considered a Breach of Contract.
The Kingdom of Fanon agrees to act as an employer to Cadaver for the duration of the contract. During such time, The Kingdom of Fanon will be obligated to render on to Cadaver his Wage every day he completes his task. If The Kingdom of Fanon fails to render any part of the wage upon Cadaver on a given turn it is due, they will obligated to compensate Cadaver 110% of the undelivered amount upon the following turn. Should The Kingdom of Fanon fail to render payment for five consecutive turns, this will be considered a breach of contract.
Cadaver's Wage will initially consist of:
1) Rations or shmuckers sufficient to cover his upkeep
2) A room within the Tower of Fanon for him to sleep, keep his property, or otherwise make use of
3) A quantity of shmuckers equal to fifty plus twenty five fold his level
The Kingdom of Fanon will ensure that Cadaver has unrestricted access to the Magic Kingdom on turns Cadaver is in the City of Fanon and is complete with their Task.
Section 5 - Alterations
Under the mutual and unforced agreement of both parties, Cadaver's Wage and Task can be redefined.
Section 6 - Span
This contract will last until such time that one party chooses to terminate it.
After such a decision is made, Cadaver will no longer owe his Task nor be owed his Wage. For the subsequent ten turns, Cadaver has free pass through the territory of The Kingdom of Fanon, including to the Portal within the Fanon Capital. For the subsequent twenty five turns, Cadaver is still bound to not to act in a subversive manner against the property, units or interests of The Kingdom of Fanon nor Cooperate with the Dark Side, it's Overlord the Dark One, units of the Dark Side, or agent of the Dark One or the Dark Side.
Section 7 - Breach
The Parties agree to be bound by the universal principles, forces, actions and consequences of Signamancy, whereby the inherent magic of the contract shall serve as the sole mechanism for detecting, determining, and penalizing a breach or default of the contract's terms.
Parties should be clear on both the wording and the intent of the contract as to their particular obligations and restrictions at the time of Signing, as these shall constitute the basis upon which a breach is automagically adjudged.
Section 8 - Penalties
The Penalty for failure to meet obligations (Section 4, Obligations) of Wage, on the part of The Kingdom of Fanon, remuneration into a fund to be paid to Cadaver at the time of the breach of the full of the owed debt.
The Penalty for failure to meet obligations (Section 4, Obligations) of Task, on the part of Cadaver, shall be two days worth of juice and actions of Cadaver and all associated units, compensated only by a single turn of upkeep per turn.
The Penalty for acting in a subversion manner or cooperation with The Kingdom of Fanon's enemy the Dark Side, shall be automagic imprisonment by the side of Fanon if they with in the same hex as units of Fanon. If they are not, they are to pay Fanon a fine of shmuckers equal to all the shmuckers in their possession, until such time they are prisoners of Fanon.
In the event that a breach seems unavoidable or desirable, either Party may propose an alternative remedy. If, within 1 turn, both Parties are in full agreement, this remedy may be adopted in place of a penalty.
Section 9 - Severability
The Parties agree that breach or default of any part of the contract shall not constitute a termination of the entirety of the contract. Obligations, restrictions and penalties shall remain in place for the duration of the contract, even in the event of a breach or default of one or more of its parts. The contract is not rendered void by the subsumation of either party as a colony or unit to any other side, but in the event of the destruction of either side or signatory, the contract is voided. Neither Party may transfer their obligations to another part under any circumstances.
Section 10 - Actions Not Considered
Any actions not determined by the contract shall not cause the nullification of the contract.
This contract constitutes the entire agreement between the parties with respect to its subject matter and supersedes any other agreements between those parties written or oral.
Section 11 - Declaration
The contract shall be magically bound by Signamancy issued by an independent qualified barbarian Signamancer provided from the Magic Kingdom at the expense of The Kingdom of Fanon.
Authorized Signatures
Thus the contract is activated and executed by the will of the parties
Erfman
Erfman, King of Fanon
_______________
Cadaver, Barbarian Croakamancer
A short while later a strange sensation washes over you as the contract is activated.[/quote]
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
[quote="wiz"]You carefully write out a letter before giving it to one of your newly created long range messenger birds, it then flies off and heads to the city to the Northwest. With your ruler senses you are able to sense that the bird reaches its destination and begins flying back though due to its lack of move it is not able to make it all the way back to Fanon.
SpoilerTo Whom It May Concern;
I am sending the message to inform you that the Kingdom of Fanon has been refounded on the original capital site. While the Dark Side has assailed us, we are now on the road to recovery.
As the new King of Fanon, I wish to see if cooperation between us is possible, and to that end, with you permission, will be sending this bird back and forth between out cities. It is able to carry letters between us, until we acquire a more direct channel of communication.
With Sincere Hope,
King Erfman of Fanon
PS: We have employed a signamancer to deal with our affairs in the Magic Kingdom, she would also be willing to ferry messages that you may toss through your portal to us. If this avenue is appealing (since the bird cannot do a round-trip in one turn), just describe your portal color, and tomorrow at nightfall toss a message addressed to "Dotti Crosst" through your portal
Long Range messenger bird 20 move used
You meanwhile send the remaining of the messenger birds out to scout. The first messenger bird you send west and it returns without incident.
The second long ranged scout you send north and when it returns it goes straight to the map and begins tapping on the two dead forest hexes north of Fanon before tapping four times each on the symbol of an uncroaked that you had drawn out.
The second standard messenger bird you send east, you sense it get as far as two hexes north of your farm when suddenly it ceases to exist.
Long Range messenger bird 20 move used
messenger bird 12 move used
messenger bird destroyed
-
2019-10-13, 04:46 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Cadaver returns through the portal with a scroll in hand. "My lord I was able to obtain the scroll you desired, it cost me 50 schmuckers and 3 pieces of fruit I hope that is ok?" Cadaver replies. "As for a shockamancer I found one by the name of AC who would be willing to charge the tower but he would want 5 turns worth of rations..." Cadaver reports.[/quote]
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
"The Dark One's methods may seem harsh but he gets results...." Grim begins "If he had done things differently and he had lost then all of his units may have croaked...." Grim continues. "As a warlord I was never treated poorly... I must admit the regular infantry are not treated as well and are seen as somewhat expendable..." Grim admits. "But are any other side different?"
Subject: Erfman the Barbarian (Compilation of Game Thread)
"Fanon is, at the least." Erfman says simply. "I have spent juice and resources to save the lives of my infantry units. Not just to win a battle, but to ensure they are stabilized after. I have found someone in the magic kingdom who can heal the Mummy Rot, and I am getting that cure not just for myself, but for all affected units, even natural allies where it be objectively cheaper to just pop replacements." Erfman says passionately. "When the Titans judge me as a ruler, I will face them with a straight back and be able to declare that not one unit they put on Erfworld for me was wasted or abused. And I can not think of a better standard by which they might judge us."
Erfman looks Grim in the eye. "When the Titans ask you how you treated the troops you commanded, the units they crafted to serve you... What will you say? That the side you loyally serve had them thrown to their deaths even when not advantageous, because your master prefers uncroaked troops, lacking a mind given by the Titans to question their lot in life, to aspire for more, to have opinions on their ruler's treatment of them?" you declare.
"This is all a presumption on your part. Yes the Dark One may sacrifice his units when neccesarry but only when it is advantageous to the side. You presume it is uncroaked that he prefers... well it is not! The Dark One favours casters! It is why whenever possible he pops warloads in hopes that he will get another caster under his command! It is why he wages war with so many sides and why he wishes you to turn!" Grim declared. "As a Warlord I know I am not his favourite but I have done my duty and fought loyally for the betterment of the side. When I stand before the titans that I can say!" Grim replied. "If I were a scorist I know my score would not be that high but before the battle where I was captured I was only a level one... what great deeds can a level one be expected to have done!" Grim declares.
-------------------
".. the more I think of it, the more I feel sure: I'm thinking that glow might be shockamancy, and those uncroaked are suicide bomber units, surrounding the living units to guarantee they obey.. If they obey, they are in front and croak first croaking us, if they DON'T obey? BOOM! and either way their bodies are uncroaked at a distance by the Dark One.. A win-win for him.."
"It's really quite ingenious of him, and terrifying."
"I'm thinking, an attempt at denying the Dark One the bodies, and the living army would be:
- We both stand at the top of the tower
- as soon as the living enter the hex I shout 'Living people! Why do you fight for the Uncroaked master?! If we remove those 4 glowing uncroaked would you turn? Or stand aside?'
- and we immediately cast: I cast the Seize Uncroaked scroll targetting the front right glowing uncroaked, and you cast Seize Uncroaked on the front left one.
- and I yell 'Run forward, we now control the front ones' as I order the right one to attack the back-right glowing uncroaked, and you order your left one to engage the back-left one."
"What do you think of that? If those are regular skeleton uncroaked with shockamancy cast on top of them, they should count as a simple uncroaked for purposes of the Seizing." you declare.
"The glow could indeed be shockamancy and if they are standard uncroaked charged with shockamancy then they should be easy enough to seize and take control of" Cadaver replies
---------------
"Mahogany, how much Juice would it take to prime the mushroom for detonation into a spore cloud, and to activate it at a distance?" You ask the Dwyad.
Mahogany holds up five fingers and thrusts them forwards five times.
"Also, what about turning some vines into units that are good at grappling and restraining man sized units?" you ask before you are suddenly struck by an idea "Oh, use your spear as a gauge, with it's full length being your daily allotment of juice." you add.
Mahogany has a thoughtful look for a moment before holding her hand to the end of her spear, she allows it to hover there for a moment before she then takes her hand far beyond the end of her spear.
----------
Wiz, *Erfman ponders on the possibility of improving the Walls in small locations, such that they act as lvl 2 walls in those locations*
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by Deck of Cards
Originally Posted by wiz
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2019-10-13, 04:47 PM (ISO 8601)
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Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
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[quote="wiz"]"Are you willing to try Cadaver? This seems like an incredible challenge to you, and if you succeed, you will likely learn many secrets of Croakamancy from the Spook itself!
How much Juice would you like to have for one attempt?" you ask.
"I am willing to try Sire if that is what you desire" Cadaver replies. "But it must be your decision for it is your kingdom that is at stake..." he adds.
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2019-10-13, 04:49 PM (ISO 8601)
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Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Compilation of Game Thread)
Initial positions:
[/quote]SpoilerAirspace
-
Tower
Stack 1- Hiding
Scout
Stack 2
Erfman
Messenger bird
Messenger bird
Julienne
Alleria
Woody - screening
Cadaver
The Luggage
Garrison
Stack 1 - hiding
Scout
Courtyard
Stack 1 - Hiding
Scout
Stack 2
Bob
Billie
Hog
Hog
Walls
Stack 1 - Hiding
Scout
Stack 2 - protected by crenelations, NOT looking out
Mahogany
Jessie - screening
Pan (new goat)
Outside walls
-
Dungeons
Stack 1 - Guarding Grim
Scout
Stack 2 - Hiding
Scout
Tunnels
Stack 1 - Hiding
Scout
Stack 2
Bowie
Burp
Durp
Gobwin knight
Gobwin knight
Gobwin knight
Gobwin knight
Gobwin knight
Stack 3 - on lookout
Gobwin
Stack 4 - on lookout
Gobwin
Stack 5
Lothar
Buster
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
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Originally Posted by wiz
Level 1 Stabber
Hits: 5 Combat: 10 Defence: 4 Move: 8
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
Originally Posted by wiz
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2019-10-13, 04:50 PM (ISO 8601)
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Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
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Shield Golem 15/2/6/8 (30 juice upkeep)
Ballista Golem 5/40/2/0 (60 juice upkeep) (Archery) (Garrison)
maximum Combat for 50J, with and without archery, with and without garrison:
- Garrison no archery ~46 combat
- Garrison archery ~44 combat
- No archery ~39 combat
- Archery ~37 combat
To have 7 defense would cost more than Julienne
maximum hits with max defense for 50J, with and without garrison:
- Garrison ~ 20 hits 6 def
- No garrison ~25 hits 6 def
1J non-garrison Golem (for disposable scouting):
- 1/1/1/8
Ball Golem to stack with Julienne as she dervishes:
- 4/1/2/0 (10 juice upkeep) (Dervish backup dancer) (Garrison)
- 12/1/4/0 (25 juice upkeep) (Dervish backup dancer) (Garrison)
And these base stats might vary based on materials used.
Adding Siege should be cheap.
To capture units:
- 10/1/4/8 - capture ~ 25 juice upkeep
- 20/1/4/8 - capture ~ 35 juice upkeep
Buildable with 8 actions and 100 juice
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
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Self-consciously Erfman ponders on the cost of altering his clothes to something fancy looking (duds).
An average set of duds can be made for ~5-10 juice
While basic magical raiment (+1) could cost between 50-100 juice and 4-8 actions to make.
"AC, would you like to start work on your focus? What item would you like to enhance?" you ask.
"I would" AC replies pulling out an item that looked slightly like a black elongated crossbow. "I'd like to add it to this... it already has some shockamancy enhancements on it... That won't be a problem will it?" AC questions. [/quote]
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
Originally Posted by wiz
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2019-10-13, 04:52 PM (ISO 8601)
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Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
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2019-10-13, 04:53 PM (ISO 8601)
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Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
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Golem storage 20 wood, 24 actions or 20 stone, 32 actions - 64 light golem capacity
Pondering on researching a Golem Sleep Spell, you have a few ideas how you could deactivate a golem using an offensive spell however you suspect that deactivating one of your own golems may be a lot simpler.
Subject: Erfman the Barbarian (Game thread)
Pondering alternative sources of wood, Erfman evaluates the following:
Piker Spears x14 = ~1 wood
Archer Bows x19 = ~1 wood
Ogwe Club x2 = ~ 6 wood
So if you used them as a resource for constructing buildings you'd get about 8 wood out of all of that.
Subject: Erfman the Barbarian (Game thread)
Feeling more prepared for your trek through the magic kingdom you and AC take one of Cadaver's arms each before once again stepping through the portal with Dotti following closely behind. You feel a sense of disorientation before you once again find yourself in portal park. Once in portal park Dotti takes the lead and begins leading you in the direction of the Thinkamancers.
It is not long until you once again get the feeling of being watched, while some of it seems to be genuine curiosity at the fact your dragging around an incapacitated unit there are also others paying you closer scrutiny. Dotti gives a subtle cough and the slightest twitch of her head indicating in the direction of a particular caster. This time the caster is not hooded but you catch sight of him following the same route as you are one too many times for it to be pure coincidence.
You however manage to reach the area that the Thinkamancers call home without interruption. Before you can begin approaching the temple of the Thinkamancers however a caster wearing heavy grey armour and carrying a long staff strides towards you. The caster is heavily built, dark skinned and bears the symbol of an eye on his forehead. "That's Jafa a high level Shockamancer hired by the Thinkamancers..." Dotti whispers as the unit approaches.
"Hold! State your business!" Jafa barks as he physically blocks your path.
Subject: Erfman the Barbarian (Game thread)
"Greetings, my name is Erfman of the side of Fanon, this is Cadaver a barbarian caster. Cadaver has suffered what appears to be thinkamantic magical backlash from what we believe was an illegal use of Thinkamancy from a caster on the side of Darkside".
Erfman extends his pinky and states "I ready to pinky swear to tell the truth, the whole truth, and nothing but the truth about this matter this turn."
"I believe the Great Minds shall be interested in inspecting Cadaver for confirmation of my suspicions, and I'm here with Cadaver to provide them with that opportunity." Erfman states clearly.
Jafa patiently listens as you explain why you are here. "Non Thinkamancers are not allowed in the temple you will wait here while I signal one of the Thinkamancers" Jafa responds. The Shockamancer guard then points skywards and a small amount of shockamancy is released from his fingertip and shoots skywards making a brief flash of green light in the air.
A short while later a female caster wearing light blue clothing and with dark curly hair casually strolls in your direction.
"Greetings friends how can I help you?" she greets offering a pleasant smile and a slightly concerned look in Cadaver's direction.
Subject: Erfman the Barbarian (Game thread)
Erfman smiles and starts more affably than before, "Greetings, my name is Erfman, King of the newly refounded side of Fanon. This here is Cadaver, a barbarian Croakamancy we've generously employed and who will recover at dawn. You may have already met Dotti, barbarian Signamancer, and AC, barbarian Shockamancer." you begin by way of greeting. Dotti offers a slight smiles and a tilt of her head as you introduce her while AC just grunts.
"A pleasure to meet you all I am Deanna, barbarian Thinkamancer and liaison to the Great Minds" The Thinkamancer replies. "It is a rare pleasure to meet a king, rulers so very rarely enter the magic kingdom themselves..." she declares.
Introductions complete, Erfman extends his pinky and states solemnly "I hereby pinky swear to tell the truth, the whole truth and nothing but the truth about the following matter relating to Cadaver's incapacitation" you declare abruptly.
Deanna seems surprised by the sudden pinky swear but soon recovers her composure.
"We've captured uncroaked units from the side of Dark Side; At our tower, the uncroaked were brought one by one in prisoner' shackles, Cadaver cast Seize Uncroaked two times successfully, on his third uncroaked he gasped and collapsed incapacitated; The uncroaked at that moment was repatriated, with no other Darkside units present." you begin to explain.
Deanna nods and motions for you to continue.
"We've taken Cadaver to The House of Healing and the Healomancer Hippo Crates diagnosed him with incapacitation resulting from a badly broken link. This is really bizarre, since he wasn't in a link up at the time, the enemy never entered our hex, and the only thinkamancer in our battle space we know of is the captured Lady Shipping of Fanon. We have come to see if there is aid which could be acquired from the Thinkamancers on this matter." you finish.
"Hmmm I'm sure this Hippo Crates is good at his craft but perhaps he is mistaken" Deanna replied calmly. "May I?" she then asked as she reached out in Cadaver's direction.
As you agree she then reaches out and places her hand upon Cadaver's head. "Hmmm... aah yes... there is indeed some similarities between the damage done to this units mind and the backlash damage from a poorly broken link." she declares. "You said that he was casting a croakamancy spell when this occurred correct? Could you tell me the mechanics of this spell?" she then questioned.
Subject: Erfman the Barbarian (Game thread)
"Perhaps we could invite another barbarian Croakamancer to better enlighten us. In any case, what we've seen is a spell that turns uncroaked to our side. Cadaver said he would need at minimum 25 Juice for an attempt at seizing a basic type of uncroaked, and that more advanced uncroaked should take at least 100 Juice if not more per attempt. He also showed us in our last battle a mass version of the spell, albeit only two uncroaked of a stack were turned in the middle of that battle, when all previous attempts by Cadaver at seizing single uncroaked were successful (hm, 3 or 4?). He also mentioned that the closer he was to his quarry, and the farther the enemy Croakamancer was, the easiest it would be to seize."
Erfman then pauses remembering that infinite moment that is spellcasting, and describes it to the Thinkamancer
"Hmm, also I now remember I actually cast the spell once from a scroll.. It felt like..."
"I see... I am no expert on Croakamancy but I believe there is a connection between the uncroaked and the croakamancer that created them. What this spell seems to do is sever the connection to the creator and replace it with a connection to the caster of the spell. Now this is just a theory but I believe what may have happened by accident or deliberate act is that Cadaver was it? Formed a connection with the enemy croakamancer and it was this connection that caused the magical backlash. Perhaps it was an accident, perhaps a deliberate attack by the enemy caster but it may have even incapacitated the other croakamancer as well..." Deanna thought out loud.
Subject: Erfman the Barbarian (Game thread)
"Do you have any idea for a magical way for us to find out if it incapacitated the other croakamancer too?" you question.
"I could thinkagram the other caster, I would know if they were unable to respond due to being incapacitated. Of course you would need to know the name of the caster and the name of their side..." Deanna replies.
Subject: Erfman the Barbarian (Game thread)
"Oh! That easy?! And if they don't pick up It wouldn't cost Juice would it?!" Erfman excitedly exclaims
"Would you be so kind as to try? To contact the caster Dark One from the side Darkside" you request.
"Such a Thinkagram would cost 2 rands" she replies with a smile. "I presume if the caster responds you do not want me to convey a message..." Deanna asks in return.
Subject: Erfman the Barbarian (Game thread)
Krakadoom!!!
The entirety of the erf shakes and the world is whited out in an incredibly bright white light as though a titanic blast of thunder was released and unleashed upon the land. Briefly there is a moment of static and nothingness as the very laws of the world itself rewrite itself...
...and then everything returns to normal as though nothing had ever happened. (And as far as the Erfworlders were concerned nothing had changed things were as they always had been)
—————————
(From this point forwards a major retcon has taken place. This game will now use Cyper’s base mechanics/rulebase (with some differences). Any rule or mechanic or stats discovered before this point may now have changed.)
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2019-10-13, 04:55 PM (ISO 8601)
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Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Compilation of Game Thread)
Subject: Erfman the Barbarian (Game thread)
Turn 15(in progress)
Map
Spoiler
Side: Fanon
Capital City Fanon City 00.00
Level 1 (6,000 to upgrade to level 2)
City Zone upgrade 2/2 (Walls lv1, Tower lv1)
Building Slots 2/4 (Basic stable, Workshop)
Tower lv1 50/200 (Hoboken x2)
Income 1000/ 2000 Managed
Production:
Treasury: 61s
Tower: Level 1
SpoilerDollamantic converter: The tower is able to convert juice to power Golems. Dollamancy Golems may pay upkeep in schmuckers or juice.
Caster Bonus: Spells cast while in the tower are cast at caster level +1
Arrow slits: The tower is lined with enough arrow slots to allow 16 single stacked archers to fire at once. Workshop (1 building slot used. Provides a bonus to crafting and spell research.)
Garrison:SpoilerArmoury (provides no bonus)
Basic Barracks (provides no bonus)
Basic Stables (allows the popping of riding goats. 1 building slot used)
Basic library (provides no bonus)
City Zone:SpoilerDwellings (provides no bonus)
Storehouse (provides no bonus)
Larder (provides no bonus)
Walls: Level 1
Dungeons: Level 0
SpoilerPortal room: (basic, provides access to magic kingdom)
Cells: 1 (crude cavern, low security) Capacity 2/2
Farm level 0 (ash): Rations produced per turn: 0. Rations produced in this farm will automatically appear in the larder in Fanon. Cost to upgrade 1000s.
Mine level 5: Resources produced per turn: 25. Resources produced by this mine will automatically appear in the storehouse. Cost to upgrade N/A. Mineable resources; Gems, Ore, Coal, ???
