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  1. - Top - End - #181
    Barbarian in the Playground
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    Default Re: Erfman the Barbarian

    I think casting identify on the obilisk is our first step. Identify before going inside. Also see if we can sense any traps sense we own the obilisk. Im against going inside after what happen to. Buster last time.

    Gather up all the fallen weapons and armor.

    The sword the heavy warlord had is it special in anyway?

  2. - Top - End - #182
    Halfling in the Playground
     
    AssassinGuy

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    Default Re: Erfman the Barbarian

    While I'm in favour of IDing the obelisk...what do our ruler senses tell us about it? We own the site, it's now a feature we control, we should be able to discern a fair bit about it's base potential. Production rate, output, types of output, if it can be upgraded and at what cost, that kind of thing. I suspect upgrade is no and cost is N/A, and I know it produces some manner of croakamantic energy pulled as juice from somewhere deep in erf and converted, but little beyond that.
    Last edited by SomeGuy411; 2019-12-20 at 01:37 AM.

  3. - Top - End - #183
    Bugbear in the Playground
     
    WurmD's Avatar

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    Default Re: Erfman the Barbarian

    Go :)
    - Ruler sense report of Obelisk
    - Do we feel ruler sense would report on traps in a captured hex?
    - Attempt cast variant of Identify on it, with Goggles as focus, from near the door, looking inside

    EDIT: Looking inside, does the open interior continue downwards, under the ground?
    Last edited by WurmD; 2019-12-20 at 10:22 AM.

  4. - Top - End - #184
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Erfman the Barbarian

    - Using your ruler senses you can not sense the presence of any traps in or around the obelisk.
    - Your units gather up all the fallen weapons of both your own fallen units and the defending uncroaked. The Uncroaked were equipped with standard swords or bows. Both the sword and armour of the puppet seem to be of superior quality.
    - The obelisk does not have a production rate.
    - The obelisk can not be upgraded.
    - The obelisk can be razed. (for 2,500 schmuckers)
    - The obelisk is charged with 1000 units of croakamantic energy
    - Ruler senses would alert you to the presence of your own sides traps.
    - Erfman has 0 juice and therefore can not currently cast identify.
    - The open interior does not continue downwards but parts of the obelisk rises up from beneath the ground.

  5. - Top - End - #185
    Halfling in the Playground
     
    AssassinGuy

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    Default Re: Erfman the Barbarian

    Erfman has no juice, but the gem has 75 still, correct? We can use gem juice

    Is one croakamantic energy equal to one juice that can only be used for croakamancy? Can we siphon it into the gem?
    Last edited by SomeGuy411; 2019-12-20 at 03:14 PM.

  6. - Top - End - #186
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    WurmD's Avatar

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    Default Re: Erfman the Barbarian

    - Attempt cast variant of Identity, with Goggles as Focus, from Gem, near door able to look inside

  7. - Top - End - #187
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Erfman the Barbarian

    Quote Originally Posted by SomeGuy411 View Post
    Erfman has no juice, but the gem has 75 still, correct? We can use gem juice
    -All attempts to use gem as a power source for a variant identify spell have so far failed. Do you wish to attempt it again?

    WIs one croakamantic energy equal to one juice that can only be used for croakamancy? Can we siphon it into the gem?
    Yes one unit of croakamantic energy is essentially equivalent to one unit of raw juice but it has already been converted to be used for croakamancy.

    You may attempt to siphon it in to the gem. How do you wish to do so?

  8. - Top - End - #188
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    WurmD's Avatar

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    Default Re: Erfman the Barbarian

    - Erfman re-equip Hammer
    - Remove weapon and Armour of Puppet
    - Place all extra basic weapons and armour, and puppet at feet of Obelisk
    - Cast Liquidate on Obelisk and pile of equipment and puppet
    Last edited by WurmD; 2019-12-20 at 11:25 PM.

