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Messages - Haspen

Pages: 1 ... 660 661 [662] 663 664 ... 2254
9916
You declare a meeting with the poor of the capital city where you will dispense the trinkets as gifts to the peasantry!

Quote
3to6

During the ceremony many a peasant gets a coin, an old jewel or piece of cheap jewellery. Thousands receive the items and thousand praise your name.

Few days later, the last of Dahnian troops leave the Duchy and return home.

960 AD, Winter

Your wife gives birth to another boy! She names him 'Ulan'.

960 AD, Midwinter

Profits from the copper mines arrive to your Treasury.

A delegation of dwarves arrives at the gates of your Palace as well.

A) Let them in.
B) Dismiss them.

9917
No the (+1) is value of the borrowed troops ;v



You drag both peasants and criminals into the Army.

960 AD, Summer

First few months of the year are relatively peaceful except some grumbling amongst citizenry and minor nobles. From foreign news, Eist felt its first real defeat after few city-states banded together and forced it into pitched battle. Currently the spread of Pantheonism has been thwarted.

One day, when workers were digging up and replacing the floor int the basement of the Palace, their overseer reports they've found a treasure cache!

The chest contains many old coins from the first half of previous century, some gemstones and silver jewellery. The Treasurer already wants them in the Treasury.

A) Fine with me.
B) No, these pretty things will go to my wife.
C) No, these pretty things will be dispensed amongst local peasants.

9918
You order your soldiers to create a fortified camp around the entrance; sentries will be posted all time, and the passageway into the dark deep narrowed slightly to make future lizardmen escapades hard to get past you. And as extra emergency, messengers at ready to deliver you news of lizards and to warn nearby settlements.

Yes, this should do it for now. You have your Army stay for another couple days near the entrance just to make sure.

959 AD, Late Winter

Quote
5to6

No lizardmen were spotted.

You hold a brief council with your officers and decide to conclude the campaign.



Congratulations! Estwalf has successfully completed his campaign to Repel the Lizardman Invasion from the Depths!



Your return to the capital is triumphant one but the peoples of the capital have only small praise for you; after all, no riches were obtained, no lands conquered and only a couple settlements were affected by this war.

But surely, there will be greater military endeavors to reap rewards from in the future.

959 AD, Late Winter

A bit late, but malachite and copper from the mines once again arrive at the Treasury, making the Treasurer a bit happier man.

Few days later you receive a report that Eist Kingdom hath expanded its borders; the zealots now control what was once north-east Luathbas, having captured three city-states and several smaller settlements.

959 AD, End of the Year

The Advisor shows up in your study one afternoon, carrying the Scrolls of Kingdom Status in his hands.

Happiness: 3
Population: 4
Economy: 4
Army: 1(+1)

"As you can see, my liege, our Army is doing rather badly in terms of numbers. We should press some peasants into the service, even if they will dislike it. We can also ask our senior, King Tinwulf, to extend the time his soldiers spend in our Duchy."

"Also, consider a perhaps underhanded but mayhaps a much needed course of actions; release and draft of criminals of lesser note, who are always found in large numbers in the dungeons of the Duchy..."

As for peasants and extended time for Dahnians...

A) "Indeed, we should press the peasants into the service, but we shouldn't keep Dahnian soldiers for too long."
B) "Nay to both - our Duchy shall prevail on sheer willpower of our people and myself!
C) "The peasants will have it easy this year, but let's send a query whether our good King will be willing to station his soldiers in Tven for a year longer."
D) "Let's do both - these hard times require it!"

As for draft of petty criminals...

A) "It's sad but we do need soldiers - let's offer the small fish an exchange of bars for chainmail."
B) "We might be in dire straits but we will never fall as low as to hire criminals to protect our lands!"

//No split votes per usual please.

9919
You attempt the same tactic as before.

Quote
6*

Either it be by your men's experience or just a favorable terrain, your Army destroys the lizardmen one by one till none remain.

Your scouts soon find an entrance into the mountain; it has been carved out by large tools that resemble shovels and pickaxes. The tunnel stretches downwards into the earth, but it is unlit, and your men are afraid to explore more than hundred feet deep.

It also reeks of filth and lizards.

A) Find a way to collapse the tunnel and be done with it.
B) Send an exploration party comprised of strongest and wisest men, maybe even someone with spelunking experience?
C) Make a fortified camp so that this entrance will be kept under watch.