Loot / Gear
Larder
Fruit x32
Deseeded fruit x1
Fruit seeds x29
Rations (produced by farm) x2
Meat rations x0
Pine cone x0
stabber chunks x2
Armory
Weighted capture net x3
Shockamancy sword x1
Battle axe x1
Piker Spears x14
Archer Bows x19
Stabber Swords x40
Warlords sword x1
Ogwe Club x2
Crude Gobwin axe x5
Ogwe armour x1
stabber armour x1
Morgue
Store House
Stone x15
Pebbles x1
Wood x0
Wool x3
dirt x8
Metal Ore x0
Branches from a Bush x1
Goat Hide x1
Other loot
Powerball x1
Leather case x1
Fanon area map x1
Shears x1
Harvesting claw x1
Tent x1
King Erfman
Level 4 Dollamancer (Adept) Shockamancer (Novice)
Combat: 3 (4) Defence: 3 Hits: 9 Move: 9
Juice: 7/400
Upkeep: 150s - upkeep paid for turn 15
Special: Caster - Dollamancy, Noble, Infected
Purse: 0s 5 rands
Equipped: Craftman's +1 Hammer (Dollamantic focus), Motion Goggles, Duds
Exp: 36/50
Cadaver
Level 2 Croakamancer (Novice)
Combat: 3 (4) Defence: 2 Hits: 7 Move: 8
Juice: 200/200
Upkeep: 110s (+100s contracted pay) - upkeep paid for turn 15
Special: Caster - Croakamancy
Purse: 175s
Equipped: Sickle +1 (Croakamantic focus), Croakamancy Helm
Exp: 9/24
Mahogany
Level 2 Dwyad Fey Knight
Combat:4 Defence: 4 Hits: 9 Move: 8
Juice: 100/100
Upkeep: 210s - upkeep paid for turn 15
Special: Natural Caster (Flower Power / Dateamancy), Forest capable, Knight, Forest Fighter, One with the land, Thorns
Equipped: Piker Spear
Exp: 9/24
Grim
Level 2 Warlord
Combat:5 Defence: 5 Hits: 11 Move: 8
Upkeep: 130s - upkeep paid for turn 15
Special Leadership, Shared curse, Carnyed - scroll user
Equipped:
Exp: 14/24
Sir Bob
Level 3 Lancer (Knight)
Combat: 5 (6) Defence: 5 Hits: 10 Move: 9
Upkeep: 120s - upkeep paid for turn 15
Special: Lancer, Knight
Equipped: Pikers +1 Spear
Exp:30/48
Buster
Level 2 FarStrider (Knight)
Combat: 4(5) Defence: 4 Hits: 9 Move: 16
Upkeep: 110s - upkeep paid for turn 15
Special: Scout, Knight, Sneak attack
Equipped: +1 Sword
Exp: 10/24
Alleria
Level 2 Sniper (Knight)
Combat: 5 (6) Defence: 4 Hits: 9 Move: 8
Upkeep: 110s - upkeep paid for turn 15
Special: Archery, Knight, Rapid Shot
Equipped: +1 Bow
Exp: 11/24
Bulls eye
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 0
Upkeep: 7s - upkeep paid for turn 15
Special: Archery, Garrison
Exp: 0/8
Dead shot
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 0
Upkeep: 7s - upkeep paid for turn 15
Special: Archery, Garrison
Exp: 0/8
Robin
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 0
Upkeep: 7s - upkeep paid for turn 15
Special: Archery, Garrison
Exp: 0/8
Tex
Level 1 Stabber
Combat:2 Defence: 2 Hits: 6 Move: 8
Upkeep: 14s - upkeep paid for turn 15
Exp: 0/8
Mex
Level 1 Stabber
Combat: 2 Defence:2 Hits: 6 Move: 8
Upkeep: 14s- upkeep paid for turn 15
Exp: 0/8
Chief Bowie
Level 3 Gobwin Chief
Combat: 6 (7) Defence: 4 Hits: 12 Move: 9
Upkeep: 140s - upkeep paid for turn 15
Special: Sapper, Tunnel Fighting, Tribal Command
Equipped: +1 Gobwin Axe, Dark Breastplate
Exp: 36/48
Forman
Level 2 Gobwin
Combat: 3 Defence: 2 Hits:6 Move: 8
Upkeep: 35s - upkeep paid for turn 15
Special: Sapper, Tunnel Fighting
Exp:9/24
Stompy
Level 1 Ogwe
Combat: 7 Defence:4(6) Hits: 14 Move: 6(4)
Upkeep: 100s - upkeep paid for turn 15
Special: Heavy, Siege
Equipped: Ogwe Armour, Ogwe shield
Exp: 0/8
Julienne
Heavy Dervish Golem
Combat: 8 Defence: 6 Hits: 18 Move: 0
Juice Charge: 5
Upkeep: 165
Special: Garrison, Golem, Heavy, Two Weapon fighting, Dervish Dance
Woody
Reinforced Wood Golem
Combat: 4 (5) Defence: 6 Hits: 14 Move: 8
Juice Charge: 0
Upkeep: 110
Special: Heavy, Golem
Equipped: +1 Animated Gobwin Axe
Jessie
Wood Golem
Combat: 2 Defence: 2 (4) Hits: 8 Move: 8 (6)
Juice Charge: 0
Upkeep: 20
Equipped: modified Piker armor, crude Gobwin Axe, metal shield
The Luggage
Luggage Golem
Combat: 1 Defence: 2 Hits: 8 Move: 14
Juice Charge: 0
Upkeep: 60
Special: Carnyed - Bigger on the inside, Dollamancy - moving parts, Capture, Mountain Capable,
Long Range Knitted Messenger Bird
Combat: 0 Defence: 1 Hits: 1 Move: 20
Juice Charge: 80
Upkeep: 30
Special: Flight, Golem
Long Range Knitted Messenger Bird - staying in mine hex
Combat: 0 Defence: 1 Hits: 1 Move: 20
Juice Charge: 80
Upkeep: 30
Special: Flight, Golem
Billie
Level 3 War Goat
Combat:6 Defence: 5 Hits: 14 Move: 11
Upkeep: 140- upkeep paid for turn 15
Special:Grazer, Mountain Capable, Heavy, Mount
Equipped: Woolly Saddle
Exp:30/48
Pan
Level 2 Billy Goat
Combat: 3Defence: 2 Hits:9 Move: 10
Upkeep: 45 - upkeep paid for turn 15
Special: Grazer, Mountain Capable, Mount
Exp: 9/24
Level 2 Hog
Combat: 3 Defence: 2 Hits:11 Move: 8
Upkeep: 45 - upkeep paid for turn 15
Special: Forest Capable, Feral Rager
Exp: 12/24
Level 2 Hog
Combat: 3 Defence: 2 Hits:11 Move: 8
Upkeep: 45 - upkeep paid for turn 15
Special: Forest Capable, Feral Rager
Exp:12/24
Suresh
Level 2 Scout
Combat:1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 15
Special: Scout
Exp: 9/24
Gopher
Level 2 Scout
Combat: 1 Defence: 1 Hits:5 Move: 14
Upkeep: 14s - upkeep paid for turn 15
Special: Scout
Exp: 9/24
Bond
Level 2 Scout
Combat:1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 15
Special: Scout
Exp: 9/24
Warden
Level 2 Scout
Combat: 1 Defence:1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 15
Special: Scout
Exp: 9/24
Fert
Level 2 Scout
Combat:1 Defence:1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 15
Special: Scout
Exp: 9/24
Lizer
Level 2 Scout
Combat:1 Defence: 1 Hits:5 Move: 14
Upkeep: 14s - upkeep paid for turn 15
Special: Scout
Exp: 9/24
Unnamed
Level 2 Scout
Combat: 1 Defence:1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 15
Special: Scout
Exp:9/24
Unnamed
Level 1 Scout
Combat: 1 Defence: 1 Hits: 5 Move: 12
Upkeep: 12s - upkeep paid for turn 15
Special: Scout
Exp: 0/8
Lothar
Level 1 Knight
Combat:5 (6) Defence:4 Hits: 8 Move: 8
Croakamantic decay state: 10/10 (III)
Special Knight, Uncroaked
Equipped: +1 Sword
Uncroaked Knight
Level 1 Knight
Combat: 5 Defence: 4 Hits: 8 Move: 8
Croakamantic decay state: 10/10 (III)
Special Knight, Uncroaked
Durp
Level 2 Gobwin Knight
Combat: 6 (7) Defence: 4 Hits: 9 Move: 8
Croakamantic decay state: 10/10 (III)
Special: Knight, Uncroaked
Equipped: +1 Gobwin Axe
Burp
Level 2 Gobwin Knight
Combat: 6 (7) Defence: 4 Hits: 9 Move: 8
Croakamantic decay state: 10/10 (III)
Special: Knight, Uncroaked
Equipped: +1 Gobwin Axe
Uncroaked Piker
Level 1 Piker
Combat: 1 Defence:2 Hits: 6 Move: 8
Croakamantic decay state: 9/10
Special Uncroaked
Uncroaked Archer
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 9/10
Special Archery, Uncroaked
Uncroaked Archer
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 9/10
Special Archery, Uncroaked
Uncroaked Archer
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 9/10
Special Archery, Uncroaked
Uncroaked Archer
Level 1 Archer
Combat: 1 Defence: 1 Hits:6 Move: 8
Croakamantic decay state: 9/10
Special Archery, Uncroaked
In the Magic Kingdom
Dotti Crosst
Level 2 Signamancer (Novice)
Combat: 3 Defence: 2 Move:8 Hits: 7 Juice: 200/200
Upkeep: 110s - upkeep paid for turn 15
Special: Caster - Signamancy
Exp: 16/24
Dotti's messenger
Knitted Messenger Bird
Combat: 0 Defence: 1 Hits: 1 Move: 12
Juice Charge: 42
Upkeep: 20
Special: Flight
Prisoners
Level 2 Warlord - 120s
Level 1 Knight - 100s
Stinger - 40s
Stinger - 40s
Stabber x10 (10x14s) 240s
Archer x4 (4x14s) 56s
(Current location: Magic Kingdom, Eyemancy octant, outside Thinkamancer’s Temple)
(Unit’s present: Erfman, Dotti Crosst - Barbarian signamancer (MK representative for Fanon), AC - Barbarian Shockamancer, Cadaver - Barbarian croakamancer (under contract with Fanon, incapacitated), Jafa- Barbarian Shockamancer (hired by the great minds), Deanna - Barbarian Thinkamancer (liaison to the great minds))
Deanna blinks and shakes her head slightly before a pleasant smile crosses her lips. ”I’m sorry about that I must have zoned out there for a second. “ She replies sheepishly.
”So I believe we were discussing this Dark One who incapacitated your croakamancer friend while he was attempting to gain control of some uncroaked” Deanna recaps.
”Do you still wish for me to attempt to contact him via Thinkagram to confirm if he has been incapacitated as well?” the Thinkamancer then questions. ”If so what is the message you wish for me to convey if he does indeed answer?” she asks.
"Deanna, I wouldn't want to impose, but would you kindly tell me if my thought process is at fault (as it will weight in on which services we'd hire today)? Given the goal of talking to Lady Shipping without being listened in by her current ruler the Dark One
if we attempt to call the Dark One, and he *is* incapacitated we may get to talk to Lady Shipping (as a side's thinkamancer she might take the call) and could then get a rare chance to talk to her without the Dark One listening in
However, if the Dark One isn't incapacitated he perhaps may choose to have the Thinkamancer get the call anyway and we wouldn't know the difference"
Subject: Erfman the Barbarian (Game thread)
Deanna pauses for a moment and bites her lip slightly as she thinks of how to respond. ”When a Thinkamancer initiates a Thinkagram they are able to connect to the mind of a specific unit. Another Thinkamancer may be able to intercept the gram but not until the two minds have made contact will she know that there is a Thinkagram that she needs to intercept. In that brief moment I should be able to tell whether this Dark One is conscious or not even if the call is then immediately intercepted or terminated” Deanna carefully explains.
"Very good to know Deanna" says Erfman looking relieved. "We'll be definitely paying for a thinkagram to the Dark One then, we just need to figure out what should be said if he actually is up and picks up the call..." pondering rubbing his chin
"Deanna, this is just a supposition, and I do not wish to cause offence (note that I'm very new in the Magic Kingdom and uncertain of its customs) but should this event with Cadaver actually had been a purposeful attack from the Dark One's part through thinkamancy channels, would it be in any way fair to say 'the thinkamancers of the magic kingdom have detected your unorthodox Thinkamantic use and are displeased.' ?" says he a little bit anxiously
Subject: Erfman the Barbarian (Game thread)
Originally Posted by wiz
”Maybe ask if Lady Shipping is currently very busy. When would be a good time for her to come to the Magic kingdom?” Erfman suggests.
Deanna quirks an eyebrow at Erfman’s suggestion. ”Do you wish for me to reveal who the message is from?” She hastily queries.
Subject: Erfman the Barbarian (Game thread)
”Yes you may reveal that the message is from me...” Erfman replies getting the barest of nods from Deanna in return.
”I see, very well then I will be in touch once the Great Minds have reached their conclusion, may you have a pleasant turn” Deanna declares speaking to the floating man’s head before it fades away.
”Lady Shipping wishes for me to remind you that as a unit of the Dark Side her duty prevents her from revealing sensitive information to an opposing side” Deanna begins as she turns to face Erfman. ”She said and I quote were the Dark One ever to change his mind and allow her to enter the Magic Kingdom then she would not be allowed to share the scheduling of such events nor the information on any escorts she would likely be sent with...” Deanna continues. ”She also stressed that were the Dark One to discover that you were pursuing the ONE caster from old Fanon that he managed to obtain then he would be most displeased. She suggested that you cease your attempts to repatriate former fanon units IN the Magic Kingdom” Deanna recounts.
Subject: Erfman the Barbarian (Game thread)
"Thank you so much, Deanna" Erfman says as the conversation draws to a close.
”You’re Welcome, it was a pleasure doing business with you” Deanna replies. ”If you ever need us again you know where to find us...” Deanna adds pleasantly.
Turning to Dotti and AC,
"I think it's time to go back to Fanon, yes?" Erfman then questions. Both Dotti and AC shrug and follow along while helping to support the unconscious Cadaver with the armoured form of Jafa following a short distance behind to make sure the group actually leave.
"Dotti, how easy juice-wise is it for you to craft a simple Non Disclosure Agreement (so everything spoken in Fanon cannot be shared outside of Fanon)?" Erfman questions as they head back towards the portal.
”A simple non disclosure contract? They’re really quite easy...” Dotti replies ”In fact I should have enough juice leftover to make one this turn” She adds.
Subject: Erfman the Barbarian (Game thread)
NAP
You are aware of Natural non aggression pacts and thanks to your abilities as a ruler instinctively know how to form one using natural signamancy. You are aware that while a natural Non Aggression Pact is in effect a side or unit in a pact would not be able to take aggressive actions against those they are in a pact with. A natural Non Aggression Pact however can be cancelled unilaterally with only ones turns notice. When one side decides to end a pact the other side becomes instantly aware of that fact.
"AC, that was a lovely stroll. Thanks for the piece of mind that your simple presence afforded us.
Now that we've found to have watchers, and enemies in the MK, I think we should institute a policy to have all non-sided casters sign NDA's, so you can't be coerced into revealing details of the side. Would you be willing to sign one?" Erfman declares once they had passed through the portal and into Fanon.
”Depends if there’s any extra terms but in principle I have no problem with it. I’m no gossip anyway...” AC replies with a shrug of his shoulders.
---
"Dearest Dotti, could I impose upon your Juice once more? How many rands would you ask for the remaining of your Juice?" Erfman asks turning to face the signamancer.
”Well as I said earlier I have already used most of my juice but if all you wanted was a simple piece of Contract work I suppose I could do it for a rand” Dotti replies.
"Also, it seems to me that the Natural Non-Aggression Pact seems perfect to have with non-allied barbarian casters. It's main limitation when dealing with sides, to be able to be dissolved with only a turns' notice, seems terribly adequate between two individuals.
However, can they be broken at a moments notice? Do you know?" Erfman then questions.
Dotti for a moment looks a little uncomfortable about the question but quickly schools her features. ”Under normal circumstances a non aggression pact would be very difficult to break...” Dotti begins ”but not impossible...” she finally admits. ”Think of it like this if you were to order one of your side’s infantry units to do something then they would be compelled to follow that order yet there could be certain circumstances where this compulsion is not absolute... a non aggression pact is much like this...” Dotti explains. ”Also a cunning opponent could still find ways to cause you harm despite the constraints of a non aggression pact.” Dotti continues.
Subject: Erfman the Barbarian (Game thread)
"That sounds strong enough to prevent barbarian casters from attacking us on a whim" says Erfman sounding satisfied.
"Would you then spell up a simple NDA that would protect Fanon's details for AC to sign?" *passes over a Rand*
”Certainly” Dotti replies with a smile as she pulls out a large pink feathered quill and a piece of parchment from seemingly nowhere. Dotti then begins to write in an elegant script as juice flows through the quill and in to the paper.
”There we go one non disclosure agreement!” Dotti then declares pushing the parchment forwards once she had finished writing. ”If you’d both like to sign here” she indicated pointing to a space at the bottom.
---
"Here you go AC; Shall we top this off with a Natural NAP?" Erfman then suggests to the Shockamancer.
”Sure I’ve got no problem with that” AC replies as your ruler senses suddenly become aware of an offer of non aggression.
Subject: Erfman the Barbarian (Game thread)
We are aware that we may construct buildings by hand. Simple buildings yes. More advanced buildings you may attempt but you won’t know if you will successful until you try. Even more advanced buildings may require some juice in some way shape or form.
You could build a ‘Golem hub’ (basically a room for golem maintenance and charging) however it would require a significant investment of Erfman’s juice as well as wood and metal to create. It would pay the upkeep for 16 light garrison golems and allow them to stay active.
Subject: Erfman the Barbarian (Game thread)
Retconning the golem cold storage.
Golem cold storage:
20 wood or stone plus 2 metal and 1 gem of equal or greater value of the total upkeep of the units you wish to store there. Juice equal to the value of the gem is also required to prepare it for use. (Please note the gem is not used up and can be taken away at any time and converted to shmuckers though it would cause the room to stop functioning)
Up to 32 light golems may be placed in to cold storage. A golem must be placed in to cold storage at the beginning of the turn after their upkeep has been paid and must take no further actions on that turn in order to pay no upkeep on subsequent turns. A golem is placed in to a specially made alcove and their juice is drained through metal wires in to a central gem where it is stored until the golems are reactivated. Once a golem leaves the alcove their juice is restored and they resume paying upkeep.
(think of Borg powering down in their alcoves)
(Please note Erfman has never built one of these and may not be successful first time)
Taking the quill Erfman signs the contract and passes it on to AC who after a brief glance of the terms likewise signs it before handing it back to Dotti.
”So now that I’m under non disclosure was there something more private you wanted to talk about?” AC asks with a slightly raised eyebrow.
Subject: Erfman the Barbarian (Game thread)
To Dotti:
”You said before that healamancer would want 300 shmuckers for the cure to mummy rot. Do you think they would accept 2 rands as payment?” Erfman asks.
”Well I couldn’t say for certain but I would imagine the Healomancer would want 3 rands if that was your preferred payment method” Dotti replies.
To AC:
”A few turns ago I gained novice in shockamancy. Do you know how common this is and how easy it is to learn the shockamancy spells now?” Erfman asks the Shockamancer.
”Well to be honest it’s quite rare for a non Naughtymancer to become a novice in Shockamancy.” AC replies with a thoughtful look. ”Learn a spell or two yeah but gain novice I’ve only heard of a few who have and I have never met one before!” AC declares. ”You’ve either spent a huge pool of natural luckamancy in order to do so or your just naturally suited to using it...” AC continues.
”I couldn’t say how easy it will be for you to learn new spells. But if your willing to pay I don’t mind teaching you a spell or two...” AC then offers.
Offer Dotti and AC a fruit seed
”I'm not sure if this plant will grow in the MK, but if it does it will give you an emergency source of rations and a easy way to help out friends of yours in the MK.” Erfman then offers.
”Well I’m not sure how easy it will be to grow one without the help of a florist but Thank you” Dotti replies as she accepts the seed.
Subject: Erfman the Barbarian (Game thread)
- Deseeding fruits no longer cost move
- Harvesting a hex for wood costs 4 move
- Planting seeds is now movement free.
- We can pop:
2 piker, 2 scout, 1 stabber or 1 archer, riding goats 1 per 2 turns
Subject: Erfman the Barbarian (Game thread)
- A single humanoid unit can carry 0.5 units of wood easily. Or 1 unit if they were to drag it but they would be at risk of gaining a fatigued status.
- A single humanoid can carry up to 24 fruits if carrying nothing else.
Subject: Erfman the Barbarian (Game thread)
Spoiler
Plan to:
- collects all the fruits that are collectable
- Plants, or finishes planting 8 hexes
Subject: Erfman the Barbarian (Game thread)
Organising his units in to a well organised work force Erfman begins to send them out of the city with instructions to harvest fruit, plant seeds and collect lumber from the nearby hexes.
The fruit pickers return first each with a healthy looking sack filled with fruit which they drop off in the city’s larder filling it’s barrels with the delicious fruit.
A short while later those on wood cutting and carrying duties start to return one by one like a line of antz either with arms full of wood or dragging large logs behind them. After much effort they manage to get the wood in to the storehouse and all the unit’s make it back in to the city.
27 seeds used
30 fruit gained
Subject: Erfman the Barbarian (Game thread)
1)All units collect lumber from -01,00
2)1 unit spends 4 move to chop wood the other units then carry wood out of hex until all chopped wood gone before next unit spends 4 move to chop more wood. Then repeat.
3)Keep chopping until only 1 tree left in hex.
Only 1 unit spent 4 move chopping
22 gathered wood
Your units report that the forest hex looks a lot more sparse.
Subject: Erfman the Barbarian (Game thread)
Scouting paths:
- Pink : 14 move scouts (report in -04.-04 to -04.-03)
- Purple : 12 move scout (in -04.03, he does a circuit of the hex, and reports to -04.02 pink scout bf moving further in)
Spoiler
Scout orders:
- Prioritize being safe (don't go into hex if enemy spotted; retreat to closest hex boundary if surprised by enemy)
- Collect fruit
Subject: Erfman the Barbarian (Game thread)
Barren hexes = 1 move
Plains = 1 move
Light forest = 1 move
Heavy forest = 2 move
Corrupted forests = 2 move
Hills = 3 move
Swamp = 3 move
Mountains = 6 move
Snow capped mountains = impassable
"How many trees were chopped down? How many trees were left? (So we monitor the rate of recovery of the hexes and don't over chop)"
Subject: Erfman the Barbarian (Game thread)
2 large trees and 7 small trees were cut down. Your units did not take an exact count of the remaining trees though what was cut down looked to be a little over half of all the trees that were there to start with.
-
2019-10-13, 04:56 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Fanon Side Stats
Treas at beg of last turn:
Gifts - Expend last tu:
Treas at end of last tu: 61s
Income 1000 (2000 managed)
Upkeep 2914 ( 33 after rations)
Treasury: 2028s
Turn 16
Side: Fanon
Capital City Fanon City 00.00
Level 1 (6,000 to upgrade to level 2)
City Zone upgrade 2/2 (Walls lv1, Tower lv1)
Building Slots 2/4 (Basic stable, Workshop)
Tower lv1 50/200 (Hoboken x2)
Income 1000/ 2000 Managed
Production: 2x Pikers
Tower: Level 1
SpoilerDollamantic converter: The tower is able to convert juice to power Golems. Dollamancy Golems may pay upkeep in schmuckers or juice.
Caster Bonus: Spells cast while in the tower are cast at caster level +1
Arrow slits: The tower is lined with enough arrow slots to allow 16 single stacked archers to fire at once. Workshop (1 building slot used. Provides a bonus to crafting and spell research.)
Garrison:SpoilerArmoury (provides no bonus)
Basic Barracks (provides no bonus)
Basic Stables (allows the popping of riding goats. 1 building slot used)
Basic library (provides no bonus)
City Zone:SpoilerDwellings (provides no bonus)
Storehouse (provides no bonus)
Larder (provides no bonus)
Walls: Level 1
Dungeons: Level 0
SpoilerPortal room: (basic, provides access to magic kingdom)
Cells: 1 (crude cavern, low security) Capacity 2/2
Farm level 0 (ash): Rations produced per turn: 0. Rations produced in this farm will automatically appear in the larder in Fanon. Cost to upgrade 1000s.
Mine level 5: Resources produced per turn: 25. Resources produced by this mine will automatically appear in the storehouse. Cost to upgrade N/A. Mineable resources; Gems, Ore, Coal, ???