  9. - Top - End - #189
    Halfling in the Playground
     
    AssassinGuy

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    Default Re: Erfman the Barbarian

    Some consensus on the plan, though I'll specify we're erring on the obelisk first, then the others, for targetting on the spell, on the off chance we can't hit everything. I'd rather miss melting a few weapons down because we hit the limits of the spell than miss the obelisk.

    Given it's croakamancy aligned juice, as we can actually identify that much, is the gem shockamancy aligned? Given a hoboken, the simplest shockamancy spell, is just a ball of raw juice thrown at something, would shockamancy not be the closest thing to pure juice we can find? Do we think we might be able to convert the croakamancy aligned juice, even at a loss, to what is stored in the gem? Casters are natural channels for juice, and we're already walking around with a nimbus of croakamantic energy. I have no doubt it can be done, but I'm not sure if it can be done by Erfman. Cadaver would likely be better at it, but....kinda incapacitated at the moment.

    Also, what school is Identify aligned as, anyway? Dollamancy? Lookamancy? weirdomancy?
    Last edited by SomeGuy411; 2019-12-21 at 01:20 AM.

  10. - Top - End - #190
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    Default Re: Erfman the Barbarian

    Identify: Dollamancy / 25 / touch / 1 round
    The caster is able to identify one magic item.

    https://docs.google.com/document/d/1...t?usp=drivesdk

  11. - Top - End - #191
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    AssassinGuy

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    Default Re: Erfman the Barbarian

    Quote Originally Posted by WurmD View Post
    Identify: Dollamancy / 25 / touch / 1 round
    The caster is able to identify one magic item.

    https://docs.google.com/document/d/1...t?usp=drivesdk
    d'oh! Thanks

  12. - Top - End - #192
    Barbarian in the Playground
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    Default Re: Erfman the Barbarian

    Vote raze the oblisk, common weapons, bodies of the croaked, and rocks.

    However before we do that there is 1000 croakamancy units in this building. Three ideas for its use and one question.

    Q1) can we use the croakamancy juice when we are not in the hex?

    1) attempt to learn croakamancy spells trial and error we have seen alot of croakamancy so this seems a worth it.

    2) attempt to craft croakamancy scrolls

    3) see if we can return the juice to erf ( I think the dead hexes are caused by the obilisk and maybe returning the juice would restore them. I am most in favor of this for several reasons. One its a slap to the face for the dark one. Two it shows our turned unit that we are differnt from the darkone. Three mahogany will love it and it could cause more ferals to pop for taming.

  13. - Top - End - #193
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    Default Re: Erfman the Barbarian

    Huh, good call

    Pause on the Razing

  14. - Top - End - #194
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    Default Re: Erfman the Barbarian

    Hm, after discussing, it's likely Juice will be returned to the land naturally after razing so

    Proceed with razing

  15. - Top - End - #195
    Halfling in the Playground
     
    AssassinGuy

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    Default Re: Erfman the Barbarian

    Officially seconding the liquidate order. I think the gem will be incompatible with the energy from the obelisk, and we're no shockamancer to on the fly convert it properly.

  16. - Top - End - #196
    Barbarian in the Playground
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    Default Re: Erfman the Barbarian

    3rd on the road to home again

  17. - Top - End - #197
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Erfman the Barbarian

    (Sorry about the big Christmas delay, getting back in to the swing of things now. Will answer your questions / process your orders soon.)

  18. - Top - End - #198
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    Default Re: Erfman the Barbarian

    Happy New Decade!
    Take your time :) everyone's equally busy

  19. - Top - End - #199
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Erfman the Barbarian

    Quote Originally Posted by SomeGuy411 View Post
    Given it's croakamancy aligned juice, as we can actually identify that much, is the gem shockamancy aligned?
    Yes the juice in the gem is Shockamancy aligned.

    Given a hoboken, the simplest shockamancy spell, is just a ball of raw juice thrown at something, would shockamancy not be the closest thing to pure juice we can find?
    A Hoboken is indeed the closest thing to pure juice that you are aware of.


