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Author Topic: (SG) Bastard no More: Rise of a Prince  (Read 16071 times)

Weirdsound

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #165 on: January 04, 2018, 08:42:07 am »

Prince Ericson of the Twisted Tower, Sheriff of the Copper City:
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1011 AoK, 1st Month, 1st Day:

You ask Sea-Bishop Constantine about the magnitude of the magic he wields, and how it might contribute to the defense. "I know a thing or two about magical combat," he offers, "so I'd happily pair off to duel or counteract any magic users the enemy might bring to our gate. In particular, The Shark-Serpent Ciaolath is one of the strongest sources of earth magic, so I am confident that I can shut down any dwarven geomancer, be he fueled by sorcerer's blood or divine blessing."

"Aside from that, I can harrass a camping army from afar with wind and siesmic events, or repair stone walls fast enough to nullify the effect of a half dozen or so Dwarven Siege weapons."

You consider his words before speaking again, this time to the Dagger Twins. "Work your grandfather on seizing goods from the market. I'll deal with Count Plasmar and Vihelm on the vaults issue myself. Set me up with the meetings. Aside from that, I'll be trawling the city for spare souls for the next few days. We will meet again once I know what I have to work with."

With a wave, you return to your apartment to delegate a few tasks.

---

Back in your room, you first address the Blood Heralds Riki and Malki. "You are to seek out Pir-Runkel the Wild at her pratice," you explain as you fish some documents out of a trunk, "tell her that she is to delegate the organization of Beast-folk defenses within the city walls, and calculate a ritual that will allow the two of you to obtain Dragon Form."

The two young Amazon fall silent, perhaps in awe that you are offering them such power. You snap them back to attention by shoving a handful of documents into Riki's arms. "Here are the notes I came up with on the matter, as well as documentation on your creation and blood profiles. She will need these."

Riki remains silent, but Malki eventually speaks. "As you will it, so it shall be done, master. Thank you for the opprotunity," she beams with a wide smile as she ushers her sister out of your chambers.

---

You meet with Vihelm in an empty meeting room for the Court just before lunch. The discussion starts off well enough, with each party fondly remembering the days in which the two of you were teacher and student, but things quickly go down hill once you get down to busniess.

"But... but if the Dwarves take the city, we will lose everything!" You plead, "surely it would be better to give up a few artifacts to save the rest. Right?"

"I am an old man, and a proud man," Vihelm replies with a frown. "I would rather die along with my history than trade any part of it for my life."

"B-but... but!" you stammer, "I don't want to die! I don't want to fail my father. Or my brother!"

An awkward silence falls, and the meeting ends.

---

You host a rather uncomfortable Count Plasmar for dinner at your apartment. "So you think I'm a monster, do you?" You ask.

"I don't think, Prince Ericson," he explains, "I know it to be true. It is basic blood studies; The brain of a human male is fully incapable of limiting its own ambition when exposed to sorcerous blood. You may not be a tyrant quite yet, but evil is your destiny."

"Really?" You ask, a wide and terrifying smirk spreading across your face, "well then, if it is my destiny to follow my ambitions and be evil, then I feel it is my duty to explain that my ambition right now is to slaughter any stinking dwarf who threatens my city, as well as a lesson on evil magic. Listen carefully."

You spend a few minutes dramatically explaining what the services of a mighty demon might cost. Although you wouldn't nessescarily be comfortable sacrificing your sisters or dealing with the consequences of doing so, your well honed ability to decieve and frighten others leaves the count with few doubts that you would offer their lives in a heartbeat if it meant beating the dwarves.

By the time he (hurriedly) leaves, he assures you that you can count on his vote to open the vaults.

---

You briefly consider and dismiss the ideas of paying the merchants you intend to sieze stock from a small percentage of the value of their goods (too pricey) and asking the court to offer up condemned criminals (too few to make a difference in matters of warfare) before resolving to spend a few days, starting tomorrow, combing the dungeons, medical practices, graveyards, and dangerous streets of town for souls.

1011 AoK, 1st Month, 2nd Day:

Soul herding without specialized equipment or costly demonic help is slow work. You use Ajjeez's surgery as your starting point, both because you are allowed to perform magic there, and because many souls are already present. You spend the day ferrying souls across town with your soul prod, moving one to three spirits per trip.

By the end of the day, you have made progress, but are exhausted.

1011 AoK, 1st Month, 3rd Day:

News you had been both expected and dreading arrives at The Leovind Capital Today.