Loot / Gear
Larder
Fruit x21
Deseeded fruit x1
Fruit seeds x2
Rations (produced by farm) x2
Meat rations x0
Pine cone x0
stabber chunks x0
Armory
Weighted capture net x3
Shockamancy sword x1
Battle axe x1
Piker Spears x14
Archer Bows x19
Stabber Swords x40
Warlords sword x1
Ogwe Club x2
Crude Gobwin axe x5
Ogwe armour x1
stabber armour x1
Morgue
Store House
Stone x15
Pebbles x1
Wood x22
Wool x3
dirt x8
Metal Ore x0
Branches from a Bush x1
Goat Hide x1
Gems x25 (50s each)
Other loot
Powerball x1
Leather case x1
Fanon area map x1
Shears x1
Harvesting claw x1
Tent x1
Units
King Erfman
Level 4 Dollamancer (Adept) Shockamancer (Novice)
Combat: 3 (4) [3] Defence: 3 [2] Hits: 9 [8] Move: 9 [8]
Juice: 400/400
Upkeep: 150s - upkeep paid for turn 16
Special: Caster - Dollamancy, Noble, Infected (3)
Purse: 0s 2 rands
Equipped: Craftman's +1 Hammer (Dollamantic focus), Motion Goggles, Duds
Exp: 36/50
Cadaver
Level 2 Croakamancer (Novice)
Combat: 3 (4) Defence: 2 Hits: 7 Move: 8
Juice: 200/200
Upkeep: 110s - upkeep paid for turn 16
(+100s contracted pay) Special: Caster - Croakamancy
Purse: 175s
Equipped: Sickle +1 (Croakamantic focus), Croakamancy Helm
Exp: 9/24
Mahogany
Level 2 Dwyad Fey Knight
Combat: 4 Defence: 4 Hits: 9 Move: 8
Juice: 100/100
Upkeep: 210s - upkeep paid for turn 16
Special: Natural Caster (Flower Power / Dateamancy), Forest capable, Knight, Forest Fighter, One with the land, Thorns
Equipped: Piker Spear
Exp: 9/24
Grim
Level 2 Warlord
Combat: 5 Defence: 5 Hits: 11 Move: 8
Upkeep: 130s - upkeep paid for turn 16
Special Leadership, Shared curse, Carnyed - scroll user
Equipped:
Exp: 14/24
Sir Bob
Level 3 Lancer (Knight)
Combat: 5 (6) Defence: 5 Hits: 10 Move: 9
Upkeep: 120s - upkeep paid for turn 16
Special: Lancer, Knight
Equipped: Pikers +1 Spear
Exp:30/48
Buster
Level 2 FarStrider (Knight)
Combat: 4 (5) Defence: 4 Hits: 9 Move: 16
Upkeep: 110s - upkeep paid for turn 16
Special: Scout, Knight, Sneak attack
Equipped: +1 Sword
Exp: 10/24
Alleria
Level 2 Sniper (Knight)
Combat: 5 (6) Defence: 4 Hits: 9 Move: 8
Upkeep: 110s - upkeep paid for turn 16
Special: Archery, Knight, Rapid Shot
Equipped: +1 Bow
Exp: 11/24
Bulls eye
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 0
Upkeep: 7s
Special: Archery, Garrison
Exp: 0/8
Dead shot
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 0
Upkeep: 7s
Special: Archery, Garrison
Exp: 0/8
Robin
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 0
Upkeep: 7s
Special: Archery, Garrison
Exp: 0/8
Tex
Level 1 Stabber
Combat: 2 Defence: 2 Hits: 6 Move: 8
Upkeep: 14s - upkeep paid for turn 16
Exp: 0/8
Mex
Level 1 Stabber
Combat: 2 Defence: 2 Hits: 6 Move: 8
Upkeep: 14s - upkeep paid for turn 16
Exp: 0/8
Unnamed Piker
Level 1 Piker
Combat: 1 Defence: 2 Hits: 6 Move: 8
Upkeep: 12 - popped this turn
Exp: 0/8
Unnamed Piker
Level 1 Piker
Combat: 1 Defence: 2 Hits: 6 Move: 8
Upkeep: 12s - popped this turn
Exp: 0/8
Chief Bowie
Level 3 Gobwin Chief
Combat: 6 (7) Defence: 4 Hits: 12 Move: 9
Upkeep: 140s - upkeep paid for turn 16
Special: Sapper, Tunnel Fighting, Tribal Command
Equipped: +1 Gobwin Axe, Dark Breastplate
Exp: 36/48
Forman
Level 2 Gobwin
Combat: 3 Defence: 2 Hits:6 Move: 8
Upkeep: 35s - upkeep paid for turn 16
Special: Sapper, Tunnel Fighting
Exp:9/24
Stompy
Level 1 Ogwe
Combat: 7 Defence: 4(6) Hits: 14 Move: 6(4)
Upkeep: 100s - upkeep paid for turn 16
Special: Heavy, Siege
Equipped: Ogwe Armour, Ogwe shield
Exp: 0/8
Julienne
Heavy Dervish Golem
Combat: 8 Defence: 6 Hits: 18 Move: 0
Juice Charge: 0
Upkeep: 165 - deactivated
Special: Garrison, Golem, Heavy, Two Weapon fighting, Dervish Dance
Woody
Reinforced Wood Golem
Combat: 4 (5) Defence: 6 Hits: 14 Move: 8
Juice Charge: 0
Upkeep: 110 - deactivated
Special: Heavy, Golem
Equipped: +1 Animated Gobwin Axe
Jessie
Wood Golem
Combat: 2 Defence: 2 (4) Hits: 8 Move: 8 (6)
Juice Charge: 0
Upkeep: 20 - deactivated
Equipped: modified Piker armor, crude Gobwin Axe, metal shield
The Luggage
Luggage Golem
Combat: 1 Defence: 2 Hits: 8 Move: 14
Juice Charge: 0
Upkeep: 60 - deactivated
Special: Carnyed - Bigger on the inside, Dollamancy - moving parts, Capture, Mountain Capable,
Long Range Knitted Messenger Bird
Combat: 0 Defence: 1 Hits: 1 Move: 20
Juice Charge: 50
Upkeep: 30 - upkeep paid for turn 16
Special: Flight, Golem
Long Range Knitted Messenger Bird - staying in mine hex
Combat: 0 Defence: 1 Hits: 1 Move: 20
Juice Charge: 50
Upkeep: 30 - upkeep paid for turn 16
Special: Flight, Golem
Billie
Level 3 War Goat
Combat: 6 Defence: 5 Hits: 14 Move: 11
Upkeep: 140- upkeep paid for turn 16
Special: Grazer, Mountain Capable, Heavy, Mount
Equipped: Woolly Saddle
Exp:30/48
Pan
Level 2 Billy Goat
Combat: 3 Defence: 2 Hits: 9 Move: 10
Upkeep: 45 - upkeep paid for turn 16
Special: Grazer, Mountain Capable, Mount
Exp: 9/24
Level 2 Hog
Combat: 3 Defence: 2 Hits: 11 Move: 8
Upkeep: 45 - upkeep paid for turn 16
Special: Forest Capable, Feral Rager
Exp: 12/24
Level 2 Hog
Combat: 3 Defence: 2 Hits: 11 Move: 8
Upkeep: 45 - upkeep paid for turn 16
Special: Forest Capable, Feral Rager
Exp:12/24
Suresh
Level 2 Scout
Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24
Gopher
Level 2 Scout
Combat: 1 Defence: 1 Hits:5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24
Bond
Level 2 Scout
Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24
Warden
Level 2 Scout
Combat: 1 Defence:1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24
Fert
Level 2 Scout
Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24
Lizer
Level 2 Scout
Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24
Unnamed
Level 2 Scout
Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp:9/24
Unnamed
Level 1 Scout
Combat: 1 Defence: 1 Hits: 5 Move: 12
Upkeep: 12s
Special: Scout
Exp: 0/8
Lothar
Level 1 Knight
Combat: 5 (6) Defence: 4 Hits: 8 Move: 8
Croakamantic decay state: 10/10 (II)
Special Knight, Uncroaked
Equipped: +1 Sword
Uncroaked Knight
Level 1 Knight
Combat: 5 Defence: 4 Hits: 8 Move: 8
Croakamantic decay state: 10/10 (II)
Special Knight, Uncroaked
Durp
Level 2 Gobwin Knight
Combat: 6 (7) Defence: 4 Hits: 9 Move: 8
Croakamantic decay state: 10/10 (II)
Special: Knight, Uncroaked
Equipped: +1 Gobwin Axe
Burp
Level 2 Gobwin Knight
Combat: 6 (7) Defence: 4 Hits: 9 Move: 8
Croakamantic decay state: 10/10 (II)
Special: Knight, Uncroaked
Equipped: +1 Gobwin Axe
Uncroaked Piker
Level 1 Piker
Combat: 1 Defence: 2 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Uncroaked
Uncroaked Archer
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Archery, Uncroaked
Uncroaked Archer
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Archery, Uncroaked
Uncroaked Archer
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Archery, Uncroaked
Uncroaked Archer
Level 1 Archer
Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Archery, Uncroaked
In the Magic Kingdom
Dotti Crosst
Level 2 Signamancer (Novice)
Combat: 3 Defence: 2 Move: 8 Hits: 7 Juice: 200/200
Upkeep: 110s - upkeep paid for turn 16
Special: Caster - Signamancy
Exp: 16/24
Dotti's messenger
Knitted Messenger Bird
Combat: 0 Defence: 1 Hits: 1 Move: 12
Juice Charge: 42
Upkeep: 20
Special: Flight
Prisoners
Level 2 Warlord - 120s - upkeep paid for turn 16
Level 1 Knight - 100s - upkeep paid for turn 16
Stinger - 40s - upkeep paid for turn 16
Stinger - 40s - upkeep paid for turn 16
Stabber x10 (10x14s) 140s - upkeep paid for turn 16
Archer x4 (4x14s) 56s - upkeep paid for turn 16
Current Mental guidelines
- Save actions for magical tasks, have non-caster friends do non-magical tasks.
- Save juice and actions of planned construction task for after Nightfall (and don't forget to use all the Juice before Dawn, charging Tower if leftover)
- Claim all bodies after a battle and remove their equipment
- For every Dollamantic endeavor: Construct in Workshop, cast in Tower.
- Keep a unit by the portal at all times, with orders to report immediately if something comes through.
- Keep a unit in the garrison at all times.
- Whenever not otherwise engaged, golems guard portal and garrison instead of living units
- Juice usage should first come from Tower (Tower can always be recharged later if person-Juice not used)
Luggage guidelines:
- Keep corpses nude and boxed of to a side (separate from other gear)
Agreements
Natural ally "Gobwins - Labyrinth tribe" contract
Contract with Dotti Crosst Barbarian signamancer to act as Fanon’s agent in the magic kingdom in exchange for guaranteed upkeep.
Contract of employment with Cadaver the Barbarian croakamancer for upkeep +50s+(25s x Cadaver’s level)
AC nondisclosure contract plus natural non aggression pact
————————-
Deciding to conserve shmuckers before the start of turn Erfman went around and deactivated the majority of his golems so that they would not cost upkeep. With that done he set up a guard detail for the Darkside Warlord and knight in Fanon’s dungeon as well as for the Darkside unit’s that were confined to dwellings in the city. With all that done Erfman then retired for the night.
————————-
After what felt like an age a new turn finally dawned for Erfman and the side of Fanon, this turn however did not start well for the Dollamancer turned King. He woke up quite suddenly as he broke out in an abrupt coughing fit as his body was wracked with pain. The simple act of getting out of bed was now extremely difficult and took a concerted effort. As Erfman was struggling to stand his ruler senses suddenly went off! The city was contested. He felt a few of his unit’s briefly engage in combat before the city was once again secure.
A short time later a knock on the door signalled the arrival of a scout. ”I’m sorry your highness while we were feeding the prisoners a prisoner managed to get lose. We managed to capture him again but in the confusion one of the dwellings was damaged...” the scout reports.
”Ummm forgive me for asking your majesty... but err but did you know your skins looking a little green...” the scout asked nervously.
————————-
Sometime later one of the newly popped Pikers approached the king. ”Sire Signamancer Dotti Crosst And Shockamancer AC have just arrived at the portal.” the Piker announced.
”Your majesty... your signamancy is positively shocking!” Dotti declared with a gasp.
————————-
After a breakfast of healthy fruit the scouts were equipped with a sack each and sent out of the city gates in order to scout the nearby hexes (as well as gather fruit).
36 fruit gained, final hex locations of Scouts and fruits:
A (-04,-04) 3 fruit
B (00,-01) 9 fruit
C (-01,04) 6 fruit
D (02,03) 6 fruit
E (00,-01) 9 fruit
F (-04,03) 3 fruit
Not long later scout reports start coming in.
Scouting
(-06,02) - Scout unknown livery spotted
(-07,-07) - 4x Riding goats spotted
(-02,-03) - Spidew spotted
(00,-04) - flying feral spotted
(01,-03) - waven spotted
(02,-04) - waven spotted
(03,-04) - waven spotted
(02,03) - holes in ground observed
Map: https://www.rpgcrossing.com/attachme...1&d=1563860922
(Map Not yet updated)
Subject: Erfman the Barbarian (Compilation of Game Thread)
Subject: Erfman the Barbarian (Game thread)
- The tower may store raw juice. If the tower is not managed when the city comes under attack the juice will be released as raw blasts of Shockamancy equivalent in power to Hoboken.
To Dotti:
”It seems the mummy rot has taken hold this morning I awoke in a great deal of pain. I would like to hire a healamancer this turn. Would you and AC like to accompany me? Also dotti what would you want in exchange for your juice this turn?
”Certainly your highness I would not mind escorting you to the house of healing once again” Dotti replies.
”For my entire juice pool?” Dotti questions. ”Well for something that used that much of my juice I’d usually charge 400s or 4 rand” Dotti replies. ”Was there something specific you have in mind for me?” Dotti then questions.
To Cadaver:
Glad to see you up and about, you worried us last turn.Took you to see a healamancer just to make sure you would recover. Is there anything you can tell us about what happen? Erfman.
”Thank you for that...” Cadaver replies in a slightly weak and shaky voice.
”I believe I encountered the Dark One...” Cadaver then began. ”He appeared as a colossal uncroaked with burning eyes and he was surrounded by a noxious black aura. He called me a foolish novice and then with a wave of an armoured hand he cast me out and everything went black.” Cadaver explained.
To Grim and Mahogany:
Grim could you go talk with our captured units see if you can convince any of them to join the side? Also Mahogany is there anything you can do with your juice to boost his attempt or improve their feelings towards the side? Also could you tame the stingers? Grim afterwards will you tour the city please.
”I can try...” Grim replied ”Anything you want me to offer them?” Grim then asked.
Mahogany meanwhile shrugged her shoulders at the first question though when asked about the stingers she nodded her head.
”Sure I can do that...” Grim then replied when asked about managing the city.
To AC:
”Thank you again for escorting us last turn. We talked about you showing us a few spells. What would you want in exchange my friend.”
” Depends what is it that you want to learn? Reckon its easiest if we do this on a spell by spell basis” AC replied.
"AC, we need to the House of Healing, would you accompany me? I hope none of the not-so-hidden watchers attack us; but if the worst happens, and you need to protect me, you mentioned before 1000s as your usual battle pay? How many Rands would that be? And would it be fair for Battle pay only to be owed if actual battle happens?"
”Most casters will consider 100s equal to 1 Rand so 10 Rand ” should cover it. ”Hmmm how about 2 rand for escort duty in the MK with a bonus payment of 8 rand if there’s actual fighting” AC suggests.
Your hard working units once again sit down and begin the laborious task of deseeding fruit.
(21 fruit deseeded )
Titanic retcon being implemented. A unit may only pay their upkeep with rations four times per turn. (If you were to create 4th rand you would then have to start paying your upkeep with shmuckers)
Subject: Erfman the Barbarian (Game thread)
Heading to wherever the stingers were kept Mahogany cautiously approaches with one arm held out in front of her. The first Stinger instantly calms down and a second later. Ding! A new unit has joined the side.
Level 1 Stinger
Combat: 3 Defence: 2 Hits: 8 Move: 16
Upkeep: 40
Special: Poison, Flight
Exp: 0/8
Mahogany 75/100 juice
The second stinger however was much more stubborn and continued to buzz loudly and thrash about as the Dwyad approached. Mahogany however was equally as determined and would not give up and was successful in the end though it cost her the rest of her juice.
Mahogany 0/100 juice
Subject: Erfman the Barbarian (Game thread)
Dotti
Erfman blows out his cheeks "so many things! Are you willing? We'd start by 2 NDAs for your and Cadaver's protection" Erfman replies.
”Very well then we have an agreement, 4 rands for my exclusive services this turn” Dotti replies as she pulls out her pink quill and begins to carefully write out two new contracts one of which she signs before handing it over.
AC
"That seems quite fair. How about we go even further?
You've offered your whole Juice pool yester-yesterturn for 5 rations, and yester-turn you were kind to take us on a stroll for 1 rand.
How about 6 Rands or Rations (your pick) to earmark your Juice for us, and escort duty in the MK? Then if battle does happen, you get 4 more Rations or Rands or 400s (your pick) to bring the total up to your battle pay?" Erfman offers
”So let me get this straight. You’re offering 6 rands a turn upped to 10 rands if there’s any combat involved?” AC questions. ”Sure I can live with those terms” AC agrees as he pushes himself up from a slightly slouched position and holds his hand out to shake.
- Scouts count in -01.00 this turn 2 large trees 5 small trees
- Mundane shield extra (+1 def -1 Damage die)
- Mundane armour extra (+1 def -2 move)
- Creating a magic item that grants a common special will use between 300 - 500 juice.
Grim
Grim heads out and first does a quick tour of the city managing it and increasing the amount of shmuckers it will produce this turn.
(Grim 4 move used)
The ex-Darkside Warlord then pays a visit to the prisoners confined to the dwellings in the city zone.
”Sorry couldn’t convince any more to turn yet...” Grim reports after he returns.
Poison
On a successful hit the unit has a random chance of inflicting the following. On a critical hit roll twice and take the better result
D6
1-3) no added effect ( unit makes its save against the poison
4) unit takes a minus one to its defense score.
5) unit is staggered. It takes a minus two to its defense score and can no longer take AOO
6) unit is incapacitated and may croak at start of turn.
As the NDA's are made ready Erfman signs both of them
"Thank you so much Dotti; Now not only we're protected by these physical walls, but we also have walls in our minds!" Erfman declares with a satisfied smile.
Cadaver carefully signs his contract before Dotti offers a pleasant smile and a nod before collecting up the signed contracts.
"Please, let's all tuck in some more fruit and make some Rands." Erfman declares.
AC and Dotti both look at Erfman in surprise at the request. ”Huh hiring us to actually make the money to pay us with... well that’s a new one...” AC comments with a hint of amusement in his voice.
”I hope you don’t expect me to eat this much fruit every turn...” Dotti comments with a slight smile. ”A Lady has her signamancy to maintain after all...” Dotti adds.
The four casters then tuck in to a small feast of fruit pausing every so often to expend some juice and create a rand. By the end of the process the four casters are feeling full and Erfman is 12 rands richer.
(12 deseeded fruit consumed, 12 rands gained)
Subject: Erfman the Barbarian (Game thread)
"Oops, I do not wish to cause offence." Erfman exclaims looking surprised himself. "Please, all my requests to you will always be that: requests; and I humbly ask that you be very frank in letting me know when one such request is unsavoury, so we can iterate to a request that is not so.
Our relationship is important to me.
I may be level 4 and a King, but I am still very young and naive in many ways." say Erfman.
”Oh King Erfman you’re so easy to tease sometimes...” Dotti replies while shaking her head in amusement. ”But there was a hint of truth to what I said, if done too often over eating can affect one’s signamancy... particular for non combat units...” Dotti explains.
"For instance, in the foreseeable future we'll keep having a surplus of fruits that we'd like to use as barter in the Magic Kingdom. What would be a good way to go about it?
Do you know of casters that would be happy to covert food into Rands for a fee? (Perhaps 1 Rand to turn 3 rations into Rands? Or 2 Rands for 100 Juice, 3 Rand convertions included?)" Erfman enquires.
”Hmmm I can look in to it...” Dotti offers ”There’s certainly a few units that I can think off that a bit of over eating would actually improve their signamancy like dear Cadaver here.” Dotti replies. ”There’s a chance I might be able to find a few casters that would be interested....” Dotti finishes.
To AC and Grim
"We're hoping for the best, but it occurs to me we should plan for the worst. AC, you're our man in this possible fight, should we be stacked? And in a particular formation?” Erfman questions.
”Violence in the MK beyond the odd fist fight is rare and it’s rarely organised enough to involve stack formations” AC replies. ”You ain’t gonna have your golems with you so if there is a fight (which I doubt there will be) I suggest you make a break for it and dive for cover.” AC continues. ”I can absorb most shock attacks so I’ll be fine out in the open”
”Grim! Your tactical knowledge is valuable in this, given us 3 casters, attacked likely by ranged units, how should we react? What's your tactical assessment?" You ask turning to address the warlord.
”That depends. What three units are you talking about?” Grim questions.
- The Stingers with a magic saddle you think they should be big enough to support a rider.
- Rebuilding the farm building manually would cost 40 units of either wood or stone or a combination of both. (The more stone uses the sturdier the building)
You may attempt to build:
- a garrison Barack’s (min 10 wood, 20 stone, 5 metal)
- a training ground (min 10 wood, 10 stone, 10 metal)
- a dungeon prison complex (min 30 stone, 10 metal, 5 wood)
- a Lookout tower (min 20 wood).
There may also be other options that you are not yet aware of.
Subject: Erfman the Barbarian (Game thread)
To Grim:
"Me, Dotti and AC here. With the potential attackers being casters firing hobokens. Do you agree with AC's tactical assessment?" Erfman replies.
”I see...” Grim responds. ”Is there a reason you are not taking the croakamancer? Is he not trusted?” Grim questions.
”Tactically the conditions are not ideal, in such a situation you would lack screeners. Personally I would use the Shockamancer as a screener as he has stated he can absorb Shockamancy however I doubt he could screen for two units at once...” Grim replies.
To Dotti:
Erfman smiles abashedly and then ponders. "Hm, even me? You think I'm going to get fat by eating 4 fruits a turn? Even me that are fairly active and has and will participate in every battle?" Erfman questions.
”Oh your highness you are not immune to such things, taking part in battle will help stave of such effects but do not worry too much such a change in signamancy would not be instant nor permanent.” Dotti replies.
"Do you think training with the warlords would help?" Erfman then asks.
”Oh I’m sure it would” Dotti then answers.
Subject: Erfman the Barbarian (Game thread)
To Grim:
"Your mind is worth its weight in gems, that's a great point! Which suggests Dotti shouldn't be next to us at all! She should be much safer going first, as the perfectly respectable Magic Kingdom citizen that she is" Erfman finishes smiling warmly at her
Erfman then turns to AC, "What do you think AC? If the goal of the escort job is to protect me, and it's just you and me, how do you think you'd better accomplish that? With us unstacked and me diving for cover, or us stacked and you screening?" Erfman questions.
”It depends on the situation, if we’re facing an assault from one direction I could screen for you no problem” AC answers. ”If however we’re attacked from more than one direction there would be no way I could screen against all attacks short of dittomancy AC continues. ”I’d say start up stacked but if things get hairy then you make a break for it” AC finishes as he crosses his arms in front of his chest.
"And would you prefer that, with only us two present, or to also have Dotti and Cadaver with us?" Erfman then asks.
”That’s your call to make ill do my best either way” AC replies a little bluntly.
(in another conversation, later. About Armor)
"AC, with the looming possibility of being attacked by casters, your armor looks shockamancy resistant. May I ask what does it do exactly? Would you let me inspect it to attempt to reproduce it in the future?" Erfman asks.
”That’s because it is!” AC replies proudly. ”It’s a custom piece of work this, that I had commissioned by a Dollamancer and I’ll tell you it cost more than a few shmuckers...” AC replies proudly. ”It’s custom made to not interfere with movement or spell casting, it boosts my defence and grants me shock resistance 3!” AC reels of.
”Hmmm maybe... but I might need one of Dotti’s contracts to ensure that if it is damaged in the process you cover the costs of getting it repaired or replaced” AC answers.
(in another conversation later. About teaching)
"You said you could *absorb* shockamancy attacks?? Wow.. How? Is that a Shockamancer's secret? Or something you could teach me in the future?" Erfman questions.
”Not exactly a secret but it is a Shockamancy spell and a tricky one to boot” AC answers. ”Sure I could try and teach you it but it’s going to be an interesting process given that the only real way to learn is to have live Shockamancy fired at you” AC declares.
Subject: Erfman the Barbarian (Game thread)
(About Armor and Teaching)
Erfman chuckles "It looks like we're going to have a contract signed, so I can duplicate your armor, and you can shoot at me without breaking our NAP during 'training' sessions" he says smiling
”Hmmm I can’t help thinking if you’re going to get a nice new set of armour out of this deal I should be getting something of equal value. So what can you offer me?” AC then asks.
"What's the least damaging spell you have that we could use for training? (or can you produce sparks that deal 1 damage that could be absorbed by the spell-to-learn?" Erfman questions.
”Oh don’t worry I have the perfect spell in mind...” AC declares ominously while cracking his knuckles and giving Erfman a sinister look. ”But seriously I know a Jolt spell that deals minimal damage, come to think of it Jolt might actually be the perfect spell to teach you first it should be pretty easy to learn...” AC declares.
----
"Ok, that sounds good enough.
Cadaver, do you want to go for a walk with Dotti to the House of Healing? It's up to you.” Erfman asks.
”I don’t mind sire...” Cadaver replies rather noncommittally.
”Dotti, please lead the way to the House of Healing, and we'll follow a good ways behind.” Erfman requests. ”AC, shall we? Stack and march through the portal 10 beats after Dotti goes?" Erfman then suggests.
Despite his less than positive answer as Dotti makes a move to head through the portal Cadaver joins her and together the pair of casters disappear through the bright yellow portal.
A short while afterwards both Erfman and AC follow suit and head through the portal. When they arrive in portal park both Dotti and Cadaver are nowhere in sight but there are plenty of other casters milling about or heading in to or out of portals.
About halfway to the house of healing Erfman once again get’s the feeling of being watched and every so often he catches sight of a hooded caster out of the corner of his eye.
Erfman however is eventually able to arrive at the large white building of the House of Healing and both Dotti and Cadaver are there waiting for him to arrive.
"I was attacked and given the Infected special. Please remove it." Erfman declares once inside only to be interrupted.
”Take this and fill it in” a heavily set female unit in blue robes barks as she thrusts a clipboard forwards.