    Do we think we might be able to convert the croakamancy aligned juice, even at a loss, to what is stored in the gem? Casters are natural channels for juice, and we're already walking around with a nimbus of croakamantic energy. I have no doubt it can be done, but I'm not sure if it can be done by Erfman. Cadaver would likely be better at it, but....kinda incapacitated at the moment.
    Erfman believes this is theoretically possible but would be difficult.

    Also, what school is Identify aligned as, anyway? Dollamancy? Lookamancy? weirdomancy?
    The version that Erfman knows is Dollamancy... there may be other spells that perform a similar function that belongs to other schools...



    Quote Originally Posted by Cyphermancer View Post
    Q1) can we use the croakamancy juice when we are not in the hex?
    Erfman is not sure. Someone was operating the tower before you claimed it. Whether it was one of the units in the hex or the Dark One from a distance you do not know.

  20. - Top - End - #200
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Erfman the Barbarian

    (The liquidate scroll you purchased was for the basic spell and it is designed to target a single item but I am feeling generous...)

    Deciding to liquidate as much as possible Erfman has his units strip the puppet’s body before throwing it inside of the obelisk. Briefly glancing at the recovered items Erfman notices that both the puppet’s sword and armour seem to be of a superior quality to that of a regular infantry unit.

    Erfman then has his units collect up all of the fallen weapons. Any of the magic items that his fallen units were carrying they keep a hold of while any excess mundane weaponry is also thrown inside the obelisk.

    Once everything to be liquidated is inside the obelisk Erfman has everyone restack and they pull back to the edge of the hex. Erfman then pulls out a scroll and carefully unfurls it. Casting from the scroll there is a slight rumble as the obelisk suddenly implodes shrinking downwards until it completely disappears. Erfman then fills a sudden influx in the treasury as it suddenly shoots up by 4,281 shmuckers.

    With the obelisk gone Erfman now finds himself standing in a completely barren hex. The dark glow from the tower that had been permeating the hex immediately started to fade and the hex is steadily growing lighter as the gloom fades away.

    Erfman is now left with the issue of having five incapacitated units in the hex with him. (Only one of which is strapped to a mount)

  21. - Top - End - #201
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    WurmD's Avatar

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    Default Re: Erfman the Barbarian

    Wood carrying rules:
    a medium unit can carry 0.5 units of wood normally;
    a medium unit can carry 1 unit of wood while risking exhaustion

    The only time we used these rules, several units made 1-wood-carrying-trips and no exhaustion happening was noted. (Base exhaustion chance may be low for full hp units)

    1 unit of wood takes similar space to 1 medium unit.
    Carrying a person is arguably easier than a block of wood (haul it over shoulder, or pull by arms)

    EDIT: Ruler knowledge! do we know the effects of "exhaustion"?
    If not "Grim, Strife, what are the effects on a unit of it becoming 'exhausted'?"
    Last edited by WurmD; 2020-01-10 at 12:01 PM.

  22. - Top - End - #202
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Erfman the Barbarian

    (Exhaustion causes a temporary reduction in a unit’s stats)

  23. - Top - End - #203
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    WurmD's Avatar

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    Default Re: Erfman the Barbarian

    Ruler's knowledge! Can exhaustion reduce a unit's Move?

    If don't know "Grim, Strife, do you know if exhaustion can reduce a unit's Move?"

  24. - Top - End - #204
    Barbarian in the Playground
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    Default Re: Erfman the Barbarian

    If our units cant carry them out alt plan use the remaining stingers move to ferry the unit back and forth. We can then place them in luggage for transport home.

  25. - Top - End - #205
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    WurmD's Avatar

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    Default Re: Erfman the Barbarian

    Good backup plan.

    Let's see if we can carry as cargo safely first

  26. - Top - End - #206
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Erfman the Barbarian

    Quote Originally Posted by WurmD View Post
    Ruler's knowledge! Can exhaustion reduce a unit's Move?

    If don't know "Grim, Strife, do you know if exhaustion can reduce a unit's Move?"