9920
Khamsin seems AWOL, Culise you wanna become Ottomans? v;

9921
I am now sad ;v

9922
Forum Games and Roleplaying / Re: Spamwarlord! 'Queen' Erin of Gradia
« on: March 13, 2017, 11:18:19 am »
PTW and a sprinkle of blessing ;v

9923
You rally your men and march forward right toward the camp of the lizardmen.

Your Army gets rather close before you start hearing loud roars and hissing en masse - it grows louder until the lizardmen begin to charge against your men!

A) CHARGE + CHARGE => ?? => GLORIOUS VICTORY
B) Encircle them, it worked once already!
C) Tanks and artiller- heavy infantry and skirmishers up front!

9924
You move your Army few hours west from the mountains as the scouts move even further there to ask nearby villages and garrisons for volunteers and supplies.

Quote
2

Alas! Few peopel are willing or able to provide you with anything; a handful of men with some food arrive.

The scouts report that the activity in that other camp of lizardmen hardly changed. Along with your officers you decide to...

A) March forward and just crush another horde of the stinky lizards!
B) Make a fortified camp and prepare for inevitable moment the lizards move out from under the mountain.

9925
The feftalk channel and darkmyst servers are working OK v:

Try a different client, maybe mibbit or via Pidgin multimessenger

9926
You order a quick encircling tactic!

Quote
4*

The tactic pays off. The rush of the thick and brutish lizards is quickly met with flanking from both sides. Your soldiers and archers suffer many losses but the amount of the lizardmen goes down steadily as well.

Unlike many battles, the lizardmen don't seem to be inclined to run away as their situation goes worse!

Quote
4*

Finally however, the lizardmen are all dead. Their scaled, muscular corpses make your soldiers go silent with awe. Only now you notice that all they had were stones on sticks, leather on wooden frames and such primitive equipment. Truly, it's their monstrous strength and agility what makes them such hard foes, rather than equipment or numbers!

Your officers convene with you as another encampment is spotted; of the same number, at the base of the mountains.

A) Clearly we should march forward and just crush another horde of the stinky lizards!
B) We should ask nearby settlements to provide some numbers and supplies.
C) Let's make a fortified camp and prepare for inevitable moment the lizards move out from under the mountain.

9927
Quote from: Jann vs Commando C
Hit: 101+10+15-28 = 98
Hit roll: 42, hit! Crit roll: 5!
Damage: 16+1-7 = 10x3 = 30dmg

//Dingdingdingdingding!

And then Iris had to do something else.

Spoiler: HP (click to show/hide)

9928
And then Suzanne gutted a foo'.

Quote from: Suzanne vs Axeman B
Hit: 110+15+10-18 = 117, autohit! Crit roll: 16!
Damage: 16+1-2-8 = 7x3 = 21dmg

Axeman B retaliates!
Hit: 102-15-10-39 = 38
Hit roll: 50, miss!

Suzanne strikes once more!
Hit: 110+15+10-18 = 117, autohit! Crit roll: 7!
Damage: 16+1-2-8 = 7x3 = 21dmg

Spoiler: HP (click to show/hide)

9929
There were normal splosions and critsplosions of all sizes.

Quote from: Cecil vs Axeman A
Hit: 114+15-18 = 111, autohit!
Damage: 18+1+2-8 = 13dmg

Axeman A counters!
Hit: 102-15-25 = 62
Hit roll: 59, hit!
Damage: 19-1-9 = 9dmg

Quote from: Gregory vs Heavy Javelineer B
Hit: 89+10+15+10-17 = 107, autohit!
Damage: 20-4 = 16dmg

Heavy Javelineer B countestrikes!
Hit: 80-10-10-27 = 33
Hit roll: 4, hit!
Damage: 22-7 = 15dmg

Gregory attacks again!
Hit: 89+15+10-17 = 97
Hit roll: 68, hit!
Damage: 20-4 = 16dmg

Quote from: Shaelynn vs Heavy Javelineer A
Hit: 102+10-17 = 95
Hit roll: 50, hit! Crit roll: 15, hit!
Damage: 16-4 = 12x3 = 36dmg

Spoiler: HP (click to show/hide)

9930
Quote from: Flora casts Poison on Hexer B!
(30+[{8-17}x5]+6)-(2x4) = 30-45+6-8 = -17
Flora automisses!

Quote from: Shaelynn vs Heavy Javelineer A
Hit: 102+10-17 = 95
Hit roll: 25, hit!
Damage: 16-4 = 12dmg

Heavy Javelineer A counterattacks!
Hit: 80-10-31 = 39
Hit roll: 20, hit!
Damage: 22-2 = 20dmg

Shaelynn strikes again!
Hit: 102+10-17 = 95
Hit roll: 74, hit!
Damage: 16-4 = 12dmg

Spoiler: HP (click to show/hide)

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