- Ruler senses will reveal when a hex becomes contested, when a battle occurs, when a unit croaks and when a hex becomes uncontested. Stealth or infected units may prevent this however.
Subject: Erfman the Barbarian (Game thread)
The form is a list of services and prices that you must agree to in advance before receiving treatment. You must also fill in your details such as name and side you belong to.
The services that catch Erfman’s eye are as follows.
Standard rates for a magical diagnosis on its own is 150 schmuckers or 1 rand
Low grade disease removal is 300 schmuckers or 2 rand (common diseases)
Medium grade disease removal is 450 schmuckers or 3 rand (uncommon diseases)
High grade disease removal is 600 schmuckers or 4 rand (successful removal of any disease guaranteed)
Stat debuff removal is 150 schmuckers or 1 rand per casting
Subject: Erfman the Barbarian (Game thread)
Erfman signs the contract without specifying what level of service he requires. Dotti who was watching over his shoulder flinches slightly at the action of signing a contract while leaving the details vague and open to interpretation.
”Wait here, someone will be out to see you shortly...” the woman behind the counter declares as she snatches the clipboard back.
"Dotti, is there a central place for posting and checking job offers? Like a 'Board'? (If we wanted to make a blanket offer of 2 Rands for 100 Juice, what would be the way to reach the most people?)" Erfman asks in a lowered voice while waiting for treatment.
”Oh what you want is the Message Boards” Dotti replies. ”They are just off portal park and are run by the signamancers. I actually have some space there myself” Dotti then adds.
A short while later a brown haired man wearing a blue and black uniform walks out. ”So which one of you has the mummy rot...” he asks before cutting himself off upon spotting Erfman’s slightly green complexion. ”This won’t take long!” he then declares as he walks right up to Erfman and begins to cast.
Erfman is suddenly overcome by an absolutely excruciating pain than travels in waves throughout his entire body and he drops to his knees in pain as a scream escapes his lips.
”What’s happening?” Dotti asks looking worried while AC lunges forwards ready to intervene and Cadaver hesitates unsure what to do.
”Damm it! This shouldn’t be happening!” The Healomancer shouts out.
(Erfman’s stats are now reduced to the following;)
3 (4) [2] / 3 [1] / 9 [7] / 9 [7]
Subject: Erfman the Barbarian (Game thread)
Erfman huffs and sweats with the pain but controls his reaction. Breathing in short gasps and with his eyes almost closed from the pain he says "Dotti, help me understand. I signed The House of Healing contract expecting to have this rare disease removed for 4 Rands. Will they be in contract-breach if they fail to do so?" and without waiting for a response he slightly turns to the Healomancer "Please do your best, I'd really appreciate to have this Infected special removed.. I'll try to handle the pain."
”Damm it Jim, I’m a Doctor not a miracle worker” the Healomancer declares in response as he starts to pace back and fourth.
Dotti meanwhile places a hand on Erfman’s shoulder and helps to steady him. ”Not in breach exactly, the terms of that service would not have been met so they could not charge you that price... however they have met the terms of the lesser services so you could in theory be charged a lesser price.... ” Dotti whispers.
”How did you get infected? Tell me man? This infection is not reacting to my spell as it should!” the Healomancer declares as he stops pacing and approaches Erfman.
With a bit of difficulty, Erfman gets back on his feet while starting to relate the details known
"A greenish skinned unit, wrapped in bandages, from Dark Side, jaw's dropped and extended to an unnatural degree as a thick putrid cloud of brown gas was released, and enveloped me. I began to splutter and cough uncontrollably and gained the Infected special. The attacking units then ceased their attack and surrendered. Dark Side's thinkamancer then told us that we seemingly had been infected with a bout of Mummy rot. That it is apparently one of the Dark One's favorite creations, which would cause my signamancy and stats to degrade over the coming turns much as a standard uncroaked would normally degrade. And that the Dark One is supposed to keep a supply of the cure." he finishes a bit expectantly
Subject: Erfman the Barbarian (Game thread)
”Wait right there!” the Healomancer orders before disappearing out of the room. He is gone for quite some time but he eventually returns and when he does he is joined by a group of Healomancers talking amongst themselves including the plump form of Hippo Crates.
”With your permission I’m going to try again...” the caster then declares as the group falls quiet. He then begins to cast but while he does so a second Healomancer seems to cast a different spell.
Once again Erfman’s entire body is wracked by an incredible pain causing him to stumble and come close to collapsing.
(Erfman’s stats are now reduced to the following;)
3 (4) [1] / 3 [0] / 9 [6] / 9 [6]
”Carnymancy!” the second caster suddenly calls out with a slight look of disgust on his face. ”The infection has been carnyed somehow to prevent healomancy spells from being able to remove it...” the caster explains with a frown.
”Damm it, how do we remove it if healomancy won’t work?” the first caster then questions.
There is a growing murmur as the Healomancers start talking amongst themselves once again. A pale skinned caster suddenly calls out from the back of the group. ”We could croak him...” the caster declares drawing all eyes to him. ”When a unit croaks you see all buffs and debuffs are automatically removed... it’s not a spell so it should still work even with the carnymancy ” the pale skinned caster explains. ”Now what good is this if you’re croaked you ask? Well there just so happens to be a spell that a Master class Healomancers can cast that will automatically revive a unit the instant they are croaked...” the caster continues.
Subject: Erfman the Barbarian (Game thread)
"Surely there is a less extreme measure than croaking me (Weirdomancy to remove the Infected special or carnymancy to break the carny effect?). I'm the ruler of my side and we have no heir. I'm not sure what croaking me even for an instant would do? However If there is no other idea I have another: What if we ditto myself. That way during the instant I'm croaked my side still has a ruler even if that ruler is a ditto?" Erfman suggests.
Hippo speaks up from among the crowd of Healomancers. ”It is indeed a rather extreme solution and not one we would usually suggest...” he states while throwing the pale Healomancer a look. ”I am also unsure what would happen to your side should you croak no matter how temporarily.” he adds.
”The problem we are facing is that this carnymancy has essentially removed from us the normal means we would use to remove the infection. Healomancy simply will not work on it. In fact it seems to make it worse. Using carnymancy in this way is rather nefarious” Hippo thinks out loud.
”Weirdomancy or Carnymancy are indeed options you could explore however we are Healomancers and do not have either weirdomancers or Carnymancers among our ranks” Hippo explains. ”Weirdomancers are rather rare and one of the most poorly organised class of casters in the magic kingdom and as for a carnymancer you would have to find one that you could trust...” he adds. ”If however you are able to obtain one of these casters to either suppress or bypass the carnymancy we would be willing to cast once more.” the rotund Healomancer then offers.
In a moment while the Healomancers are talking amongst themselves Erfman whispers to Dotti in a lowered voice. "Did the contract specify payment for means used or by end result?" Erfman questions.
”Means used for the most part but there were certain services that guaranteed success” Dotti replies.
-
2019-10-13, 04:58 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
"Removal of this disease by Healomancy is being prevented by Carnymancy. I'd expect, stat debuff removal will also be prevented (as that is the obvious second thing an infected victim would try)"
Erfman begins.
”You are correct the stat debuff is a part of the infection and trying to remove the debuff with healomancy would likely bring about the same result” Hippo replies.
"Nevertheless, I'm much weaker than I was when I came in. That has affected how long I have to find a cure. I understand that carnymancy is being used to hamper your efforts, however you did guarantee removal of any disease. While you don't currently have a contact with a carny or a weirdamancer, I'm sure at some point you have healed one? One that might not mind being on contract with your group from now on?Since you now know you might have need of it in the future?" Erfman questions.
As soon as Erfman mentions the guaranteed removal of any disease finally cementing the service that he requires within his head he suddenly feels the four rands disappear from his purse.
”As I said weirdomancers are rare and free Carnymancers are rarely willing to pay for healing. I believe we may have healed one or two sided Carnymancers before but they are more difficult to make contact with and less likely to sell their services.” Hippo replied.
"I'm sure me walking out of here looking worse than when I entered will not be good for the House of Healing's business. I would prefer to have this issue solved or at least ameliorated before I leave. Nonetheless, I'm explicitly not hiring the 'stat debuff removal' service. Is there anything you wish to attempt of your own volition before I leave to search for a Weirdomancer?" Erfman finishes with a laboured breath
The Healomancers all fall silent as the implied threat leaves Erfman’s lips and Hippo throws a stern look in Erfman’s direction. ”I will presume that is the delirium due to you sickness speaking and you did not just make a threat against the house of healing!” Hippo replies in a firm tone. ”I will remind you we are a guilded organisation and attempting to unfairly tarnish our reputation will result in you being barred from services in the Magic Kingdom” he adds with a disapproving look.
”Now all options have yet to be explored and as per the terms of our agreement no time frame for the removal of the disease was stated...” Hippo declares before picking up a piece of paper and a quill and writing something out. ”Here take this, This is a letter of credit with the house of healing. You may offer it to whichever Carnymancer or weirdomancer that you find in exchange for their services.” Hippo offers.
Subject: Erfman the Barbarian (Game thread)
”Hippo no threat was intended. I wasn't planning on saying anything. But if we walk out of here obviously still sick and looking worse than we entered It doesn't look good for the house of healing despite your best efforts.” Erfman responds.
”I see...” Hippo replies. ”Well let us consider it a misunderstanding and forget about it...” Hippo adds.
”Also Hippo while you couldn’t remove the mummy rot can you tell us what the end result of the spell is and who the pale caster is?” Erfman questions.
”The end result of the mummy rot you mean? Well as far as I’m aware mummy rot will continue to degrade your stats and your body until you eventually croak” Hippo replies.
"Well then... It seems I'll have to find a Weirdomancer first. Thank you for your efforts." He says turning painfully to his friends, "It seems we're done here, let's go back" Erfman declares.
”Wait!” the pale skinned Healomancer who suggested croaking Erfman calls out. ”If your willing I’d like to try something...” he declares.
As Erfman allows him to, the pale skinned caster begins to cast and suddenly Erfman is in pain once again, at the same time Cadaver gasps in surprise. This time the pain is different and it feels as though Erfman’s skin, muscles and even his bones are being pulled tight. When the process is over Erfman finds he can actually move much more easily.
King Erfman, Level 4 Dollamancer (Adept) Shockamancer (Novice)
3 (4) / 3 / 9 / 9 / 400J / 36/50xp / 150s - upkeep paid for turn 16
Special: Caster - Dollamancy, Noble, Infected (5), Rewrapped
Erfman currently looks rather pale and has greenish tint to his skin. He also looks skinnier than he did before.
”Croakamancy is a bit of a hobby of mine...” the pale skinned caster then declares with a slight shrug.
"Would you introduce me?" asks Erfman to Hippo glancing at the pale caster
”Oh Silas you mean?” Hippo answers. ”He’s a new recruit to the House of Healing, his side fell not too many turns ago. His methods tend to be somewhat unorthodox but so far have proved quite effective “ Hippo answers.
Turning to Dotti Erfman asks
”Is there anything you could do to my signamancy to make it look like the mummy rot was removed? This will help protect the house of healing (and confuse the dark one!)"
”A simple cosmetic spell should be enough to make you look like your old self to most. I could place one on you for just 25 juice” Dotti answers. ”If you wanted something harder to see through I could do that too but a disguise spell would cost at least twice the juice” Dotti adds.
"I think the 25 juice version will be fine." replies Erfman
Subject: Erfman the Barbarian (Game thread)
Dotti nods her head and then with a look of concentration begins to cast. When she is done Erfman is back to looking as he usually does.
”The cosmetic spell is only temporary so it will only last for the rest of the turn” she explains once she is done.
(Dotti 95/200 juice)
Heading out side the House of Healing Erfman then calls out. "Ha! Take that Dark One! Onwards to our next order of business!" he states loudly.
Erfman then begins to head back towards portal park. "It seems the burden of my health is now on your hands dear Dotti, in finding the scattered Weirdomancers that should exist. How can we increase your chances? Is there Juice you may invest in some way? (In putting up a signamantically enhanced eye catching sign perhaps?)" Erfman questions.
”I could of course place an advertisement on the message board but it could take several turns to get a response from a weirdomancer unless we are lucky and their just so happens to be a weirdomancer that is currently looking for work.”Dotti replies. ”Of course there are other ways to find the exact type of caster you’re looking for much more quickly if you are willing to pay for it...” she suggest. ”One of my contacts just so happens to be a findamancer...” she reveals.
Almost as an afterthought Erfman then asks. "AC, Cadaver, do you happen to know a Weirdomancer we can call on?"
Both casters frown and shake their heads. ”Fraid not” AC replies. ”Sorry Sire I was not exactly popular in the magic kingdom” Cadaver responds.
Pondering Erfman then says to Dotty "Hm, I wouldn't like to leave any stone unturned. Dotty, would you procure a Carnymancer? I'd offer him or her 2 farm rations just to discuss details of carnymancy (with its secrets protected by NDA), with the possibility of more for hired services, does that seem reasonable and appealing in your view Dotti?
Oh! And what about a Carnymancer friend? Do you happen to have one AC, Cadaver?"
”I have a carnymancer contact who I’m on somewhat friendly terms with. I could take you to her now if you don’t mind going to the carny vale...” Dotti then replies.
Subject: Erfman the Barbarian (Game thread)
Dotti then takes the lead with Cadaver following closely behind while AC stacks up with Erfman and the pair follow from a distance. Dotti leads the group through a part of the Magic Kingdom that Erfman had never been to before and eventually they reach a field filled with small tents and four wheeled caravans.
”Here we are!” Dotti declares leading the group up to one of the caravans before gently knocking on the wooden door. A few moments later the door swings open revealing a blonde haired caster wearing high heels, fishnet tights, a short skirt and a sparkly top.
”Dotti dear what brings you to my humble abode with so many strapping young men” the caster declares with a bright smile and a mischievous gaze that seems to dance across the group.
”Trixy it’s good to see you again, this here is Erfman he’d like to have a little talk about your trade if you have the time...” Dotti replies.
”Anything for a friend of Dotti’s...” Trixy replies with another bright smile. ”Come in sugar...” She then declares as she pushes the door open revealing a small table inside with a few chairs around it.
"Nice to meet you Caster Trixie." gently holding her hand.
"We've run afoul of a little bit of Carnymancy and thus we're here to learn more about your craft. For a frank and instructive discussion I'm happy to offer 2 farm rations and a pinky swear not to share, or even go as far as have Dotti here whip up a NDA for us all to sign. (now that I consider it, an NDA to protect both your and our secrets would be really better, so we can share our story completely)"
"Does that sound appealing? I would not want to impose unduly on a friend of a friend" gesturing and smiling in Dotti's direction
Subject: Erfman the Barbarian (Game thread)
”Trixy or just Trix is fine” Trixy replies as Erfman takes her hand.
”A handsome man wants to buy me dinner and all he wants in return is the pleasure of my conversation... How could I say no?” Trixy replies while Dotti slightly rolls her eyes at the antics.
”Come inside handsome and make yourself comfortable...” Trixy then declares beckoning Erfman inside.
Dotti meanwhile pulls out her quill and awaits confirmation that she should write up an NDA.
Subject: Erfman the Barbarian (Game thread)
Erfman nods to Dotty, "Both for Trix's protection, so she can't be coerced to reveal Fanon secrets, and thus can be invited into Fanon and hired in the future, and us all so we can't reveal her secrets to others" Erfman elaborates.
Dotti nods and quickly sets to work writing up a new non disclosure contract. Trixy meanwhile ***** an eyebrow and shoots Erfman a curious look. ”Fanon?” she questions. ”Don’t tell me there’s a problem old Lou can’t fix?” she questions.
Finishing the perfectly written contract Dotti then carefully places it on the table inside of Trixy’s caravan.
Dotti 70/200 juice
Subject: Erfman the Barbarian (Game thread)
Erfman signs, pauses waiting for Trix to sign. Trixy then reaches over and slides the contract towards her. She briefly reads the contract over before slightly smirking and signing with a flourish.
"Well well well lady, you're already being a boon to us! Long story short Fanon fell.." Erfman declares bluntly before leaving a pregnant pause.
"I was popped in the very moment of its fall and survived it to refound Fanon only recently, having no knowledge of Old Fanon." Erfman continues. "Please, would you tell us what you know of old Fanon and old Lou"? Erfman asks.
”Don’t get your hopes up too high sugar...” Trixy begins. ”I’m only guessing that this Fanon of yours is the same one as the one I’ve heard of” Trixy explains. ”To answer your first question I didn’t know much at all about Old Fanon I’m afraid other than what I’d heard old Lou say about it” She continues. ”Now Lou or Lord Pole as he would often demand to be called (he was a bit of a stuck up jerk about it really, so proud about being popped a noble he was) was a sided caster but he spent a lot of time in the Magic Kingdom and he looked out for us Barbarian carnies. Made sure we could always make upkeep and stuff like that, he would always moan about what a burden we all were and how we should be able to take care of ourselves but he would always come back to help.” Trixy reveals.
”Now I can’t say him and me were ever that close but I did pick up a few snippets of information about him if you’re interested?” Trixy asks ”I know for example he thought he should have been his side’s Chief caster and he was always moaning about a Chief Dozer I think his name was? I also know he liked to experiment with other classes of magic. He was always looking for other casters who would be willing to combine their arts with his carnymancy. You can guess how that often turned out though” Trixy recounts.
”Listen to me prattle on about all this unimportant stuff...” Trixy then declares. ”Was there something specific you wanted to know about Lou?” She then asks.
Subject: Erfman the Barbarian (Game thread)
"Only everything..." Erfman smiles "Worry not about boring us, everything you said and speculated is precious to us."
Trixy chuckles ”well as much as I like the sound of my own voice I couldn’t possibly recount every last recollection I have of the man” Trixy replies. ”I can remember a few stories he told me, I’m not sure if they’re true or not though... the man liked to boast!” Trixy continues. ”I particularly liked the one about how he foiled an assassination attempt on his king by drinking the poison that was intended for him” Trixy reveals.
"This Lou, he was supposedly a Carnymancer? Then supposedly there was a Dozer (a Dirtamancer's name by Signamancy?)" he says wonderingly glancing at Dotti inquiringly.
”There’s no supposedly about it, he mast certainly was a carnymancer.” Trixy replies.
Dotti then nods ”Dozer would Indeed be a fitting name for a dirtamancer” Dotti agrees.
"Do you remember any other mentioned casters? And if they might have survived in the MK? (supposedly there was a Thinkamancer, Lady Shipping, who was captured)"Erfman then questions.
”Shipping huh? Name doesn’t ring a bell but I do remember that Fanon popped a Thinkamancer though. Boy was Lou excited about that one! He had all these crazy ideas about what he could achieve in a link up but obviously no barbarian thinkamancer would ever even consider linking with a carnymancer” Trixy replies. ”Can’t say I’ve heard of any of them being in the Magic Kingdom recently but then again I haven’t exactly been on the lookout for them...” Trixy adds.
”Also trixy what can you tell us about carnymancy. I understand that your art is about breaking or bending the rules of erf. Would it be within you power to to bypass or break another carnymancers work?” Erfman questions.
”Well there’s a lot more to carnymancy than that but yes being able to bend the rules a little is a large part of carnymancy...” Trixy replies.
Trixy then let’s off a slight whistle. ”Break another carnies work? I couldn’t rightly say... it would come down to who was the more powerful carnymancer...” Trixy answers. ”Bypass it though? Now that’s entirely different matter. A smart Carnymancer could bypass anything... Even another carnies work. You just need to work out what the correct rule to bend is. So what’s the challenge? What do you need bypassing?” Trixy then questions. ”Oh guess I should ask whose work I’ll be bypassing... if they’re a friend I might not be able to do it for moral reasons...” Trixy then declares.
Subject: Erfman the Barbarian (Game thread)
"Very well, do you know Dark One? Of Dark Side? Is he a friend of yours?" Erfman asks.
”Oh he’s a sided carny huh... well in that case we should probably be good.” Trixy replies.
"Basically there is this disease, supposedly called Mummy Rot, that causes an infected unit to at turn start to have their stats decay as if they were uncroaked. This Dark One apparently created a carnyed version of it that whenever Healomancy is cast on it, instead of being healed, the stats are reduced as if at turn start. You see our dilemma?" Erfman explains.
”Hmmm interesting... “ Trixy replies slowly, ”Is it only when healomancy is cast or is it when any spell is cast?” Trixy asks.
Subject: Erfman the Barbarian (Game thread)
"Apparently only Healomancy, we've had Signamancy cast on us fine, and also.. Croakamancy cast on us, and it worked! (a spell to rewrap an uncroaked and restore an uncroaked's decayed stats to max)" Erfman replies.
”Hah! Then the solution is a simple one.” Trixy declares with a wide smile. ”So it sounds to me that the rule that has been bent is that mummy rot can be cured by healomancy...” Trixy explains. ”Now There’s nothing I can do about that without trying to overpower the other carny’s spell with brute force. What I can do however is bend another rule say the rule that states a certain spell IS healomancy. Theoretically with the spell not counting as healomancy it should then work...” Trixy finishes.
”So wanna take a gamble?” Trixy then asks. ”How much is this gig paying anyway?” She then quickly adds.
Subject: Erfman the Barbarian (Game thread)
Erfman surprisingly taken aback, slightly smiling ".. That sounds eminently possible. I guess we'd need first to ask what's the Healomancy spell's name is? And would you need to cast on me, or the Healomancer?" Erfman questions.
”I’d need to cast on the spell itself, so I would have to cast in tandem while the Healomancer casts their spell...” Trixy answers. ”I could cast on the Healomancer themselves to make anytime they cast the spell it not count as healomancy but it would actually be more difficult...” Trixy adds.
Subject: Erfman the Barbarian (Game thread)
"About payment.." Erfman scratches his head, "you tell me?" he says with a slight bewildered smile. "How about a recurring invitation to have breakfast in Fanon with me and other Friends of Fanon?" Erfman suggests.
”Well as lovely as that sounds it doesn’t really help me build my nest egg...” Trixy replies. ”My preferred payment method is gems, shall we say 400 shmuckers worth?” Trixy then offers.
Subject: Erfman the Barbarian (Game thread)
♫"diamonds are a girl's best friends"♫ blurts out Erfman in a sudden bout of rhymeomantic inspiration.
"Yes I can see that.. but gems are a deal breaker, as they are being saved for a city upgrade. We can pay in fruits today, or Rands tomorrow. Which would you prefer?" Erfman then offers.
Trixy pouts slightly at the offer before responding. ”I could live with 4 rands...” she eventually replies. ”But if you’re paying tomorrow I’m casting tomorrow” she adds. ”Unless of course you’re also offering signamantic guarantee of payment” Trixy finishes glancing at Dotti.
”I could make a simple payment contract for 25 juice” Dotti whispers from Erfman’s side.
Subject: Erfman the Barbarian (Game thread)
"Thank you Dotti, but no need. We can live with this disease one more turn." he says with a nod
Turning to Trixie "Will you come over for breakfast tomorrow anyway? My treat. Dotti will be there. We can listen to the scout reports, and if you identify some place your Art would be useful I'll be happy to hear it and consider hiring even further services" he says with an affable smile
”Sure I’ll be there sugar, Dotti can pick me up on the way there” Trixy replies flashing a smile.
The group then say their goodbyes and make their way back to portal park.
Subject: Erfman the Barbarian (Game thread)
"I must say I was surprised by Trixie's ask of 400s. For a single spell attempt? Guaranteed upkeep does indeed help build a nest egg.. by not spending it." Erfman blurts, his aggravation slipping through "Do you think she was just testing how rich we were? Or desperate?" Erfman then asks.
”What you need to understand about Trixy is as friendly as she may seem she does not trust others very easily. She would rather have something physical in her hand now than a promise of something that as far as she is concerned may never come.” Dotti explains. ”She is also fiercely independent and was likely resistant to any action that would tie her to a side in the long term no matter how loosely ...” Dotti reveals.
”Another thing you need to know is Carnymancers are natural hagglers. They are always trying to get the best price. By asking her to name her price you essentially left yourself open to such...” Dotti adds.
”I’m sorry your highness, If I had thought of it I could have briefed you on all of this beforehand so that you would have been better prepared to negotiate...” Dotti finishes.
Subject: Erfman the Barbarian (Game thread)
On their way back, other than once again getting the feeling of being watched the trip is uneventful and soon enough the group of casters are back in the portal room of Fanon. Heading straight up to the tower Erfman then has Cadaver charge the tower with 75 of his juice before having AC overcharge the tower with 175 of his own.