Senator Silverseas, hoping to use his tremendous influence in the elfish senate of Bronzeflame has added a clause to the Peace Treaty with the sand tribes; That the Sandsmen of the Confederacy must acknowledge you and any male descendant of your's and Shea's as having the right to exist and hold land/titles.

This has caused a civil war to break out between some of the more hawkish tribes, who wish to stabilize relations with the elves so that they might devote their armies to fighting the dwarves, with the religious fundamentalists who are willing to take up arms to defend their proud tradition of disenfranchising and slaughtering male sorcerers. Intelligence is flimsy at the moment, reports vary as to which tribes are fighting on which side, but one thing most sources agree on is that it is only the radical fringes of confederate society fighting; Most Sandsmen favor the treaty, even at the slight cost to their traditions imposed by the elves, but don't care enough either way to take up arms.

You have to feign ignorance a few times, but luckily by the end of the day only those who already hate your guts believe that you are in cahoots with your father-in-law.

1011 AoK, 1st Month, 4th Day:

As you rise from bed to continue herding souls, you are met with a letter from Royal Historian Vihelm. Vihelm seems to fear that you might soon have enough votes to raid the vaults and tombs of the palace as you see fit, and is willing to strike a bargain to prevent that from happening.

The historian offers to personally select an artifact of use to you from the vaults, which he will give to you on the condition that you promise to return it to the palace collection upon your death, and cease your attempts to gain free access to the palace treasures.

1011 AoK, 1st Month, 5th Day:

Shortly before sundown, your work is interupted by the sounds of rioting and screaming from the market. You head over to investigate, and find guards seizing the stock of every merchant who might sell things of use to a sorcerer. You suppose that the Dagger Twins have finally broken down their grandfather. Captain St. Livingston, the man who has been leading your personal guard these last few days while your notable Amazons have been busy, suggests that it would be wise to get off the streets and let the chaos boil over.

You agree, and make your present soul-run the last of the day.

Back at Ajjeez's surgery, you now count 277 raw and unsorted souls. This is a considerable amount, and although you doubt you could quite trade the lot for siege lifting demonic intervention, it would easily be worth several smaller demonic favors.

As for using the souls as components for your own magic, you have an idea as to how the numbers might play out. You could easily put souls into fresh(ish) corpses to create smart zombies at a 1:1 ratio. You would have to actually calculate the ritual to know how many souls it would require to spawn an Incorporeal Saboteur; Your best guess would be somewhere in the 10-20 souls per-ghost range. The idea of shoving the souls into the Goblin terrorpedes to create beasts with undead attributes and human intelligence crosses you mind, but you would need to study one of the bugs up close before you could even begin working out that ritual.

---

Shortly before midnight, Boltcaster arrives at Ajjeez's surgery to inform you that the streets are mostly calm and the looted goods have been stashed at a small customs house adjacent to the city's South gate. He offers to take you to see them.

While you travel, your goblin friend inform you that his bug-breeding kinsfolk have forwarded your request for aid to the local dark fortresses. "The Overlords have already sent much of their excess goblin-power to your father and brother, but The Capital is close enough that they might be willing to loan us some gear and some experts," Boltcaster explains.

1011 AoK, 1st Month, 6th Day:

You spend several hours, into the early morning, taking careful notes on the seized merchant goods, before summoning your personal retainer of guards once more to escort you back to the palace where you may sleep. If you wish to spend an extra day or two taking the siezed goods into account, you will be far more likely to produce ritual plans that you can carry out with only the supplies on hand.

How do you proceed?
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10ebbor10

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #166 on: January 04, 2018, 09:56:52 am »

Quote
The historian offers to personally select an artifact of use to you from the vaults, which he will give to you on the condition that you promise to return it to the palace collection upon your death, and cease your attempts to gain free access to the palace treasures.

Do demons even accept that kind of lending?
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Weirdsound

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #167 on: January 04, 2018, 10:18:13 am »

Quote
The historian offers to personally select an artifact of use to you from the vaults, which he will give to you on the condition that you promise to return it to the palace collection upon your death, and cease your attempts to gain free access to the palace treasures.

Do demons even accept that kind of lending?

Its unlikely. Vihelm either missed the memo that you want to feed artifacts to a demon (unlikely based on his opposition to you getting artifacts in the first place), doesn't know how demons work, or figures if he gives you something powerful enough, you wont have to resort to demons.
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IronyOwl

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #168 on: January 04, 2018, 01:40:23 pm »

I guess there's no harm asking him what he'd pick out for us, but his offer is too vague for us to agree to it outright. Note that we'll have to go through Tarvis to actually get access and we've recently stolen his daughter, so this would be a much more convenient compromise.