    Yes exhaustion can reduce move

  27. - Top - End - #207
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    Default Re: Erfman the Barbarian

    Let's see

    Grim managed Capital
    Everyone but Grim spent 3 Move to get to Obelisk, and needs 3 Move to get to Luggage

    Grim has 4 Move
    Everyone else has 5 Move

    Alleria
    Erfman
    Grim
    Mahogany 8/9 hits
    Bob 4/10 hits
    Archer 2/6 hits
    Hog 1/11 hits (w/ Cadaver strapped to saddle)
    Strife 2/11 hits
    Archer 1/6 hits
    Archer 1/6 hits

    Pretty straightforward to carry the fallen as cargo, we have 2 upright ppl for each downed body, with 1 left over.

    "Okay everybody, time to go home. Pair up and lets carry our fallen home" Erfman says while gesturing to Bob and grabbing hold of a downed archer's arm
    Last edited by WurmD; 2020-01-13 at 01:55 AM.

  28. - Top - End - #208
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Erfman the Barbarian

    "Okay everybody, time to go home. Pair up and lets carry our fallen home" Erfman says while gesturing to Bob and grabbing hold of a downed archer's arm. Everybody does as ordered and pairs up picking up one of the incapacitated units between them. (Though the pair that end up with the incapacitated hog seems to struggle). Everybody then slowly trudges back to the hex border and crosses over, as they do Erfman senses all units move drop by one including those of even the incapacitated units. The group are eventually able to make it back to where The Luggage and Jessie are waiting though it costs the majority of the units 4 move to get there.

    As the group re-enter the croaked forest hex they find The Luggage and Jessie waiting exactly where they left them. The croaked trees still fill the dark hex and they loom over the units casting dark shadows.

    Orders?”

  29. - Top - End - #209
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    Default Re: Erfman the Barbarian

    With Bob in tow, Erfman goes to the unconscious Cadaver and touches him while saying "Be free my friend.. (*are* you free of the Dark One's possession?)" hoping the hex does not become contested as he does so


    EDIT:
    - Load up the 8 units of cut wood
    - Collect the dusted gobwins equipment (that was not yet noted as collected even tho it's in our standing orders)
    - Give Alleria and each archer a leftover stabber sword
    "Alleria, Archers Fletch, Pierce and Robin. These are now yours. Do you confirm you can fight with them effectively?"


    EDIT2:
    If hex not contested and confirmed Alleria can fight with sword
    - Everyone into the Luggage, Grim looking out
    - Luggage walking home towards hex boundary. Remembering the following hex is contested, cross the boundary slowly at the hex corner, as to minimise walked distance in-contested-hex
    - 1 Stack move out of Luggage
    Alleria (in front)
    Grim (in front)
    Erfman (in middle) w/ gem in hand
    Strife 2/11 hits (in middle)
    Archer 2/6 hits (in middle)
    Luggage (in middle)
    Mahogany 8/9 hits (in back)
    Bob 4/10 hits (in back)
    - Move cautiously, close to the hex boundaries, ready actions fire at the ready, until at corner that allows traveling South
    - Everyone into the Luggage, Grim looking out
    - Move until 00.-04

    EDIT3:
    - Grim mounts full Move Stinger, pockets the 7 fruits, and flies to -07.-07
    "Fly high, fly true" says Erfman clasping him on the forearms "and if you feel it would help avoid engagements, stay close to the hex boundaries on your way"
    "Take no risks when attempting to tame, show them the fruits, and let them come to you"
    he councels. "After a sufficiently long time, even if none take your invitation, croak the untamed from the air, and then harvest them."
    "Afterwards, if successful, and if the goats still have full move, you'll have the option to avoid the heavy forest if you felt the way was unsafe."
    Last edited by WurmD; 2020-01-13 at 04:09 PM.

  30. - Top - End - #210
    Barbarian in the Playground
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    Default Re: Erfman the Barbarian

    That works would add bringing the capture nets as well just in case.

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