With the tower fully charged to it’s maximum possible level Erfman then heads to his workshop and has a Piker bring him a unit of wood and a goat hide from the store house and sword from the armoury. Drawing juice from the tower Erfman begins to cast first transforming the goat hide in to high quality leather before reforming it around the wood as it quickly takes the shape of a saddle. At this point the spell begins to slip and Erfman almost loses control but by injecting in some of his own juice he is able to keep control of the process. Finally Erfman repurposes the metal from the sword to form stirrups and his creation is complete.
(450 juice used. 1 unit of wood, 1 goat hide and 1 Stabber sword used)
Erfman’s multipurpose saddle: This expertly crafted saddle is designed to adjust to fit any beast unit of large enough size to act as a mount. When worn by a beast unit this saddle grants the mount special.
Tower: 0/200 J
Erfman: 220/400 J
Cadaver: 95/200 J
AC: 95/300 J
Dotti: 70/200 J
With the saddle made AC then sets up a number of small clay targets.
”Now the first thing you need to learn how to do is to convert your raw juice to elemental Shockamancy. Electricity is the easiest as it’s the closest to natural Shockamancy... now watch carefully as I cast” AC instructs as he creates a small amount of electricity in the palm of his hand letting it dance there for a moment before dissipating. ”Now the next step is firing it, to do that you simply need to expel it away from you with more juice” AC adds as he blasts one of the targets with a tiny bolt of Shockamancy instantly destroying it.
AC: 75/300 J
It is then Erfman’s turn to cast and while it takes him significantly longer he is able to eventually form a small amount of elemental Shockamancy.
Erfman’s first shot misses the target and dissipates against the wall, his second shot hits the target but barely causes it to wobble as static dances across its surface, Erfman’s third shot however is finally strong enough to split the target in two.
Erfman: 190/400 J
Erfman has learnt Jolt
Jolt
Class: Shockamancy
Juice: 10
Range: short
Casting time: 1 rounds
A very basic single target spell. This spell deals 1 point of electrical damage. Attack roll of combat + caster level vs targets defense. This spell has the added effect that it will wake up sleeping units.
Putting the Saddle on a Stinger, it can now transport 1 unit
Turning to Cadaver "Last turn, the Dark One only reacted to us converting his uncroaked after a while. I think if we attempt to capture 1 and only 1 uncroaked per turn we will likely surprise him. Are you willing to cast your spell again today and claim us an Uncroaked waven?" Erfman asks.
”I would be willing to try Sire, as long as you promise to have me healed should anything go wrong again...” Cadaver replies.
Subject: Erfman the Barbarian (Game thread)
"Definitely" nods Erfman seriously, "I pinky swear it"
Green planting by Pan, and red scouting by birds Plan:
Spoiler
Subject: Erfman the Barbarian (Game thread)
Collecting a small sack and filling it with seeds Buster throws it over his shoulder before picking up a knitted messenger bird and placing it in his pocket. Mounting one of Fanon’s riding goat mounts Buster then rides out of the gates and heads off on a patrol.
Buster is gone for some time though he eventually returns with a sackful of fruit which he deposits in the larder before reporting to Erfman.
(23 seeds used, 12 fruit gained)
”It was mostly quiet your highness, I did spot a few holes in the hilly hexes but I didn’t investigate any further than that...” Buster reports. ”The bird golem managed to spot something in 06,04... I think it indicated there were 8 units but I don’t know what.” Buster continues.
Units spotted in (06,04)
Pan 0/10 move
Messenger bird A 17/20 move
Messenger bird B 0/20 move
Subject: Erfman the Barbarian (Game thread)
Moving with Luggage and planting 2 more hexes plan:Spoiler
Subject: Erfman the Barbarian (Game thread)
"Dotti, while we go on our sortie would you do your tour of the MK looking for any that will take the following?
- 3 rations for 2 Rands (or 1 Rand for 3 Rand conversions)
- 3 rations for 100 Juice and 1 Rand (or 2 Rands for 100 Juice with 3 Rand conversions)" Erfman asks before pausing and counting "We currently have 40 Fruits, and will use tomorrow... 37.." *sheepish look* "Which means you are looking for just 1 such caster" Erfman adds.
”I can ask around...” Dotti replies. ”Would you like me to take the fruit with me and perform the exchange immediately?” Dotti then asks. ”Also while I am looking is there any other services you might need from the Magic Kingdom this turn?” Dotti asks.
"Wait.. 18 fruits are actually going to pop here at dawn that we'll be able to use for upkeep." *mental order to have 21 desseesed fruits be brought in a sack*
"Here. You may have the casters that prefer the first offer to perform the conversions immediately. Those that prefer to sell their Juice, I think best to wait for my return, so we'll have them sign one of your NDA's (you may use tower Juice if needed) and a natural NAP, and have a unhurried discussion on the applications of their respective crafts"
"Hmm... wait, I'm not thinking correctly. A caster may produce 3 Rands from Rations, but they actually can eat 4 times paying upkeep. So we should actually offer 4 rations in return for 3 Rands, so the trade is '1 ration for 30 Juice'.
So, re-stating:
- 4 rations for 3 Rands (or 1 ration for 3 Rand conversions)
- 3 rations for 100 Juice and 1 Rand (or 2 Rands for 100 Juice with 3 Rand conversions)
There. That's correct now."
Subject: Erfman the Barbarian (Game thread)
Dotti gingerly picks up the sack of fruit. ”I’ll see what I can do...” Dotti then promises before making her way down to the portal room and disappearing through the yellow portal.
After a quick search of the garrison Erfman is able to find the deactivated form of The Luggage and with the application of of decent amount of juice he is able to reactivate it.
Erfman 130/400 Juice
Subject: Erfman the Barbarian (Game thread)
Luggage Plan
- First stop: Farm; Rebuild Farm with Stone first (and Wood second)
- second stop: 02.-04, Cadaver capture Waven
From 02.-04: Grim on Stinger, with Shockamancy Sword, with Waven in pocket (so Cadaver can Look, tell us what he sees, and we can mentally order Grim) -> into 02.-05, report what he sees through hex boundaries
If 02.-06 looks empty: Grim into 02.-06, Look into 02.-07, and show through waven's eyes
Repeat for 02.-07 and 02.-08, and let's see if we lay eyes on that city
Later, if possible, repeat for 01.-08, 01.-09, 01.-10
If no ranged/flying units defending Obelisk/Farm, Stinger has the Move for Capture/Raze one of them
Spoiler
Subject: Erfman the Barbarian (Game thread)
Dotti is gone for quite some time and Erfman is just starting to worry that perhaps something went wrong in the magic kingdom when Fanon’s portal ripples and Dotti steps through. She is still carrying the sack of fruit however it does not look as full as before.
”I managed to find three casters that were willing to perform rand conversions...” Dotti declares as she transfers nine rands in to Erfman’s purse. ”I was also able to find three casters who would be interested in selling their juice, a Croakamancer, a Luckamancer and Shockamancer. The Croakamancer and the Luckamancer are both asking for a minimum of four rations in payment though and I’m pretty sure that the Shockamancer is a member of the Blitzers.” Dotti reports.
Subject: Erfman the Barbarian (Game thread)
"4 rations for 100 Juice and 1 Rand? We can do that." Erfman replies.
"Hmm, one of the Blitzers? Shall we go out and welcome them all? NAP and NDA them all? And then invite them in one at a time? (So we can have conversations with the Croakamancer and Luckamancer without the Blitzer hearing? (Our foe is fond of Carnymancy, a NDA may not protect us) )" Erfman thinks out loud.
"Any objections? Grim? Cadaver? Dotti? AC?" Erfman then asks.
”Your highness, I have already used 12 of the 21 fruits that you gave me. That leaves only 9 fruits so we have only enough to pay two casters unless you have more fruit you wish to offer?” Dotti replies. ”I also only have 70 juice remaining and a non disclosure contract costs 25 juice so again I only have enough for two casters...” Dotti adds.
Subject: Erfman the Barbarian (Game thread)
"Oh, right! Well, you already brought them to our door, and we don't want to alienate any of them, least of all our mercenary friend. Perhaps an acceptable solution is first-come-first-serve, and the last one gets an offer for tomorrow.
Which of the three casters was the last to accept you offer Dotti?" Erfman asks.
”Well to be honest I haven’t actually brought them to the door...” Dotti replies ”But I have arranged a way to contact each of them” Dotti explains.
”The Shockamancer was first, then the Croakamancer was next and the Luckamancer was last” Dotti replies.
”Would you like me to start work on two non disclosure contracts and send a message to the first caster to come to the portal?” Dotti then asks.
Subject: Erfman the Barbarian (Compilation of Game Thread)
Subject: Erfman the Barbarian (Game thread)
"Yes please" Erfman replies.
"And diplomatically, as only you know how, let the Luckamancer know we've run out of rations for today, but will have more tomorrow, and he will be the first in line if he still wishes to sell his Juice" Erfman adds.
Dotti nods and sits down writing out a quick note which she then places in an envelope and posts through the portal. Next she sets to work careful writing up the two new non disclosure contracts.
”The first caster is Roman Candle, I believe he is a level one novice Shockamancer and I strongly suspect he is a member of the Blitzers... Dotti briefs as she works. ”Of all those I talked to he seemed the most keen to sell us his juice...” Dotti adds.
Once she is done Dotti hands over the two new non disclosure contracts to Erfman before heading through the portal in order to meet Roman.
A few moments after Dotti leaves Erfman senses the request for a natural non aggression pact from a unit by the name of Roman Candle.
As Erfman accepts, Dotti then returns through the portal with a caster wrapped in a brown cloak. The caster is a male of average height and build with strawberry blonde spiked up hair. As soon as Roman spots Erfman he lets his cloak fall back revealing a red tunic underneath and a metal breastplate covering his chest.
Meanwhile Chief Bowie leads the Gobwins in to the tunnels under the city and they attempt to dig straight down. The two uncroaked are rather uncoordinated and make little progress with their digging. (The uncroaked Gobwins no longer have the sapper special).
Bowie and Forman meanwhile are much more successful and between them are able to dig a spiralling pit that heads straight down. At first they are digging up a fair amount of dirt but eventually they begin excavating stone.
(10 units of dirt and 6 units of stone obtained)
Subject: Erfman the Barbarian (Game thread)
- To charge the tower you must be in the tower zone of the city (so yes above the 3rd floor) and in physical contact with an external wall (or the floor or spire if you are on the roof)
- You can reach there by going through empty stairwells and corridors. (No need to go through any sensitive rooms).
"Welcome Caster Candle." says Erfman, he glances at AC while continuing "One can't ever have enough Shockamancer Juice. Shall we go up so you can charge our tower?" Erfman says gesturing towards the stairs.
”Greetings and well met” Roman replies as he gives a strange one armed salute. ”Is all you require the tower to be charged with raw Shockamancy or were you requiring the hanging of spells?” he asks as he glances around the portal room. ”You’re representative did not specify” he adds as his gaze lingers briefly on each of the units in the room.
”Please lead the way...” Roman then declares.
Subject: Erfman the Barbarian (Game thread)
"Raw Juice for today is fine" says Erfman as he leads the way with his Bob shadow.
”Very good” Roman replies with a slight nod as he follows through the empty passageways and up the sets of staircases until they reach the tower level.
”I believe the price for my services was three rations correct?” Roman then declares.
Subject: Erfman the Barbarian (Game thread)
Before giving him the rations and he charging the tower
"Didn't Dotti mention the Rand conversions? Here are the 3 rations for your base pay, and 3 more fruits to be converted into Rands, if you're willing, as many as you're willing. Then the remaining Juice indeed into the Tower." Erfman interrupts.
Roman looks at Erfman for a moment before shrugging. ”If that is what you wish...” he finally replies.
With that said Roman begins to slowly create rands before taking a break to eat a piece of fruit and then starting on the next rand.
(3 fruit used 3 rands gained)
Tower 70/200
Once paid Roman places his hand on the wall and begins to channel his juice in to the tower. Soon enough Roman is done and the tower is filled with 70 juice.
”Objective completed as requested” Roman then declares.
”If you’re tower requires further charging I should be available next turn as well...” Roman then adds.
When he leaves
"What did you get from his Signamancy Dotti? That salute?
And how did he feel relative to us Mahogany? Hostile?" Erfman questions.
”The salute appeared to be an ingrained action, likely something he has either done for a long time or a mannerism he was popped with. The Blitzers are not known for being organised or regimented so I would theorise that it is a remnant of Caster Candle’s former side. This may suggest that he has not been a barbarian long and is likely a new recruit to the Blitzers” Dotti reports. ”His signamancy suggests that he prefers structure and order, two traits that are unusual for Blitzers. He came across as cautious and curious but not overtly hostile. He was constantly observing and studying us while attempting to not draw too much attention in return.” Dotti reveals.
Mahogany then gives a wide eyed look at the question directed at her before a thoughtful expression crosses her features. Finally she smiles before moving to stand very close to Erfman before vigorously shaking her head. She then hurriedly moves to the far end of the room and stands in the corner as far away as she can get from everyone else and gives Erfman a meaningful look.
Meanwhile in the stables a Piker with a set of shears arrives and begins shearing the goats and collecting their wool.
(3 units of wool obtained)
Subject: Erfman the Barbarian (Game thread)
"So, he was not hostile?" Asks Erfman asks pausing for a clear response, while also glancing at Dotti.
”He was not overtly hostile” Dotti replies. ”And he did not display any obvious signs of anger or aggression towards you or your side...” Dotti clarifies. ”If he is indeed working for the Dark One then it is likely that he sees it as strictly business...” Dotti finishes.
"And he.. wanted to belong? (was that what you mimed?)" asks Erfman uncertainly.
Mahogany looks at Erfman for a moment and then shakes her head before looking towards Dotti with slightly wide eyes.
”I believe the word she was trying to convey was distant...” Dotti reveals.
”Did you want me to send a message to the next caster now?” Dotti then asks. ”Next is a miss Kelly Ton Level 1 Novice croakamancer “ Dotti adds.
"Yes please" Says Erfman while *mentally ordering Gopher to give his fruits to Fert, and Fert to bring all 18 fruits 1 hex south into the Capital*
Subject: Erfman the Barbarian (Game thread)
Dotti carefully writes out another letter before heading down to the portal room and posting it through the yellow portal.
Meanwhile scout Fert returns to the city with a sack filled with fruit and deposits it in the larder.
(18 fruit added to the larder)
Dotti then heads through the portal and a short while later Erfman is greeted by an offer of non aggression from a Kelly Ton before Dotti returns with a pale skinned and very gaunt looking woman wearing white robes.
”King Erfman, may I present to you croakamancer Kelly Ton” Dotti declares by way of introduction. The caster gives an awkward curtsy and looks expectantly in Erfman’s direction.
Subject: Erfman the Barbarian (Game thread)
"Welcome, welcome" says Erfman affably gently taking her hand in the courtly gesture as if to kiss it.
”Thank you for your kind welcome your majesty” Kelly replies in a weak voice barely above a whisper. ”I look forward to working with you as simple as my task may be on this occasion” she adds looking more at Erfman’s feet rather than towards his face.
"Dotti, if you would do the honours?" says Erfman as he gestures to the table.
”Certainly your majesty...” Dotti replies as she pulls out a seat. ”Please take a seat” she then offers Kelly, ”Now before you are hired I’m afraid we must take care of the prerequisites. In the interests of the intellectual security of both parties you are required to sign a non disclosure contract before any work is performed or any pay is received” Dotti explains ”It is rather standard stuff and nothing to be worried about but you are of course welcome to take your time reading the contract through before signing.”
Dotti then walks up to Erfman and with an amused smile reaches in to his jacket and pulls out one of the two non disclosure contracts she had given him earlier before careful placing it on the table along with a quill.
Kelly takes a quick glance at the contract and her eyes seem to briefly glide over it before she suddenly nods, picks up the quill and signs.
-
2019-10-13, 04:59 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
"Lovely!" Exclaims Erfman.
"Now, did Dotti inform you about the Rand Conversions?" and he continues as a scout brings 3 deseeded fruits "If you are willing, the first use for your Juice would be in the conversion of fruits into Rands, as many as you are willing." He smiles affably.
”She mentioned one rand conversion...” Kelly replied with a thoughtful look. ”Since you have already paid for or will be paying for my juice in advance I see no reason that I couldn’t convert a full three rations to rands as long as you are providing the rations and that the rations you intend to pay me with will last more than a turn...” Kelly adds giving Erfman a long searching look.
"I'd join you myself, but I'm quite full already" he says patting his belly with a sheepish smile.
Kelly then concentrates as she creates her first of the rands before she tucks in to the provided fruit with a surprising amount of vigour.
Another two rands produced and another two fruit devoured later and Kelly is done and has a slightly satisfied look on her frail looking face.
"Okay!" exclaims Erfman while he claps his hands! "Onward to the tower! Come come!" He continues as he leads the way up the steps with Bob in tow.
Kelly goes somewhat paler (a difficult task considering her already very pale skin tone) at the mention of having to climb stairs but she struggles to her feet nonetheless and hobbles after the king.
Kelly’s pace is rather slow and is punctuated with stops to rest but the trio eventually reach their destination. As they reach the third floor Erfman speaks up. "Would you like to see the view from the top? It's not the tallest tower, but I find the view refreshing nonetheless!" Erfman declares.
Kelly gulps at the prospect of more stairs but gives a weak nod in response not wanting to say no to her employer before the job is complete.
At the top of the tower
"Aah, I love the wind in my face" Erfman declares pausing briefly.
While Erfman is busy enjoying the view Kelly drops to her knees and places her hands upon the stone floor at the top of the tower. Letting her juice flow out and in to the stone of the tower Kelly fills it with her remaining juice.
Tower: 140/200 Juice
"Okay, today charging the tower is all we need from you. But tomorrow we would perhaps benefit of castings in the field if you feel up to it." Erfman declares before pausing, "actually, did you see caster Cadaver down there? He currently has a contract with us for upkeep plus extra shmuckers per turn. I don't know if this is something you'd be interested in the future, but he and Dotti will be available to answer any questions you may have." Erfman finishes good-naturedly.
”I do not do field work...” Kelly replies in a weak voice looking down at the ground letting her long white hair pool around her face obscuring it from view. ”I am not suited for combat and I have had rather bad experiences each and every time that I have attempted to take part. I do not believe I was popped to fight.” Kelly reveals in a somber tone.
”I would not be opposed to a longer term contract but now that you know that I am useless as far as combat goes I’m sure you are no longer interested...” She declares glumly. ”Besides I am a croakamancer... I am sure you do not want your sides reputation tarnished by being associated with me...” she continues.
"Hah!" Erfman guffaws good-naturedly "Tarnished? Really? If that happens, that ship has sailed! Since we have Cadaver with us! But I haven't felt any prejudice at all so far from having Cadaver accompany me." he finishes more gently with a soft smile.
"How about this: We agreed with Cadaver on a 50 shmuckers plus 25 per level a turn for his wages, besides his upkeep that is. And he is willing and able to fight (I can honestly say the side would have fallen without his presence in the last battle, but instead it was a resounding victory!). There is always plenty of work around the Capital even without fighting: uncroaking bodies after skirmishes, and making preparations for the next battle. So, talk with Dotti, talk with Cadaver, and tomorrow come to see us and tell us what you think would be a fair wage for each turn you'd offer your services to us without fighting." he finishes brightly
"Shall we go back down?" Erfman gestures to the stairs smiling. Kelly merely nods her head silently in response and trudges after the king.
"Dotti is very easy to find, with her huge pink tent in the Hippie octant; Cadaver has been staying here, actually his room is in this floor through there" Erfman declares while walking down the stairs and gesturing to an intermediate door.
Reaching the portal room
"Cadaver, I mentioned your contract to Lady Ton; If she is curious, would you freely answer her questions?" Erfman then asks of the other croakamancer as soon as they reach the portal room.
”Of course Sire...” Cadaver rasps in response. ”That is of course if the nondisclosure contract that I am under will allow me to do so...” he adds with a thoughtful look.
Finally as she approaches the portal,
"Lady Ton, with our NDA and NAP in place, you are more than welcome to visit at any time. Just step through the portal and someone should be here to receive you." Erfman finishes affably.
”Thank you highness, but I would not want to be a burden...” Kelly replies weakly as she heads towards the portal.
Subject: Erfman the Barbarian (Game thread)
Erfman’s units begin moving the prisoners one by one from their current confinement in the empty dwellings and in to the luggage. The prisoners try their best to resist but shackled as they are they are eventually dragged to where Erfman wants them to go. Inside The Luggage walls begins to shift and move as each prisoners is put inside and walled of. When the process is completed the space within the luggage seems to have been reduced by roughly a quarter.
Out in the garrison courtyard Stompy the Ogwe stomps about randomly swinging his club while Billie the wargoat remains in the stables resting.
Bowie and the Gobwins meanwhile settle down to guarding the remaining two prisoners in the dungeon.
Subject: Erfman the Barbarian (Game thread)
”Kelly I don't think you have to worry about tarnishing our image " Erfman declares as he orders some uncroaked in to the room and points at them "Croakamancy is just another branch of magic. Just like Dollamancy or Dateamancy. As for not fighting I would still be willing to hire you on. Just having you make rands, charge the tower, and make scrolls would be worth it to us!" Erfman adds while giving Kelly a cheerful smile. "Why don't you return next turn and let me know what you would want as payment.” Erfman then suggests.
”I did not realise you already had uncroaked in your service...” Kelly replies slowly. ”And not many think the way that you do, not even in the magic kingdom...” she adds looking downcast.
”I will have conditions...” she eventually replies ”And I do not wish to be merely a juice pool on legs to be used by another caster... I wish to use my art!” she declares in a slightly stronger voice.
”I will give this much thought tonight and return with my conditions next turn...” She then offers. ”Cadaver will you visit me in the naughty corner tonight?” She then asks.
Cadaver looks surprised at the request and glances over at Erfman for guidance on how he should respond, while Erfman nods encouragingly at him
———————
"Dotti, I miscalculated. With the last load Scout Fert brought in we actually have plenty of fruits for the Luckamancer too. Would you kindly, and apologetically inquire with him to see if he still has his Juice and is still willing to come? If you succeed you may the make an NDA with Juice from the tower." Erfman declares once Kelly has left.
”I had planned on informing her in person that we could not hire her this turn so I have not yet broke the news to her...” Dotti replies. ”I will therefore write her a message to come to Fanon’s portal immediately” Dotti adds as she takes a seat and begins writing out a letter. Once done she then stands up and posts it through the portal.
”Her name is Lottie Rey and she is a level one novice Luckamancer” Dotti then informs while the group waits.
"AC! I was forgetting we owe you 100s. Here, today we have to spare. Do you have the gem with you?" Erfman declares while waiting.
”Yeah I’ve got it right here...” AC declares as he pulls the drained gem out of one of the pouches on his belt and quickly hands it over.
Dotti then heads through the portal and a short while later Erfman is greeted by yet another request for a non aggression pact. Once Erfman accepts Dotti steps back through the portal accompanied by a woman in a white dress with spots of different colours all over it.
Subject: Erfman the Barbarian (Game thread)
"Welcome welcome!" says Erfman cheerfully to the new caster before turning to Dotti "Shall we all go up so you can pen that NDA?" Erfman then declares.
Dotti turns to face Erfman and raises an eyebrow. ”You wish for me to make another non-disclosure contract?” Dotti questions ”You still have not used the second one I made earlier or did you want to keep a spare one?” she adds.
Subject: Erfman the Barbarian (Game thread)
"Oh! Then we can sign right here!" He says unfurling the scroll on the table.
”Oh that’s lucky...” Rey declares as she prances over and quickly signs the document barely spending anytime at glancing at what she was signing.
"Wonderful!" exclaims Erfman. "Here, you may take your base pay from here" he says as the sack with fruits is brought. "And the first use for your Juice today would be in converting further fruits into Rands, as many as you are willing" he continues. "Please, take your time, we'd join you, but we're all quite full already" he says amusingly while gesturing to the people around the room.
”Well that’s a bit boring but ok...” Rey replies as she dips her hand in to the bag without looking and pulls out the four juiciest fruit. Rey then sets to work creating rands as she one by one plucks more fruit out of the bag.
"What can you tell us of your discipline? (Note your secrets are protected by NDA as well) How can Luckamancy be used to the good of the side?" Erfman then asks as the caster begins eating.
”Luckamancy?” Rey replies between mouthfuls. ”Well it’s all to do do with chance...” she begins. ”Anything that has a degree of random chance to it can be manipulated by luckamancy. Luckamancy can be used to shift the odds to make something more or less likely to happen. It really doesn’t matter what, it could be the chance that one unit will hit another, the chance that a unit will spot a veiled unit or the chance a unit will make a save against poison... the action doesn’t matter as long as there is an element of chance to it...” Rey explains.