We should probably take the few days to count up our plunder from the market. We don't know what else we'll have access to, after all.


At some point we're going to have to start committing to what we want to focus on. We've got two dragons incoming, a fairly versatile siege priest, a mostly well-defended city, and help coming along... eventually. We know Barrick is or will be super proud of what he accomplishes, so the enemy army should be hampered in some meaningful way.

I'm probably leaning towards incorporeal saboteurs and hellfire bolts. We take out or at least threaten the siege engines, then continue to harass them with ghosts and dragon strafing. My one concern is that it's a little orthodox; ideally attacking a city under the command of a sorceror should be a special and creative brand of hell.

I also like the gate ritual, but I don't think we really need to sow terror and carnage in general. We just need to wait out a siege until the sandsmen come, such as by picking off their siege gear and then harassing them with flying lizards and incorporeal jerks.

I'd also love to check on what kinds of demonic favors we could buy with those souls, but I doubt it'll do better than wraith partisans and it'll presumably take up precious time we could use crafting hellfire bolts or guerilla ghosts.
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omada

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #169 on: January 04, 2018, 01:47:45 pm »

There is a chance that he is hiding something in the vaults? It's a bad business, we WILL have acess to the vaults if we win the votes and will probably find whatever he was going to offer

Hmm, we know a demon that likes to make food rot? We can make some of the dwarven food rot and let the fungus consume the rest

for the rest, yes, incorporeal saboteurs and firebolts, in this order
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Weirdsound

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #170 on: January 08, 2018, 05:20:03 pm »

Prince Ericson of the Twisted Tower, Sheriff of the Copper City:
Spoiler (click to show/hide)

1011 AoK, 1st Month, 6th Day:

You meet with Vihelm over brunch to discuss what artifact he might be willing to loan you in exchange for calling off your pursuit of the palace's treasures. The old man thanks you for hearing him out, and goes on to explain that there are three artifacts he is considering loaning to you. If you accept his bargian, the final choice will be up to him, but Vihelm is happy to at least consider your input.

The first artifact the historian speaks of is the Ancient Cloak of Grand Chief Razrunner, a powerful Sandsman warlord who died in battle against an ancient king of Leovind.

"According to my records," Vihelm explains, "the cloak was last appraised about ninety years ago, by a court wizard by the name of Horus the Wise. Horus' notes indicate that the cloak is a mighty artifact, but he also discovered that its true power could only be unlocked by somebody whose bloodline can be traced through The Tribe of Might, as yours can. Because of that we don't know exactly what it does, but we can speculate that it at least protects the wearer against harm. Grand Chief Razrunner was known to shrug off blows from both swords and arrows, and was only slain when a soldier of Leovind shoved him into the Highwind River to drown."

Vihelm notes that he is leaning against choosing the cloak for you, because he doesn't know exactly what it does, and wouldn't want to give you "something useless."

The second artifact you might receive is the Staff of Overlord Nessica the Coldhearted, a wicked sorceress who ruled over the city 1100 years ago on behalf of her master, lover, and great-grandfather: Molnartic, the Divine Dragon of Frost and Entropy.

"The staff's power is well documented," the historian offers, "a handful of court mages and magically inclined monarchs have used it over the years. It grants the destructive elemental spells of the wielder superiority over almost any ward or counterspell that may be used against them. It also grants any sorcerer with draconian blood gifts dominion over ice."

Vihelm explains because he knows the artifact would be of use to you, and that its significance to the legacy of your bloodline is minimal, it is the artifact that he favors giving you at this moment.

The final artifact is the famed Lion's Headdress, one of the five 'memorial trophies', artifacts made from the remains of Sky-Lion that are traditionally used as part of the King's ceremonial garb.

"As I'm sure your aware, it grants the wearer a good deal of skill in combat, allowing many a novice prince over the years to fight as a seasoned soldier when times become desperate," Veihelm says, before dropping his voice to a softer and more stern tone, "but the true power of the Headdress is rarely discussed, and even less frequently invoked; A skilled practitioner of Death Magic, who is truly loyal to both Leovind and her King, can use the Headress to call forth the soul of anybody who died in service to our nation from wherever that soul might be so long as the name it answered to in life is known."