As Rey eats Erfman turns to the rest gathered in the Portal room
"Okaay! What a humongous success Dotti! 12 Rands to spend!" He bursts out gleefully
Sobering up, he continues "I think the priority is getting information on Fanfic, the Dark Side city and surrounding hexes" he pauses considering his options
"I guess our best bet is Lookamancy.. and Turnamamcy." He finishes turning to Grim
"Grim, how do you feel about using Turnamamcy on the Warlord?" he asks seriously, looking him in the eye "Does your duty compels you to say we should use it? Or do you think any information he may that you don't already know would be too outdated already to matter?" Erfman questions.
”He is a low level Warlord it is likely that the information that he would know is similar if not the same to the information that I know.” Grim replies. ”I would think the main advantage of turning him would be his use as a military assets rather than a source of information...” Grim adds.
Remembering the words of the Croakamancer Erman asks his audience "There is a detail that Kelly mentioned that is nagging me: Does food go bad? I've never seen food going bad in our larder, or before that"
”Everything decays...” Cadaver replies somewhat morbidly.
”Ahem, I believe what Cadaver means is that all food stuffs have a predetermined expiry date if you will. Go beyond that date and the food will depop” Dotti clarifies.
”Providing rations for living troops is one of the logistical problems that you must consider when planning a war” Grim adds. ”Taking enough rations to reduce the upkeep of your troops in the field but not too much as to risk wasting it due to dropping is a situation I have faced before...” Grim answers weighing in on the question.
A bit after that
"Friends," looking to each caster in turn "do you know if there is a market for +1 Weapons in the Magic Kingdom? (if yes Who buys them? And for how much in general?)" Erfman questions.
”MK barbarians ain’t usually the ones buying they do the selling, you might have some luck selling to other sides via the MK but you might ruffle a few feathers of the barbarian Dollamancers” AC replies. ”As for how much we’ll I guess that depends on how good a salesman you are... seen them go for anything from a couple of hundred shmuckers up to around a thousand....” AC adds.
Then, letting Rey take her time, Erfman nudges Dotti aside for a private chat
"Dotti would you help me understand? Simplifying, did you offer (and Roman accepted) 2 Rations for 100 Juice? And for Kelly and Rey, 3 Rations for 100 Juice?" Erfman questions.
”The offer you had me originally make was 3 fruit for 100 juice and 1 rand” Dotti replies. “As the cheapest way to produce rands is using rations that resulted in a net gain of 2 fruits for the employed caster. Of course Roman was the only caster that accepted such a deal while both Kelly and Rey required that their pay be increased by the sum of one fruit before they would accept.”Dotti explains.
And after a bit of time
"Dotti.. It occurs to me, I've been offering contracts left and right.. Is a long term contract guaranteeing shmuckers for Juice something that you would prefer, versus our current relationship?" Erfman asks.
”The security of a long term contract is always preferred however I have other contractual commitments that I would have to extract myself from before I could offer you exclusive service...” Dotti replies. ”I would also have my own conditions that I would require be met before I could sign a long term contract...” Dotti replies.
Subject: Erfman the Barbarian (Game thread)
Rey, so you boost the odds of success for a given action. Is there any draw back? Like boost the odds of one unit hitting, but another takes a negative. One idea I have is we have a warlord we captured. Could you boost our odd of turning him when I go to talk with him? Erfman questions.
Rey goes quiet and gives Erfman a long searching look. ”Strange you should ask that...” Rey finally responds. ”A mathamancer once explained to me that the numbers must always balance... in order to increase one number you must decrease another. Some believe that increasing the chance of one action occurring reduces the chance of another occurring. Now personally I don’t know if that’s true... I have never personally had bad luckamancy as a result of boosting the luckamancy of an action” Rey replies.
"and you say 'chance', as in 'there is a possibility for success'? If say, turning the warlord by talking has a possibility for success, could you make that chance 100% (rolling a crit)? (If so, for how much Juice?)" Erfman then questions.
”Nothing is ever one hundred percent certain. I could boost the chance of a turning attempt being successful and while the more juice that I use the better the chance will be it will never be one hundred percent no matter how much juice I use...” Rey explains.
- XP is gained at the end of the battle
- Level ups occur at the beginning of a turn
Subject: Erfman the Barbarian (Game thread)
"Okaay.." says Erfman while pondering, "I think we'll ask you to boost my chances of turning the warlord. Now, what's the minimum amount of Juice your spell takes? And do you have an idea of the effect of using double that Juice? Quadruple? (If you had to choose how much would you spend?)" Erfman questions.
”I have different ways of boosting a unit’s luckamancy... the cheapest way would cost me 25 juice but that spell would not benefit from any extra juice being invested. My next cheapest spell costs me 50 juice a casting. Doubling the juice cost of that spell would double the effect...” Rey replies. ”If you really want to succeed I’d invest as much juice as possible...” Rey then answers.
”Just out of curiosity... Are you skilled at Turnamancy?” Rey then questions. ”The base likelihood of an action being successful plays a big part in how likely it will be successful after your luckamancy has been boosted...” Rey explains.
Subject: Erfman the Barbarian (Game thread)
"Well, we've convinced Grim here to join us in only two turns, and that with just the power of the spoken word." Erfman responds.
”I see...” Rey responds as she glances at Grim.
"Grim, do you know the warlord's name? What did you gather from your two conversations with him?” Erfman asks.
”His name is Strife, he seems more loyal to the Dark One personally than he does to the side... When I’ve talked about the units under his command he doesn’t seem to care about what will happen to them...” Grim answers. ”From what I know of him he loves to battle and he loves the action of croaking units” Grim adds. ”I also believe he was not popped in Fanfic but brought here from elsewhere... and from some of his responses I believe he used to work in the dungeons turning enemy prisoners...” Grim reveals.
”Dotti, to improve our chances we should first scout the terrain so to speak. Would you come down and observe as others interact with the Warlord, so to gleam part of his nature?" Erfman then requests.
”Certainly, I would be more than happy to share my insights with you” Dotti responds.
"Rey, I think that's it, please boost my next turn attempt with 50 Juice, and then lets go up so you can pour the rest into the tower, yes?" Erfman declares.
”Very good!” Rey declares with a smile as she follows after Erfman almost skipping up the stairs. She then channels 20 juice in to the tower saving the remaining 50 for her spell.
Tower 160 / 200 Juice
Subject: Erfman the Barbarian (Game thread)
"Ah, that's an important detail I was forgetting: what is the timing, and targeting of the casting of you Luckamancy enhancing spells? Do you need to see the target to cast? Do you need to cast in tandem with the action being boosted?
Or could you cast now, benefiting from the tower boost?" Erfman questions.
”The spell works best if I am able to observe the action being performed” Rey answers. ”I could cast now but the greater the time between the casting and the action the greater the risk that the spell could go astray and you could end up boosting the wrong action...” Rey explains.
Subject: Erfman the Barbarian (Game thread)
(Later)
"Grim, when you came on turn 12 you brought
4 wavens,
8 Uncroaked Stabbers,
8 Uncroaked Pikers,
8 Uncroaked Archers,
1 Uncroaked Ogwe, 2 Mummies
Two turns later, on turn 14, Redshirt appeared with
2x 8 Wavens
2 Magenta Wavens
4x 8 Uncroaked Stabbers
2x 8 Uncroaked Pikers
2x 8 Uncroaked Archers
3x 8 Stabbers
2 Ogwes
4 Shock Troopers
5 Large Wavens, 5 Knights
4 Mummys, 4 Archers
2 Spooks
Do you remember how much of that army was already stationed at Fanfic, and how much must have come from other cities?" Erfman questions.
”The majority of the forces that I brought were either stationed in Fanfic or the surrounding hexes before the attack” Grim replies. ”As for Redshirt’s forces I can’t say for certain as I had already been captured by then but I would imagine they were also mustered from Fanfic or the surrounding area” Grim begins. ”The living stabbers are likely what Fanfic was popping, the Wavens I know are flown in, whereas as the mummies I know were not in Fanfic when I left and I was never informed as to the movement of the Spooks.” Grim continues.
"I think we didn't remember to ask you: what do you know of the obelisks? (What is their purpose? Who built them? When?)" Erfman then questions.
”I don’t know too much of their origins but I know they are old... very old. They have likely lain dormant for thousand upon thousand of turns before the Dark One managed to activate them again.” Grim replies. ”Now they are conduits of his power. They allow him to be everywhere at once... to unleash the full extent of his powers even when he is not there...” Grim recites with some obvious awe in his voice.
"Also, where did all those uncroaked troops came from? Did you see the uncroaker?" Erfman asks.
”A lot of them came from the fall of old Fanon. The Dark One was here that turn. I hear he single handedly started a uncroaking cascade. The remnants of old Fanon were used to build the bones of the Dark Ones army in this area.” Grim replies. ”In his absence scrolls are sent to Fanfic to uncroak additional forces... Also the Spooks are capable of uncroaking” Grim adds.
Subject: Erfman the Barbarian (Game thread)
"Ok, given what Grim told us of Strife lets test the hypothesis of him liking to turn prisoners" Erfman declares.
"First, lets isolate him. I'm ordering Chief and his gobwins to move the knight outside and keep guard on him." Erfman says while mentally commanding the Gobwins.
"Now, let's all go down and stand back, out of sight, but in hearing range, while Bob and Dotti go talk to him." Erfman adds.
"Bob, I suggest you say something similar to 'So, you're the big shot warlord that likes to turn prisoners? Hah! You'd never turn *me* if you had the chance!', sounds good everyone?" Erfman then instructs.
”I’ll do my best Sire” Bob replies as he stands to attention. The group including Rey then heads down to the dungeon level and are soon passed by Bowie and his Gobwins (both living and uncroaked) dragging the manacled form of a knight away.
While the majority of the group hang back out of sight Bob and Dotti head towards the cell where Warlord Strife is being kept with Bob taking the lead.
”So, you're the big shot warlord that likes to turn prisoners? Hah you don’t look like much! You'd never turn *me* if you had the chance!” Bob declares as he steps out of the darkness and in to the view of the prisoner.
Strife straightens his back and throws a glare in the Lancer’s direction before moving his arms pulling his manacles taught with a loud metallic clink. ”Oh you’d be surprised how convincing I can be. Why don’t you come a bit closer and I’ll show you...” the Warlord replies with a sinister looking smile.
Subject: Erfman the Barbarian (Game thread)
After listening in from a distance Erfman, and thinking that sufficient to get a read on his supposed liking of turning, he silently orders Bob to threaten the prisoner, to test his supposed love for battle.
"Heh, I'm stronger than you, I would croak you with my bare hands if my King would allow me to" Bob threatens while doing his best to look intimidating.
”Hah that’s a laugh, a mere piker thinks he’s a match for me!” Strife retorted with a dismissive sneer. ”Why not come here and try... If by some miracle you actually won you could always tell your king I was trying to escape...” Strife suggests as he once again strains against his restraints.
Subject: Erfman the Barbarian (Game thread)
Still listening in, and thinking that sufficient Erfman gives another mental order 'Threaten and retreat'
"Perhaps I will... Don't let me catch you sleeping.." Bob declares ominously.
”Hah you fear me so much that being chained down is not even enough, you must wait until I am asleep as well before you dare face me... Now I see why your side is so pathetic...” Strife retorts.
Leaving the cells behind everyone then retreats before gathering at the portal room. While Erfman and his group get there first Bob and Dotti arrive only a short while after.
"You did good Bob! Very convincing!" greets Erfman smiling with a slap on the shoulder.
”Thank you Sire but I must admit that he did not seem that intimidated by my threats” Bob replies with a slight frown.
"What did you get from that Dotti?" Erfman questions.
”I fear you need not be a Signamancer to be able to read this Strife. He is proud, stubborn and aggressive and very confident in his own abilities, I would say overly so...” Dotti replies. ”I believe you will find turning him to be a real challenge. I may not be a Predictamancer but I would not be at all surprised if he soon attempts to escape.” Dotti adds with a slight frown.
A look of concentration then spreads across Dotti’s face. ”If you are determined to turn him however I believe his key motivators are fear and power. His words centred on these two facets. It was important to him to establish himself as the more powerful unit and the one to be feared. If you are to gain his obedience you will likely need to prove that it is in fact you that are the more powerful though even then he may only obey out of fear. Offering to help him gain power himself would of course be another route you could take.” Dotti finishes.
Subject: Erfman the Barbarian (Game thread)
- Heavy units may go to the area directly below the garrison (the part contained within the hexagon on the map)
Subject: Erfman the Barbarian (Game thread)
Erfman silently gives a mental command for Strife's shackles to be attached to the ceiling of his cell. There is a brief clank of metal and a grunt of surprise that echoes through the empty dungeons before everything falls silent once again. Next Erfman orders an uncroaked knight down with instructions to bring a table from one of the empty rooms. The uncroaked stumbles down the stairs with a wooden table but eventually manages to drag it outside of the cells. Next a second uncroaked knight follows and lays out a number of items on the table. Unfortunately the items that Erfman is after can not be found so instead a shortsword, an axe, a spear head, a couple of arrows and splinters of wood are placed on the table. The uncroaked then shambled over to Strife and ties a piece of cloth to cover the warlord's eyes. There is a brief struggle but the uncrokaed eventually shambles away and stands guard outside of the cell.
"Friends, let's put on an Act. I think this Strife might have used torture to turn prisoners. And I assume units that employ such devices, fear having such methods applied to them. So we're going to have him believe he is to be tortured, while Dotti watches unseen, to evaluate this assumption" Erfman declares. "Is this Okay Dotti?" Erfman then questions.
"If this is the strategy you wish to employ I am willing to observe and offer my insights..." Dotti replies "However I must warn you that in order for such a strategy to be effective the act must be convincing else you will likely weaken your hand and make any future attempts that more difficult..." Dotti comments.
Erfman then silently orders the two stabbers Tex and Mex to report to the dungeons. "Stabbers Tex and Mex, attention!" Erfman then orders as the two stabbers come in to view. Both stabbers instantly stand ramrod straight as they stare at Erfman with expectation.
"We're putting on an Act to make the prisoner Warlord believe he is to be tortured. I need you to patrol the lower level of the Garrison, passing by the cell door three times, so he hears you. On the fourth time, I need you to pause at the cell door and chat. After a bit, mention 'you saw how the King was practising turning on the stabber prisoners?', 'Yeah, too bad he took it too far', 'Well, at least we gained a few new uncroaked out of it.' Can you do so?" Erfman then asks.
Tex and Mex glance uncertainly at each other before looking back at Erfman. "We'll do our best Sire..." Tex replies while fidgeting slightly on the spot.
"The prisoner should now be blindfolded after having witnessed random instruments (that could be used for torture) being placed in front of him. Dotti, please go spy on him. Tex, Mex, do your Duty well! And we'll see you all here afterwards" Erfman declares.
Tex and Mex then head in the direction of the cell and are immediately followed by Dotti. The sound of footsteps can be heard as the pair of stabbers walk back and fourth before they eventually come to a stop. "You err saw how the King was practising turning on the stabber prisoners?" one voice declares from somewhere in the darkness. "Yes it was too bad he went too far" a second very monotone voice replies. "Well err, at least we gained a few new uncroaked out of it." the first voice is heard saying.
There is a brief pause before a very loud exaggerated yawn can be heard coming from the cells.
Subject: Erfman the Barbarian (Game thread)
"(Hm, I'm a Dollamancer, and Turnamancy is also Spookism. I should be able to actually learn proper turnamancy if I put my mind to it.)" Erfman mutters audibly while pondering. "And that should be even easier with a tutor." he continues in a louder voice.
"Okay, with the latest additions by Rey, we now have 14 rands that we can put to use." speaking to his audience. "Dotti, I think our main priorities for today are Lookamancy towards Fanfic, and Turnamancy of our prisoners. Do you know how much an Eyemancer that can Look would charge for his entire Juice pool for the day? We have at minimum 7 hexes to lightly Look (these in red), and 3 to Deep Look (in pink), but there is much more to Look if we have the resources." says he pointing towards the map.
"If not, would you find out for us? And also check on a price of a Turnamancer willing to tutor us, perhaps cast in tandem with us as we learn? We have 16 units to turn as of now." he finishes.
”I actually have a Lookamacer contact” Dotti replies with a smile. ”Her name is Bea and I believe she recently levelled up to level three” Dotti adds as she begins to rummage through her pockets before suddenly pulling out a piece of parchment. ”Here we go her price list!” she declares as she lays it on the table.
Mapping scan of 10 hexes - 3 rands or 450s
In-depth scan of 4 hexes (non concealed units identified) - 3 rands or 450s
Deep Look of 1 hex (include concealed units) - 3 rands or 450s
(range of scan depends on level of city tower the scan is performed at)
”As for a Turnamancer I have one in mind but he is a little expensive... I would have to go and negotiate with him in person...” Dotti adds.
"Rey, now that I really thought on it, it's way more reasonable to wait for a tutor before attempting to turn the Warlord. Given our NDA, my house is now your house" Erfman smiles affably "you are welcome to stick around, and look around, while we wait for Dotti, to then cast for us. But if you'd rather not wait, we won't begrudge you putting the rest of your juice in our tower and going home for the turn." Erfman continues.
”I’m in no hurry, you have already paid for all my juice so I’m happy to hang around...” Rey replies with a slight shrug of her shoulders.
Subject: Erfman the Barbarian (Game thread)
"That is most useful Dotti!" Erfman happily exclaims. Then as he ponders the list Erfman cups his chin. "Hmm, I think when we do Look we'll have to devote 9 Rands for Bea, for three Deep Scans on the Obelisk, Fanfic and Farm (to get a more accurate estimate of number of Spooks and troops around), but that would leave you only 5 rands to negotiate with your Turnamancer contact for this turn."
"Instead, we'll leave Lookamancy for next turn and focus this turn on learning and turning prisoners.
So, given we wish for tutoring, we expect it to take more than one turn. Use that if you feel it is advantageous." Erfman states with confidence in her skills.
"Would you pen one more NDA with Juice from the tower and then go negotiate with the Turnamancer for his services?" finishes Erfman.
”Of course” Dotti replies with a smile before hurrying off and using the last of her juice and some juice from the tower to create two new non disclosure contracts.
( Dotti 0/200 Juice, Tower 155/200 juice)
”Sire, if you could sign this in advance I will get the Turnamancer to sign it before sending them through the portal...” Dotti declares as she hands the contract over.
A short while later Erfman feels another request for a non aggression pact from a caster by the name of William Spinner.
Once Erfman accepts the pact the portal ripples as a caster steps through. A dark haired man in a black suit strides confidently forward before bowing deeply in Erfman’s direction. ”Your highness, I am Sir William Spinner it is a pleasure to make your acquaintance” he declares as he straightens back up. At the same time Dotti steps through the portal and steps to the side.
”The good Lady Dotti informs me you are looking for an education” William declares. ”How may I help you in this endeavour. What is it that you wish to learn?” William then questions.
Subject: Erfman the Barbarian (Game thread)
"Thank you for coming Sir William" says Erfman quietly pleased with a curt nod.
”It’s a pleasure” William replies with a polite smile.
"I have managed to convince a Warlord to turn just through conversation before, but now that I have 14 infantry, 1 knight and another warlord in my dungeons, I'd like to learn how to apply Juice to the turning process." Erfman proceeds in a succinct manner
"Everything you say is protected by our NDA. Would you instruct us in the basic theory of Turnamancy, and help us learn at least one spell?" Erfman inquires
"I've heard casting in tandem is an effective way to learn a new spell, but we defer to your expertise on how to go about it." Erfman finishes in a pondered fashion.
”So you wish to learn the secrets of Turnamancy...” William begins. ”To expand one’s repertoire of skills is a worthy goal but if I were to teach you I would be depriving myself of a potential long term client...” William continues as he strokes his chin. ”I would of course still like to help you my friend but the loss of future earnings will have to be factored in to the price...” William adds.
”Now one of the best known abilities of a Turnamancer is the ability to turn prisoners and it is indeed one of the pillars of the art. I believe this is what you wish to learn yes?” William continues. ”For the knowledge of how to cast this spell I would charge you a mere 6 rands...” William begins before pausing. ”However time and juice are also money... each turn you require my consultation will cost a minimum of two rands and each time I am required to cast will cost an additional rand... “ William continues. ”Are these terms agreeable?” the Turnamancer then questions.
Subject: Erfman the Barbarian (Game thread)
"So 6 Rands today for teaching, and in the future 3 Rands for casting, or 2 Rands for questions? That seems very reasonable." Erfman nods decisively.
”Yes of course quite reasonable, quite reasonable indeed!” William replies. ”But in order to avoid confusion I fear I must clarify... for six rands I will share with you the details of the spell... however if you require me to cast in order to help you learn the spell that will cost an additional 1 rand per casting. “ William explains. ”And If you require my assistance to learn the spell over future turns my consultancy will cost two rands plus 1 rand per spell I am required to cast to help you learn the spell...” William continues.
Erfman nods and replies "I wouldn't be too concerned about loss of revenue. Juice limit is the great equaliser, and I'll expect a master like you to always be more efficient and effective with the same Juice than a novice like I aim to be. So, whenever I am working on my Golems and have prisoners, you can expect to receive a call" Erfman smiles with the knowledge of doing and offering good business.
”You're too kind but I am not master of Turnamancy... well not yet at least...” William replies.
"Here" Erfman then declares as he transfers 6 Rands."and let us begin." he states.
”Well as you may be aware Turnamancy is all about movement but unlike Dollamancy it does not focus on the movement of mere objects, no Turnamancy can move the intangible such as motivations and loyalty. “ William begins.
"I am academically curious about Turnamancy senses; those that I shall never have, what do they reveal to of the world to a proper Turnamancer?" Erfman questions.
”Now that is a hard one... how do you describe to a man with no tongue what taste is like? How do you describe the colour blue to a man that can not see...” William continues.
"How hard is it to turn a unit such as a Warlord? (is it harder than an Infantry?) How many castings does it usually take you, an experienced Turnamancer, to break down such a unit's defenses?" Erfman asks.
”Well it all depends on the loyalty of a unit but to simplify matters as a general rule basic infantry are the easiest to turn, knight class units are more difficult and command units even more difficult still. The greatest challenge however is provided by certain casters, heirs and rulers” William explains. ”Now as for a Warlord as I have already stated it depends on their loyalty but on average it could take up to as many as four castings of the basic Turnamancy spell” William adds after some thought.
"I asked because we have Rey here," Erfman says gesturing to the Luckamancer "who is a Luckamancer that we hired to boost such a Turnamancy attempt, if it usually took more than one attempt, then Luckamancy use would be warranted" complements Erfman.
Subject: Erfman the Barbarian (Game thread)
"Onward to the practical details? Would you detail the basic Turnamancy spell? (particularly its Juice cost)" Erfman asks.
”Of course, please let me explain...” William replies before going in to the details of the spell and explaining how it works.
Turn prisoner
Class: Turnamancy
Juice: 25
Range: close
Casting time: 5 rounds
On a successful turning attempt reduce units loyalty (to current side) by caster level x 10. When loyalty reaches 0 unit turns. (Prisoners may resist turning attempts and on an unsuccessful turning attempt loyalty remains unchanged. )
Erfman then requests.
"Dotti here has analysed his Signamancy while he interacted with others and has inferred that he seems to be proud, stubborn and aggressive and overly confident in his own abilities. His key motivators seemed to be fear and power. So to gain his obedience I would likely need to prove that we are the more powerful one, or offer to increase his power." Erfman relays.
"I had thought to shock-and-awe him by manhandling him with my Golems, that obey to me alone, and offer him magical gear that I can produce if he would turn, but now that you are to have central stage, we defer to your expertise" Erfman finishes.
”Hmmm yes such mundane Turnamancy might have worked on some units however juice allows me to work a little differently... William replies.
"Here and Rey, would you boost Caster William's attempt?"
Erfman asks as he transfers another rand to William.
”Oh of course!” Rey replies happily as she prepares to cast at the most opportune time.
William then makes his way in to the cell, he doesn’t say anything but silently begins to circle the prisoner. Strife doesn’t say anything either but once again tests the strength of his restraints but his shackles hold firm.
After a couple of minutes of silent circling Strife begins to grow agitated and begins to fidget and struggle.
”What are you doing back there? That cowardly king sent you to stab me in the back rather than face me himself?” Strife growls. William does not respond but lingers behind Strife where the prisoner can’t quite see him. ”Answer me dammit!” Strife then barks. William however suddenly bursts in to action thrusting one arm forwards as he slams his palm on to the back of the prisoners head. Strife’s eyes go wide and slightly dazed looking before he begins to thrash about.
”Stubborn but by no means the most difficult challenge I have faced” William declares as a look of concentration spreads across his face. At the same time Rey from her position outside the cell completes her spell.
Strife’s head then slumps forwards and William pulls back his hand. ”I’ll be seeing you soon...” he then declares before calmly walking out of the cell.
”Demonstration complete...” William then declares as he brushes off his suit. ”I have made progress but the Warlord is not quite ready to turn just yet...” he then adds.
”Now that you have seen how it works, would you like to make an attempt of your own? Perhaps in tandem or on an easier unit?” William then questions.
Subject: Erfman the Barbarian (Game thread)
"Huh, what a curious thing, by your explanation Caster William, the only random element to a turning attempt (that could in turn be boosted by Luckamancy) is in the resist attempt check. Hm" Erfman muses "I wonder if there is a critical success bonus.. Did it ever occur to encounter a prisoner that from your initial examination seemed like he should have high loyalty, and thus be a particularly difficult nut to crack, but then you succeeded in turning him at your first attempt?" Erfman asks with curious but serious eyes.
”I prefer to think of it as a result of one’s skill rather than a random act of chance but yes a turning attempt can fail or be resisted by the subject” William replies. ”Well of course Turnamancy is subject to critical successes just like anything else and unfortunately critical failures as well...” William adds.
"Also, Caster William, what would be a normal loyalty level for a unit? Are we looking at something in the 200 range or more like 50?" Erfman inquires curious.
”Well it of course can vary from unit to unit but if I were to pluck a number out of my head basic infantry on average often have a loyalty of around 50, Knights are often twice that and command units at least twice that again.” William replies.
"What if the spell was used on a barbarian? Have you had to do so in the past?" Erfman then asks.
”Ah yes barbarians an interesting question, an interesting question indeed. What people often don’t realise is barbarians have loyalty just like anyone else. A barbarian popped with a command unit often have loyalty to their commander equal to that of a side. A barbarian without a commander (and yes there are certain circumstances where that can occur) have loyalty only to themselves. They often have much lower loyalty values often less than half of a sided unit” William explains.
"Finally, when we learn this spell would our caster level even count? (since we are not even a novice in Turnamancy)" Erfman questions.
”A true Turnamancer counts as twice their actual level for this spell. A non Turnamancer I believe would expend twice the amount of juice and their level would not be doubled.” William answers.
”I will trust your judgement on how our Juice should be spent during our education Mr. William, but I was hoping to have Strife turned this turn. Is there any chance we can focus on that?” Erfman finishes
”Why of course I suggest we tandem cast or the Warlord and turn him together” William replies. ”As per my terms however that will cost you one rand per casting that I have to make” William adds.
Subject: Erfman the Barbarian (Game thread)
"Of course, let's do this, I'll follow your lead" Erfman declares as he transfers a rand.
”Very good then follow me Sire” William declares as he leads Erfman back inside the cell and takes up a position behind the still dazed looking Strife.
William reaches out and takes a hold of one of Erfman’s hands with his left hand while he places his right on to the back of Strife’s head. ”Place your other hand on the back of the prisoners head and I shall attempt to guide you in how to use your juice...” William instructs.
Both casters begin to channel their juice and just as Erfman is getting a feel for what he is supposed to be doing he suddenly sneezes and his concentration is broken and the spell slips away.
”How unfortunate... a failure...” William declares. ”You must maintain your focus. Again?” he then questions.
(1 rand spent, Erfman 105/400 Juice)
-
2019-10-13, 05:01 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
”Yes" Erfman nods resolutely transferring another rand
"Does having the prisoner dazed like this makes it easier to apply Turnamancy on him?" Erfman asks. "and is a prisoner becoming dazed a usual outcome of a successful Turnamancy attempt?" Erfman quickly adds.
”It is merely a brief side effect of the spell, it will wear off very quickly” William replies.
”Come let us try again, channel your juice like so...” William instructs as he begins to guide the flow of juice. Erfman does as instructed this time feeling much more confident in what he is doing. As he works Erfman begins to get brief flashes of what motivates Strife before William begins to guide his hand. Slowly Erfman begins to feel those motivations shift and change.
(1 rand spent, Casting successful Erfman: 80/400 Juice)
”Very good we are making progress” William declares ”Once more or do you wish to try on your own this time?” William then questions.
Subject: Erfman the Barbarian (Compilation of Game Thread)
--- Talking privately with AC ---
Erfman chuckles "It looks like we're going to have a contract signed, so I can duplicate your armor, and you can shoot at me without breaking our NAP during 'training' sessions" he says smiling
”Hmmm I can’t help thinking if you’re going to get a nice new set of armour out of this deal I should be getting something of equal value. So what can you offer me?” AC then asks.
".. I have no idea" says Erfman at a loss. "You already have armor, a weapon and a spell focus, what more would you need?" Erfman continues honestly curious.
”Hmmm if we are talking of things that you could create with Dollamancy I would not object to a light golem mount...” AC replies.
Erfman continues to muse "A jetpack that grants the flying special perhaps?" Erfman muses out loud "Note that I don't yet know how to do one, but after replicating your armor I believe my skills should increase considerably. Would a contract promise to make it my research focus and give you the first one I produce when I finally learn how suffice?" Erfman suggests.
”A jet pack that grants the flying special... now that is tempting....” AC begins. ”What guarantee is there that you’ll ever learn how to make one if you don’t know how to make one now though? I can not be waiting for payment indefinitely. If you put in a clause if your unable to make it in a set amount of turns then you have to provide alternate payment that might be acceptable...” AC replies.
Subject: Erfman the Barbarian (Game thread)
"Hmm, I think I could do that." he muses
"What would be the goal? Transportation in the MK and screening in the MK? (given that going through portals seems to unjuice them golems)" Erfman questions.
"Transportation both in and out of the MK" AC replies "If it could be used for screening all the better" AC adds. "I'm not worried about the portal absorbing the golems juice... I'd most likely charge it after passing through a portal..." AC responds.
Subject: Erfman the Barbarian (Game thread)
"I expect any Mount to be able to screen the rider if ordered, so the follow up question would be on the details: Would you want the strongest light golem possible (and thus the more expensive maintenance-wise), or as long as it can carry you a few hexes (while still looking impressive) you'd prefer to minimize it's maintenance cost?” Erfman questions.
”I wouldn’t say strongest... what I’m looking for is fastest. I already pack a punch... I don’t need a war golem I need a ride” AC replies.
”The cheapest Mount Golem I could make should have 15 Juice upkeep." Erfman finishes with passion for his craft in his eyes.
”Hmmm ideally I’d like the upkeep to be 25 or less... that way maintaining it would only cost me a single spell...” AC replies.
"Then finally, would you like the Mount's stats to be focused on Move, or on Hits+Defense? Or a balanced mix of the three? (or even 4 if you'd like it to be able to kick :D)" Erfman questions.
”Move definitely move...” AC responds. ”Oh and it needs to be small enough to fit through portals...” AC adds.
Subject: Erfman the Barbarian (Game thread)
To pay AC with Golem mount. Basis of comparison, bird:
0/1/1/12 Flight (20 upkeep) does not need [Adept]
Erfman ponders, a golem without Flight special, but with Mount special, made of Wood, with a woolly saddle built in. What stats could he secure with 25 or less upkeep, maximizing Move?
And if the base material was Metal? Could the Golem be more elegant? (2 legged ostrich-type, thinner structure, more stats? and need [Adept]?)
Erfman can not be 100% sure of the stats until he spends Juice crafting however he is able to come up with the following rough designs:
Wooden Horse
1 / 1 / 4 / 12 / 0JC / 25s
Specials: Mount
Materials required: 6 wood 125 juice
Metal runner
1 / 1 / 4 / 13 / 0JC / 25s
Specials: Mount
Materials required: 4 metal 150 juice
Subject: Erfman the Barbarian (Game thread)
"AC, I think for 25J maintenance I would be able to squeeze 12 Move out of a Wooden Horse for you. Alternatively, if you find at least 4 metal, or special materials for me, I should be able to do even better for the same maintenance level" Erfman says felling satisfied "How does that sound as payment for studying your armor until I can replicate it?" Erfman then asks.
”12 move? Not great but I guess it’s the same as basic low level mounts...” AC replies with a shrug. ”If I do go for it though could the mount be upgraded later?” AC questions. ”Huh my armour is a work of art, if you want to learn it’s secrets I’d expect you to provide the materials for the mount” AC counters.
Subject: Erfman the Barbarian (Game thread)
"Of course AC." Erfman states in a soothing voice. "I have the wood and wool to make you a Wooden Horse with 12 Move." Erfman states placatingly.
"What I meant was, I'm an artist too," Erfman smiles slightly "And I can only work with what I have, and I currently only have Wood." he clarifies "If you get me better materials, I would be able to make you an even better Mount without 'charging' you extra for it."
"So, Wooden Horse it is? And indeed it could be upgraded afterwards (albeit, upgrading to a better Golem would likely increase its maintenance cost over the 25 limit)" Erfman.
”Sure why not...” AC grunts with a slight shrug of his shoulders.
----- End of private talk with AC -----
Subject: Erfman the Barbarian (Game thread)
"I have yet to actually learn the spell, and for turning him I'd like to benefit from your level, so please, together one more time." Erfman finishes transferring another Rand.
The pair of casters once again begin to cast and all seems to be going well until Erfman begins to lose control of the spell he tries his best to keep hold of it but despite his best efforts the spell slips away and fails.
(1 rand spent Erfman 55/400 Juice)
Subject: Erfman the Barbarian (Game thread)
Erfman wonders to himself what the effect of casting in tandem is actually being, since he was expecting one caster to pick up the slack when the other is floundering, and have the spell be cast successfully anyway. "William, why did the spell fail just now? You weren't able to pick up my slack? The warlord resisted us both? (Or me casting makes it harder on you?)" Erfman questions.
William raises an eyebrow as he looks back in Erfman’s direction. ”The prisoner did not resist, the spell failed to be cast correctly due to you losing control” William replies. ”Ah, I had presumed you knew how tandem casting worked as you were the one who suggested it...”. William begins. ”My mistake, when two or more units work cooperatively to cast a spell they spread the juice cost between them. One caster may take the lead and guide the other casters in casting making it easier for them to perform the spell however if one caster loses control of the spell the entire spell will fail” William explains. ”If you were hoping for two chances of succeeding then you may have been better served by both of us casting separately though this would have cost twice the amount of juice...” William adds.
"William, my priority is really having this Warlord turned. Please go ahead and turn him by yourself." Erfman then requests as he transfers more rands.
”Very well then stand back and you may observe while I complete the turning process” William declares as he places both hands on the back of Strife’s head. William then concentrates and closes his eyes as he begins to channel juice once again. It takes a while and actually two more castings of the spell before William steps back with a small smile on his face.
”It is done...” he declares as Erfman feels a new unit join the side.
Strife, Level 2 Warlord
5 / 5 / 11 / 8 / 10/24xp / 130s
Special Leadership, Torturer
Equipped:
Torturer: Unit may make a non magical turning check on a prisoner once per level per turn. In order to perform this check the unit must inflict a minimum of 1 point of damage to the prisoner.
Subject: Erfman the Barbarian (Game thread)
"Fantastic William, thank you so much. I believe I'll attempt to turn some infantry by myself later, to finally learn the spell. Now, we need to debrief Strife, and with our NDA you are welcome to stick around." he says with a nod. Then he turns to Strife.
William gives a polite nod before stepping back.
"Warlord Strife, accompany me." Erfman declares while mentally ordering one of the uncroaked knights to fall in formation as he marches towards the Portal room.
Strife takes a moment to recover from the dazed state he was in but he eventually stands up and shakes his head before slowly trudging after Erfman.
At the portal room, as Strife enters
"Everyone, meet our newest member."
"Warlord Strife, report. Turn 14 of Fanon you were detected nearby with Redshirt and the army of
- 2 spooks
- 4 mummies
- 2 Ogwes
- 5 knights
- 5 waven mounts
- 29 stabbers
- 4 archers
- 40 uncroaked stabbers
- 16 uncroaked archers
- 4 shock troopers
- 11 wavens
- 2 magenta wavens"
"I expect that army took 3 turns to cover the distance from Fanfic to here. Do you confirm?
How many troops remained behind in Fanfic and surrounding hexes on Turn 12?
What fraction of the Dark Side's total forces did that army comprise?
How many cities of what levels did the Dark Side contain 4 turns ago?
Did you visit the Capital of Dark Side? And what is its location in relation to here?"
"Yeah the march took three turns, it would have been quicker if not for the Ogwe's...." Strife replies with a noncommittal shrug. "When I left? one caster, one warlord, 1 uncroaked warlord and about three stacks of uncroaked were left in the city" Strife answers "Not sure what was in the surrounding hexes at the time but it would have been mostly uncroaked" he adds. "What fraction? not a clue but it would have been a very small fraction" Strife answers. "I couldn't say a couple of dozen cities I guess...." Strife. "Never been to the capital but it's far from here... over the water at the very least..." Strife reveals.
Subject: Erfman the Barbarian (Game thread)
"What about production? Is Fanfic's production standard for a lvl3 city?" Erfman continues his queries.
”I recon so...” Strife replies with a bored look on his face.
"How was the Dark Side fielding so many uncroaked, where did the bodies come from? And uncroaked raised by Spooks also did not decay?" Erfman asks.
”Some the Dark One brought with him from over the sea, most however are former units of Fanon or nearby sides” Strife reveals still looking rather disinterested. ”None of the Dark Side’s unit’s decay no matter how they were uncroaked” he adds.
"What about the uncroaked wavens, do you know their provenience?" Erfman then asks.
”The Wavens? They’re ferals... the Dark One has learnt the secret of how to breed them as though they were natural allies” Strife reveals. ”When he needs scouts he has them harvested and uncroaked” Strife then adds.
"What are the baseline stats for any side specific unit produced by the Dark One? What level cities are necessary to produce them, and how long do they take to produce, or are they caster made?" Erfman questions.
”The majority of the Dark One’s speciality units are uncroaked, they are not popped but created by the Dark One” Strife answers. ”The abilities of Spooks are a closely guarded secret, Mummies have equivalent stats to a knight and basic uncroaked have equivalent stats to those they had before they were croaked” Strife answers. ”As for living units Ogwe’s which you know of can be popped in Level 2 cities and Giant Wavens can be popped in Level 3 cities. Fanfic can pop an Ogwe ever other turn and giant Wavens they can pop every turn.” Strife answers.
"What contractors does the dark one have that you are familiar with?" Erfman asks.
”not a clue...” Strife replies with a shrug of his shoulders.
"What details can you give us regarding the dark one's casters?" Erfman questions.
”The only true caster he has in the area is Lady Shipping a Level three Noble Thinkamancer” Strife answers.
"Are there any hidden resources, features, or special hexes in the Dark One's domain? where and what are they, if so?" Erfman questions.
”I don’t know about hidden but he has plenty of farms, mines, lumber mills and the like” Strife answers. ”There’s also the obelisks and there is a ruins hex not far from fanfic” Strife adds.
"Does the Dark One seem to favour specific types of troops, barring uncroaked infantry? if so, what, and how are they used?"
”Yes casters...” Strife replies. ”Oh and I hear he also likes uncroaked Dwagons” he adds.
"What standing orders do troops of the Dark One have? What orders were you under before you were sent here?" Erfman questions.
”Defend the cities and the obelisks, croak or capture all units that approach, extra care should be taken in capturing any casters encountered” Strife reveals.
Erfman nods and turns to the rest present
"We have 4 plains hexes and 5 double-move forest hexes from here to the Obelisk or to Fanfic, our main targets. If not for these forest hexes we have the mobility to surprise the defenders." Erfman declares stating the problem. "How to deal with these forest hexes to make crossing them 1-move?" Erfman then asks.
"Given that cut trees in an hex grow back slowly, would cutting down the trees in a path through the center of the hex solve this for us? (would it make the path 1-move to cross? Does anyone have that experience?)" Erfman asks the room.
Mahogany steps forwards and holds up four fingers she then makes a cutting motion with her other hand before dropping down two fingers leaving only two fingers pointing up. With her index and middle fingers she then walks it across her palm before holding up a single finger.
Dotti then coughs and speaks up. ”I believe miss Mahogany is trying to say that you need to cut down half of a heavy forest hex in order to reduce it to one move” Dotti translates getting a nod from the Dwyad.
"Does anyone have knowledge of Infernos and turning a hex into an Ash hex? If a single forest hex goes up in flames, will the neighbor hexes also catch fire? What's the move cost of an Ash hex?" Erfman questions.
”Sire our farm is currently an ash hex, units that have moved through it spent only one move” Bob answers speaking up for the first time in a while. ”I’m not sure if an inferno can spread to other hexes though...” he adds.
Subject: Erfman the Barbarian (Game thread)
*mental order to two scouts to go undress Jessie of her Armor*
Receiving the order the two scouts scurry off to carefully remove the armour from the inactive golem.
*Have Scout F move down the mountain on the other side of the river, and harvest the 3 fruits there*
Receiving the order the scout heads out of the mountain hex and down on the other side of the river before setting to work harvesting fruit from the bush.
(3 fruit gained)
"Okaay, very nice" Erfman rubs his hands looking serious but with contained excitement
"Check this" He says pointing at the map
"If we figure out a way to safely start an inferno from the air, Grim would be able to set these hexes ablaze, while we cut a path on that regular forest hex. This would allow on the next turn The Luggage to move us all the way here, which leaves our whole army able to strike Fanfic or the Obelisk, while also putting the Farm and the Ruins in range of a mounted force." Erfman declares.
(Is Erfman aware if there is flammable liquid available in Fanon? (a jug of lamp oil?) )
(No there is not any flammable liquid available)
"Grim here is a scroll user. AC do you think one Fiery Blast would be enough to set one tree ablaze? (if not, do you have a more suitable spell to starting fires?)" Erfman then questions.
”One fiery blast should be more than enough to set a tree alight” AC replies. ”I can’t guarantee it will start an inferno though” AC then adds.
To Strife
”What cities have you been at?” Erfman questions.
”I was popped in Sacra but after that I spent some time in Odveig before being brought to Fanfic and now Fanon” Strife replies
”What do you know of the side/city to the west of Fanfic?” Erfman then asks.
”Which one?” Strife asks in return.
”What do you know of the warlord at Fanfic?” Erfman then questions.
”Bran? He’s a level one caretaker Warlord... he’s little better than a courtier but he makes sure the city is managed...” Strife scoffs.
”What do you know about prince Redshirt?” Erfman then asks.
”He used to be Fanon’s heir until the Dark One turned him in to an advanced thinking uncroaked” Strife answers.
”Can you expand our current map north of Fanfic?” Erfman questions.
”Doubt I could map it out but I know what’s up there roughly...” Strife replies.
”Do you know of any natural allies that the Darkside has?” Erfman finishes.
”None that I’m aware of...” Strife responds.
Subject: Erfman the Barbarian (Game thread)
"Strife, describe roughly what is to the North of Fanfic, and what you know of this city" he states pointing to -06.-09 in the map "And then tell us the rough direction and hex distance of Sacra and Odveig from Fanfic." he adds.
"North of Fanfic is a large forest and beyond that there is another obelisk, the city of Fanboy and a lumber mill...." Strife replies. "That's the city of Fanart..." Strife then replies as he looks at the map. "It's a former city of old Fanon, I believe it was claimed by barbarians after the fall of old Fanon" Strife then adds. "Sacra and Odveig? North west I think... must be 100 to 200 hexes away..." Strife thinks out loud.
"Finally, describe the traps and other static defenses that are currently implemented in Fanfic." he concludes
"Well there's archery towers and miniature shockamancy towers. There's also a large number of shockamancy traps on both the floor and in strategic locations..." Strife answers.
Thinking back to how to attack Fanfic by creating a path with Infernos
"Hmm, if we make a road for ourselves, it will go both ways. The most optimal solution would be making The Luggage Forest Capable" he ponders out loud.
"Let me analyse to see if and how possible that could be" he states while ordering a Hog and The Luggage to join them in the Portal room. He then proceeds to do a more thorough inspection and estimation.
(Erfman has already, in passing, thought it could be possible if expensive; Does he still think so? If so, how expensive roughly?)
- The cheapest and easiest option would be to replace The Luggage's mountain capable special with forest capable
Erfman recons it would be possible to add forest capable and have both specials however the craft check would have a higher difficulty. Erfman estimates that the maintenance cost of The Luggage could increase from anywhere from 20 to 40 juice
- The requirements to ride a mount are that they are a light unit AND humanoid
Subject: Erfman the Barbarian (Game thread)
"Strife, last question, what do you know of the obelisks?" Erfman asks.
”They are weapons of the Dark One, only he knows how they truly work. They have something to do with the Dark Ones magic... they make it stronger or reach further perhaps...” Strife replies. ”He values them greatly though... that much I do know...” Strife the adds.
Looking again at The Luggage
"Yes.., yes I could add Forest Capable to The Luggage, either by swapping the Mountain Capable out, or directly adding, but both for uncertain Juice cost.."
"An alternative would be dabbling directly in Weirdomancy. The simplest Weirdomancy spell might be 'Add 1 Special, to 1 unit, for 1 turn, for 25 Juice' (50 for me), I might actually succeed at that. If we have spare Rands we could ask your Findamancer contact to point us to the closest Weirdomancer, and ask them for lessons." He finishes glancing at Dotti.
”Weirdomancers are rare but yes with a findamancer I believe we should be able to locate one” Dotti replies with a slight nod.
"Hmm, the possibility of adding specials to a unit opens a lot of possibilities.." Erfman muses "Does anyone know of a unit that is immune to Shockamancy? A Blue Dwagon perhaps?" Erfman questions.
”I have never met a unit that was immune to all forms Shockamancy” AC replies. ”Resistant yes or immune to one form such as fire or lightning. But completely immune? No” AC answers.
Struck by a thought, Erfman turns to William
"Caster William, is it within your power to increase a city's production? If so, what is its exact effects, and how much would you charge for that service?". Erfman questions.
”At my current level and mastery I could boost the production rate of a city by 75%... what does that mean in terms of units for a level one city?
Pikers (2/turn) would become 3/turn
Scouts (2/turn) would become 3/turn
I would charge 4 rands for this service...” William replies.
Thinking to secure the Lookamancer for the next turn, Erfman turns to Dotti
"Dotty, would you let Bea know that if she's willing, we'd be happy to hire her tomorrow for two Deep Look castings? (So she doesn't use all her Juice before)" Requests Erfman.
”Certainly I will send her a message right away” Dotti replies as she takes a seat and pulls out her quill.
"That will be early in the turn, just after we ask you to seek casters willing to make Rand Conversions in exchange for fruits" Erfman then adds
A bit after, motioning Dotti to a quieter corner out of the Portal Room.
"Dear Dotti, tomorrow, I'd call upon your full services again, just as today. Are you willing, and will be able to?" he inquires in a soothing voice, thinking of her previously mentioned contractual obligations
”Yes I believe I should be able to make myself available next turn” Dotti replies with a smile.
Subject: Erfman the Barbarian (Game thread)
Later in the Portal room, with his allies around him, Erfman suddenly goes very still looking at the map "..." and then he begins to mutter with contained excitement "(...we have the Juice to try, yes, I could make it, yes, I could Weirdomancy The Luggage into a Forest Capable today, and we have the funds, and the stone! 3000 in cash, make a building reducing the cost to upgrade to 4000, and attack the Obelisk with all our forces today! Razing it for the last 1000!)" Erfman mutters. Erfman then turns quickly towards Dotti "Dotti! Change of plans! We have 3 Rands with Bea's name on them for Deep Look on the Obelisk right now! If she has the Juice" he quickly blurts excited.
"Of course I will send the message now..." Dotti replies as she once again.
Subject: Erfman the Barbarian (Game thread)
"If Bea is available you can already pen her NDA with tower Juice for me to sign" he continues, riding the euphoria high.
After sending the message Dotti hurries up to the tower to begin writing out yet another NDA. A short while later Dotti returns with contract in hand.
Tower: 130/200 Juice
Erfman then receives a request from a unit by the Name if Bea Nocular for a non aggression pact which he immediately accepts. A caster wearing beige shirts and a beige shirt then steps through the portal with a strange device hanging around her neck. Dotti then hurries forwards and quickly gets her to sign the non disclosure contract.
”King Erfman I presume?” Bea then declares by way of greeting.
Erfman gently takes her hands in his, "Caster Bea, I'm King Erfman, thank you for coming, we are most grateful for your presence, as upon your Eye rests the lymphchin of a plan that would allow us to upgrade our Capital while dealing a significant blow to our enemies in one fell swoop!" Erfman begins with a large smile
"Come" he lightly pulls her towards the table with the map, and points "Here, look, we plan to transverse these hexes and strike here, at this Obelisk, which we'd have you Deep Look" he continues losing the smile "Be wary as there may be more than one Spook in the hex: ghostly creatures capable of turning completely invisible, and crossing solid objects, thus allowing them to hide inside structures, the ground, or even other units!" he explains
"Will you cast? Does it help to do so from the tower" Erfman questions.
”Yes I will need to stand upon the top of the tower in order for my spell to work at it’s most efficient” Bea replies.
"Lets go then" Erfman says leading the way.
Once at the top of the tower Bea looks north and raises the strange device to her eyes before she begins to cast.
”Ah yes the hex is defended...” Bea begins. ”I count two full stacks all uncroaked. Each stack consists of 1 Knight, 3 stabbers and four Archers. I also detect two presences within the structure though even my sight can not see them clearly.” Bea reveals.
(3 rands spent)
Subject: Erfman the Barbarian (Game thread)
As Bea reveals our foes, Erfman calculates "Caster friends, if AC makes us a scroll of Gradoken, an Adept Shockamancy spell, will there be a chance that me, a novice Shockamancer will fail to cast it? (What of Cadaver, a non-shockamancer?)" Erfman questions.
”The difficult part is making the scroll not casting it” AC replies. ”I mean you could still miss but it’s very unlikely you would fail to cast the scroll completely...” AC adds.
Mentally checking the Larder Erfman muses "hmm.. we still have 9 Fruits.. Caster Bea, have you eaten today? Would you accept 3 rations of Fruits for 70 of your Juice?" Erfman questions.
”Yes I have already eaten Thank you” Bea replies with a polite smile. ”I am afraid I prefer my payment in either shmuckers or rands” Bea then answers. ”If that was the only spell you needed casting I should move on to other clients before turn end...” Bea finishes.
--- Start of turning attempts ---
Subject: Erfman the Barbarian (Game thread)
- When Strife turned he regained his armour (chainmail with shoulder pauldrons), his helmet and his axe. All equipment is mundane, was in our Armory, and was transported to him.
Then Erfman nods decisively back to Strife.
"Time to turn some prisoners. Caster William, I plan to draw out one stabber prisoner, and give him a speech prompting him to turn. If he doesn't then I'll apply your lessons and attempt to turn him with Juice. Would you watch and discretely give me directions if you feel they are warranted?" Erfman questions.
”Certainly” William replies with a polite dip of his head.
Having received a silent order a scout hurries in to the room carrying the Shockamancy sword retrieved from the armoury. With a bow the scout holds out the sword for Erfman to take.
"Here Grim, wear this proudly, you'll be making use of it later today in your foray, and in the future" Erfman says with a decisive nod as he picks up the sword and offers it to the Warlord thinking he would make a good show to the prisoners, wearing Redshirt's sword.
Grim looks a bit hesitant but he eventually picks up the sword and holds it up in the air almost reverently. ”Thank you your majesty...” he eventually replies.
"Okay, Strife, Grim, please join me." says Erfman as he mentally orders Bob to go first into The Luggage, and then climbs in right behind him. As Grim, Strife and William enter The Luggage, Erfman is also mentally pinging two uncroaked Knights, the uncroaked archers and piker, and Tex and Mex into The Luggage, and Stompy into the Portal Room, to peer into The Luggage open maw, being visible from below.
Erfman orders the turned uncroaked archers and piker to line the opposite wall, and as all the turned Dark Side units are present and visible, Erfman nods, and turns to the first closed off cell where a Stabber resides. He mentally orders the uncroaked knights forward to grab the prisoner, as he also have The Luggage open up the first cell with a Stabber.
The wood slides back revealing an unarmed Stabber who struggles slightly as he is pulled forwards by the uncroaked.
"Prisoner, know that I am King Erfman of Fanon, and you were led here by your warlords to capture me."
"Know that Redshirt is vanquished and both Warlord Grim and Warlord Strife have decided to join me." Erfman states gesturing to the present Warlords behind him without breaking eye-contact
"Turn. Turn and join your stack brothers and sisters in stabbing our new enemies under our leadership."
"Do not force us to have to proceed to more drastic measures" Erfman finishes in a low voice glancing at Strife. Strife for his part pulls out a wicked looking dagger and grins maliciously as he eyes the Stabber.
The Stabber gulps and stumbles slightly before standing straighter and glaring back in Erfman’s direction. He doesn’t speak but he resolutely shakes his head.
”Want me to work him over? I’ll get him to turn easy... I won’t even have too break too many bones...” Strife declares as he takes a step forwards.
- Golems do not have to be in the city in order to have their Upkeep paid in schmukers.
Subject: Erfman the Barbarian (Game thread)
Pondering his craft, erfman starts to wonder about the details of golem crafting.
All costs are estimates;
What is the cheapest, weakest golem he could make?
0 / 0 / 1 / 0 / 0JC / 1s
Special: Immobile, Non combatant
or
Crude wood Golem: 3 Wood 75 juice. 1 / 1 / 6 / 0 / (5s upkeep)
Special: Garrison
or
Crude wood Golem: 3 Wood 75 juice. 1 / 1 / 6 / 8 / (10s upkeep)
The base golem, but with forest capable? mountain capable? both?
Special: Forest capable
Crude Mountain Golem: 3 Wood 1 metal 125 juice. 1 / 1 / 6 / 8 / (30s upkeep)
Special: Mountain capable
Crude All terrain Golem: 4 Wood 1 metal 150 juice. 1 / 1 / 6 / 8 / (70s upkeep)
Special: Forest capable, Mountain capable.
base golem with flight? mount? both?
Special: Flight
Crude Wooden Mount Golem: 6 Wood 125 juice. 1 / 1 / 6 / 8 / (25s upkeep)
Special: Mount
Crude Flying Mount Golem: 4 Wood 2 leather 2 cloth 200 juice. 1 / 1 / 4 / 8 / (65s upkeep)
Special: Flight, Mount
base golem with archery
Special: Garrison, Archery
or
Crude wooden archer Golem: 4 Wood 100 juice. 1 / 1 / 6 / 8 / (20s upkeep)
Special: Archery
base golem with heavy
Crude Heavy wood Golem: 8 Wood 300 juice. 1 / 4 / 12 / 0 / (40s upkeep)
Special: Garrison, Heavy
Or
Crude Heavy wood Golem: 8 Wood 300 juice. 1 / 4 / 12 / 8 / (80s upkeep)
Special: Heavy
base golem with mining
Crude Mining Golem: 4 Wood 2 metal 150 juice. 1 / 1 / 6 / 8 / (30s upkeep)
Special: Sapper
Erfman then begins to compile this into a list of estimated juice cost by specials, and corresponding changes to upkeep, and ponders if combining would cost more than just the costs of the base specials
After some more consideration, Erfman starts most lists and makes more charts:
Wearable golemancy
wooden Equipment golem ?2 wood ?100 Juice
0 / 0 / 1 / 0 / 0JC / 5s
Special: non combatant
Equipable item
Mountain capable ~500 juice
Sapper ~500 juice
Flight ~500 juice
Archery ~200 juice and item must also be +1
One point of extra defence, at no move penalty
+1 ~100 juice (item must be masterwork)
as above, but offense
+1 ~100 juice (item must be masterwork)
Estimates on costs for an item that:
Improve the effective caster level of a caster: 200 juice (item must already be +1)
Estimates on costs for facilities that:
General purpose dedicated caster's workshop: ~20-30 wood, stone or metal plus construction knowledge required
Subject: Erfman the Barbarian (Game thread)
Erfman will give the stabber a level look while putting a hand up to halt Strife.
"You know Warlord Strife's reputation. Do you really doubt he could convince you to join the side?" he questions
The Stabber clenches his jaw and silently glares back stubbornly refusing to turn.
"You will join the side. I don't want to resort to the same tactics the dark one is willing to use so easily, however I have a duty of my own. So you can join the side willingly or become another notch on Warlord Strife's belt. So again stabber, Turn!" he orders, projecting force into his gaze
”NO!” the Stabber shouts backs as he begins to struggle against the undead holding him in place.
Erfman then looks at Strife and states “I’ll go first. Watch. Watch and see what was done to you.”
”Pfft just let me cut him... it’s not like anything I cut off won’t come back...” Strife retorts with a frown.
Erfman then prowls forward around the Stabber in a similar fashion as William did before, circling him once, twice, and settling behind the Stabber as the uncroaked hold him in place
When the Stabber seems most uncomfortable, Erfman then channels Juice into him as he touches the back of the Stabber’s head.
As soon as Erfman touches the back of the Stabber’s head a rush of understanding rushes through Erfman’s head as everything clicks in to place.
<Critical Success>
<Level 1 Stabber has turned to Fanon>
<Turn prisoner Spell learned>
Erfman: 55 / 400 Juice.
The Stabber stumbles forwards as his livery changes to that of Fanon and his armour and sword reappears. Recovery from a slightly dazed state the Stabber then stands to attention
Subject: Erfman the Barbarian (Game thread)
- Estimated costs are base costs to build these golems from scratch, with no bonuses taken into consideration. Upgrading one golem to another may be more expensive than creating it from scratch.
Non Combatant: Unit cannot Attack and does not provide or receive a stack bonus.
- Crude Metal golems may have better stats than their wood golem equivalents and cost more juice to create.
- The more specials the more expensive it would be. The increase is not linear.
Subject: Erfman the Barbarian (Game thread)
"Welcome. Stabber, state your name, age, and cities visited." Erfman orders
"Rex, 12 turns old, Fanfic and Fanon" The stabber answers rapidly as he stands to attention.
Erfman nods and motions towards Tex and Mex, "go stand with your brothers" he orders.
Rex gives a quick salute and hurries over to join the two other Stabbers.
He then turns to William "Thank you, I just learned the spell with that attempt. I won't be casting anymore today, so you may linger and observe our efforts, but I won't ask you to stay any further." Erfman finishes with a small nod.
"Very good your highness, if you no longer require my services I shall take my leave..." William replies. "If you require me again Miss Dotti knows how to contact me..." William adds before making his way towards the portal
Erfman then checks that all turned Dark side units are visible (Stompy as well at The Luggage's entrance) and then motions the uncroaked into position for the next stabber, and orders The Luggage to open the cell.
"Stabber, how much did you hear of Stabber Rex's turning?" Erfman questions.
The Stabber remains quiet and looks away.
"Know that I am King Erfman of Fanon, and you were led here by your warlords to capture me." Erfman declares.
"Know that Redshirt is vanquished and both Warlord Grim and Warlord Strife have decided to join me." Erfman states gesturing to the present Warlords behind him without breaking eye-contact
"Turn. Turn and join your stack brothers and sisters in stabbing our new enemies under our leadership." Erfman adds.
"Do not force us to have to proceed to more drastic measures" Erfman finishes in a low voice glancing at Strife.
"I..I.. I'm not turning..." The stabber stutters.
Subject: Erfman the Barbarian (Game thread)
Erfman will give the stabber a level look while delivering his next line "You know Warlord Strife's reputation. Do you really doubt he could convince you to join the side?" Erfman declares.
”I..I... w..would rather croak than betray my side” the Stabber stutters back while shaking like a leaf.
"You will join the side. I don't want to resort to the same tactics the Dark One is willing to use so easily, however I have a duty of my own. So you can join the side willingly or become another notch on Warlord Strife's belt. So again stabber, Turn!" he orders, projecting force into his gaze
”N...N...No” the Stabber replies going pale and looking a little sick.
"Strife will see you later." Erfman finishes ominously as he orders the prisoner sealed away into isolation again
As the wooden walls swallow the prisoner Erfman half turns and addresses Strife in a low voice as to not carry to the other prisoners "Lets do a first pass just with psychological Turnamamcy, and then you can start to apply your craft by the archers first" Erfman reveals.
A wicked grin spreads across Strife’s face as he eyes the prisoners.
Erfman then rinses and repeats for each Prisoner Infantry
Most of the prisoners refuse Erfman’s ultimatum though two stabbers and two archers do decide to turn rather than risk being tortured.
<2 Stabbers and 2 Archers turned to Fanon>
Finish this first pass, it's time for Strife to torture a prisoner. Erfman grimly make himself watch, just like if he ever needs to execute a member of the side he will have to do it with his own hands by disbandment.
”My turn! Strife then declares as he cracks his knuckles and strides forwards. Unsealing one of the Archers Strife does not hesitate and punches the Archer straight in the throat before dragging him out in to the middle of the room while he struggles to breath. Pinning the archer to the floor with his foot Strife twists the Archers arm behind his back and pulls out a wicked looking dagger from his belt and holds it up to one of the Archer’s fingers.
”Turn or I will take you apart piece by piece!” Strife growls. Before the archer can even respond Strife cuts and a severed finger drops to the floor while the archer howls in pain.
Bob and some of the casters fidget uncomfortably while this is going on and keep glancing between Strife and Erfman.
”Turn!” Strife then bellows as he wrenches the Archers arm higher behind his back. When the archer does not immediately turn Strife cuts again and a second finger falls to the floor.
Strife then flips the prisoner pinning him to the ground once again before holding the tip of his blade millimetres away from the archer’s eye. ”Turn...” Turn Strife then whispers in a cold voice. There is a moment of hesitation before the prisoners livery flickers as he turns to Fanon.
<1 archer turned to Fanon>
Subject: Erfman the Barbarian (Game thread)
After the Archer turns, Erfman approaches and offers a hand to the archer's respective undamaged hand, to help him up, and waits for the archer to take his time doing so with a patient and sympathetic expression.
As the archer stands, "Welcome. I commend you and your Duty that forced you to endure such before joining us. State your name, age and cities visited." ”Archie, 14 turns old, Fanfic and Fanon Sir” the archer replies.
Erfman nods "Tomorrow, as your wounds are cleansed, and my Juice is restored, I'll make a magical bow, and it will be yours." Erfman nods to the Archer and motions to his stack brothers "Go stand with your stack brothers as we continue." Erfman adds.
“Thank you Sir” the archer replies in surprise not quite believing that he’ll be getting a magical weapon. He then hurries off to join the other units.
As the mangled archer goes and stands, Erfman then turns to his older friends. "Friends, it seems this is the reality of Erf, specially when faced with a vastly superior force assaulting us. As a Ruler, I feel that if I ask these tactics be used, then I must not advert my gaze, it should never be easy for me to order such. You however, need not witness this. This burden is mine to carry, and I choose to carry it for Fanon." he solemnly states. "Please, wait for us in the Portal Room." he gently asks.
All the units leave and climb out of the luggage except for Bob and Strife. Strife takes a moment to look Bob up and down before issuing an order. ”Piker leave us!” the Warlord orders. Bob looks reluctant to do so but eventually complies.
”Good finally alone” Strife declares as he turns to look at Erfman. ”Now I can’t help noticing we don’t have a Chief warlord’s bonus. From what I’ve seen I’m now you’re highest level Warlord. I suggest you make me the Chief” Strife declares getting straight to the point
Erfman ignores Strife for the moment, as after all living non-turned-Dark-Side units climb out of The Luggage, he orders her and Stompy out into the courtyard. While they are moving Erfman goes again to the hurt archer, he asks for his hand, and looking at it and then him "Can you fire your bow?"
”I believe so...” Archie replies hesitantly as he looks at his hand.
- Only hits were lost
He walks back into position and says to Strife "Don't damage their Move or offensive ability, we will see battle today" and motions to the cell with the last archer.
Strife grins sinisterly before striding forwards and setting to work. After several minutes of rather anguished screams another archer joins the side.
<Archer turned to Fanon>
---- End of turning attempts ----
-
2019-10-13, 05:04 PM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Subject: Erfman the Barbarian (Game thread)
Erfman approaches and puts a hand on the archer's shoulder, "Welcome. I also commend you and your Duty that forced you to endure such before joining us. State your name, age and cities visited." Erfman declares.
”Richie, 14 turns old, Fanfic and Fanon.” the archer replies.
Erfman nods "Tomorrow, as your wounds are cleansed, and my Juice is restored, I'll also make you a magical bow." Erfman nods smiling.
”Thankyou Sir” the archer replies seemingly once again surprised by the offer of a magical weapon.
In the meanwhile, Erfman ordered The Luggage back to the Portal Room, and as he starts to climb out he says over his shoulder, "That is a very good point Warlord Strife, specially since we shall see battle this turn" Erfman continues towards Grim and clasps his shoulder looking him in the eye and states "Grim. I'll make The Luggage Forest Capable, and we'll strike the Obelisk with 4 perfect stacks, three of them led, against their 2 unlead ones; with two casters and 3 ranged magical weapons at the ready to one shot each Spook. When we take and raze that Obelisk we'll have the funds to upgrade our Capital this very turn (after we build a building)" Erfman declares.
"Will you take point? Will you lead our forces to take and Raze that Obelisk?" Erfman asks solemnly "Will you be our Chief Warlord?" Erfman finishes with a small smile and glint in his eye.
”If that is what you wish then yes, yes I will” Grim replies softly.
Strife however growls out in annoyance and shoots Grim a murderous look before stomping off.
--
"Dotty, we still have 9 fruits, would you be willing to going into the MK again and casting your net wider? This time being able to offer one step further:
in order of desirability: 1 fruit per 3 Rand Convertions; 2 fruit per 100J; 3 fruit per 100J; 2 Rands per 100J (with 3 fruit eatings)" Erfman asks delicately, thinking that casters that did not accept 3 fruit per 100J as Kelly and Rey did might accept 2 Rands.
”It is now late in the turn you’re highness, many casters will have now spent their juice but I will try my best...” Dotti replies.
"And if you think you've exhausted your list of acquaintances, AC, Cadaver, Caster Rey, is any of those options something you'd think is interesting to an acquaintance of yours? Would you be willing to introduce Dotti to such individuals?" Erfman says with a hopeful expression.
Cadaver hangs his head looking a little depressed obviously not having any names to suggest. ”Guess I could suggest one or two...” AC declares as he makes his way over to Dotti. ”Me too!” Rey adds as she practically skips over to Dotti.
"Finally, even if we fail to secure more Rands this turn, with the 3 Rands we still have, do you think your Findamancer contact would take 1 Rand to pinpoint you a Weirdomancer in the MK, and then you'd secure that fellow's cooperation with the final 2 Rands plus Fruits? To cast on The Luggage, or even better, to tutor me into doing so." Erfman finishes he finishes while ordering scouts to refill the bag with 9 desseesed fruits, and being ready to transfer 3 Rands to her if she accepts
”Do I have any room for negotiation with the findamancer? One rand could be a rather hard deal to make” Dotti replies. ”As for the weirdomancer I couldn’t say how much they would charge...” Dotti replies.
Subject: Erfman the Barbarian (Game thread)
----
Erfman then wills Grim to be Chief, and as he does so a look of surprise spreads across Grim’s face as Erfman now becomes aware that he has a +1 Chief Warlord bonus.
He then mentally orders the healthy turned Archer to Portal Room
"Archer report. Name, age, cities visited, and the Dark Side's out-of-hex Chief Warlord bonus last you knew" Erfman orders once the archer enters the room
”Pierce, 14 turns old, Fanfic and Fanon.” the archer replies before hesitating. ”The Darkside’s our If hex Chief warlord’s bonus?” Pierce questions. ”I believe it was plus two...” he answers.
----
And then he turns back to Dotti, and frowns a bit, "Of course, of course Dotty, you have all the leeway necessary. I'd feel a bit cheated if the simplest Findamancer's spell (expectedly 25J) was sufficient and got charged more than 1 Rand for it, but if as you discuss with your contact you perceive that he must spend more Juice than that then of course pay him fairly. In any case you might be lucky in your search for Rands" he says smiling at the small pun as he winks to Rey
Dotti heads through the portal and is gone for quite some time before returning.
”Your highness” Dotti greets when she does return. ”I have made contact with Findamancer Krystal Ball... she is willing to both locate a weirdomancer who would be willing to be hired this turn and to charge the tower with 100 of her juice. In exchange for both of these services she would want either four rands or 3 rands and two rations in payment.” Dotti reveals.Last edited by CyperWizWurmD; 2019-10-13 at 05:06 PM.
-
2019-10-13, 05:08 PM (ISO 8601)
- Join Date
- May 2012
- Gender
Re: Erfman the Barbarian
"The finding *and* 100 Juice? That's a very good deal for us" he smiles before continuing, "as we only have 3 Rands to our name it will depend on you now" he smiles kindly "If you manage to exchange any fruits today for more Rands, hire the lady with the 4 Rands, otherwise, 3 Rands and 2 Fruits, and we'll just have to be on a harder position to negotiate later with the Weirdomancer" he finishes
- A book in the making: http://forums.giantitp.com/showthrea...-the-Barbarian Add to it! :D
- Debugging Destiny: A neat minimalistic comic :)
-
2019-10-14, 11:55 AM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
”I have tried your highness but I fear there are no more casters willing to perform rand conversion to be found this turn...” Dotti replies.
”Do you wish for me to write up a non disclosure contract with juice from the tower before I retrieve the findamancer?” Dotti then questions.
-
2019-10-14, 12:54 PM (ISO 8601)
- Join Date
- May 2012
- Gender
Re: Erfman the Barbarian
"Worry not, we'll make do" says Erfman pleasantly before continuing "and yes indeed, please whip up an NDA for Caster Ball from the tower"
Last edited by WurmD; 2019-10-14 at 01:02 PM.
- A book in the making: http://forums.giantitp.com/showthrea...-the-Barbarian Add to it! :D
- Debugging Destiny: A neat minimalistic comic :)
-
2019-10-15, 02:07 AM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Dotti heads up the tower and drawing juice from it she quickly writes up yet another non disclosure contract before returning to the portal room. Once there she heads through the bright yellow portal and disappears from sight.
A short while later Erfman receives a request for a non aggression pact with a barbarian caster by the name of Krystal Ball. Dotti then returns through the portal with a signed contract in hand closely followed by another caster. (Presuming the NAP was accepted). The woman has a large red and blue dress on and a red head scarf covering her hair aswell as a set of large dangly earrings.
”Greetings seeker, I am Krystal Ball cross my palm with rands and I shall help you find that which you seek...” the caster declares in a very unusual way as she strides forwards straight towards Erfman.
”I ofcourse know what you seek but please speak and tell me what it is that you desire...” Krystal declares as she locks eyes with Erfman.
Tower: 105 / 200 juice
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2019-10-15, 12:24 PM (ISO 8601)
- Join Date
- May 2012
- Gender
Re: Erfman the Barbarian
Erfman looks bemused for a moment before turning serious and delicately taking Krystal's hand in his own, turning it palm up and slowly tracing a W as he says in a low voice "What I seek is the Weird; I seek the path to BE Weird; and a guide to Weird me on my way" he then smiles and winks mischievously
- A book in the making: http://forums.giantitp.com/showthrea...-the-Barbarian Add to it! :D
- Debugging Destiny: A neat minimalistic comic :)
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2019-10-16, 09:24 AM (ISO 8601)
- Join Date
- Oct 2019
Re: Erfman the Barbarian
Krystal nods her head slowly before her head suddenly jerks up and her eyes shoot wide open as they begin to glow with a bright blue light. ”If a teacher of the Weird is what you seek you shall not find it in the Kingdom of Magic” Krystal declares in a strange distant voice. ”No what you seek lies to the west in the city of Caltis” Krystal then adds. ”This is the path you will take but it is not your first step towards the Weird. For what you need now you must seek Cyan the Collector. Look for the hatch beneath the dead tree in the Carnyvale. But be warned Cyan is not your friend” Krystal finishes before the light in her eyes fades and her head drops.
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2019-10-16, 03:34 PM (ISO 8601)
- Join Date
- May 2012
- Gender
Re: Erfman the Barbarian
Erfman looks surprised and taken aback but still smiling a little bewildered "No Weirds in the MK? At all? Wow.." he exhales
"And a Scroll of.. 'You're Special(?)'? In the hands of a 'Collector'? Ha!" he barks "That will prove a challenge" he says rubbing his chin.
He then takes Krystal's hand in his own again gently "Thank you for this bounty, that is more than we expected to receive" he says solemnly
"Dotti said you promised 100 Juice besides this seeking, and when you entrust it to us, we shall transform it into Dollamancy wonders. However, before you do so, if we'd ask you to pinpoint the nearest unclaimed object of value (gems or magic items if specificity makes it easier) could you do so? For how much of that Juice?" he asks intently
"and it occurs to me, is summoning an item from the hands of an enemy a power under the purview of Findamancy?" he finishes with curiosityLast edited by WurmD; 2019-10-16 at 03:44 PM.
- A book in the making: http://forums.giantitp.com/showthrea...-the-Barbarian Add to it! :D
- Debugging Destiny: A neat minimalistic comic :)