The old man explains that although the artifact, especially if combined with his own knowledge of past Leovind Champions, might be of great use to you, he is rather hesitant to give you this particular loan for several reasons. First and foremost he fears that giving you an artifact traditionally worn by the king, and that might literally prove your loyalty to king and country, could be seen as a political statement on his part, and Vihelm values his reputation as an apolitical figure. He is also afraid that you might raise your half-brothers Lucian and Marcus into some state of undeath, which would be traumatic for the still-grieving queen.

You thank the historian for his time, and promise to consider his offer.

---

After some deliberation, you decide to knuckle down and calculate a ritual to create incorporeal Saboteurs. You carefully lay out your apartment, spreading graphs, paper, and texts strategically across the room, before burying yourself in the work.

1011 AoK, 1st Month, 7th Day:

More accounts from the Confederacy arrive today, increasing your understanding of the Sandsmen Civil War. The Fundamentalist faction is lead by the Sand Sorceress Mildeve, and her loyal chieftains of the Boot and Flame tribes, who wish to peacefully withdraw from the Confederacy rather than accept your existence along with the elfish treaty. They are joined by various malcontents from many tribes, who don't particularly care about you, but do not want diplomatic relations with their former elf masters regardless of the terms.

The Hawkish faction is backed by your mother, The Sand Sorceress Deltrine, and her loyal Chieftians of the Might, Crawling, and Venom tribes. Deltrine, in addition to a presumed bias towards her son's interests, preaches that the unity of the sand tribes is sacred, and as such the Fundamentalists cannot be allowed to leave peacefully. There are also whispers that your ambitious mother seeks to kill off Mildeve and the Chieftians loyal to said rival sorceress, so that she may see them replaced with her own partisans.

The Hawks are also backed by the Shoes tribe; The Shoesman Chief has not formally declared his involvement in the war, but many of his highest underlings are leading their men on Deltrine's behalf, or sending supplies and horses to your mother's forces. The involvement of the Shoes tribe boils down to their cousins in the Many Hooves district of The Copper City; They fear what the dwarves will do to the humans living in The Capital should the city fall, and wish to secure peace with the elves so that they may march on Leovind's behalf to help ensure their cousins' safety. You can't help but suspect that some prominent Shoesmen may also be joining the fight in hopes that it will earn them favors from the Sheriff of the Copper City...

Nobody can offer an accurate guess as to how the war will go, as each side has several distinct advantages over the other. It is generally understood that in terms of combat magic, Mildeve is your mother's better by a wide margin. Deltrine, on the other hand, controls a number of dragons and powerful monsters that she might deploy to turn the tide of battle.

The armies of your mother hold a substantial numerical advantage over their foes, and are better equipped, but are also fraught with organizational issues. The Venom Tribe, infamous for its arrogance, is getting along poorly with its allies, to the point where its forces are keeping a separate camp, and the Shoesmens' horses fear the inbred ogre-blooded brutes fielded by The Tribe of Might.   

Mildeve, on the other hand, speaks for the war gods of the Sword Constelation, and as such as a trained tactician and beloved den mother to her troops. Her Chieftains are likewise extensively trained in the art of war. The elf hating malcontents who have thrown their lot in with the fundamentalists are mainly veterans of the Desert Wars, who are ageing but highly experienced.

1011 AoK, 1st Month, 10th Day:

News from the north arrives; It would seem that the dwarves at Highwind Bridge have caught wind of the situation on the Southeast Coast, and are mobilizing accordingly. They have split their army, sending half of it Northeast to the peninsula front in hopes of joining with dwarves there to challenge your father's host while they don't have to worry about being flanked by Barrick. The other half of the dwarven host is marching south, perhaps to besiege the Capital or to join with the forces of Bolgrim at Port Meridian.

In response to this development, the royal court orders the mass seizure of grain from the various estates just outside of town, in case siege is iminate.

1011 AoK, 1st Month, 11th Day:

Riki and Malki report back from Pir-Runkel with the ritual your master has drawn up to make dragons out of them. You quickly read Pir-Runkel's notes on the rite, and find yourself impressed by the skill of your master.

The ritual, which should be effective on any of your blood heralds, will turn the subject into a massive beast of flame, scale, and magic; capable of causing serious trouble for any army it chooses to harass. Riki, always game to partake in your rituals, begs to be transformed at once, but you decide to take a moment and ponder the potential downsides of such an arrangement.

Riki and Malki are unquestionably loyal; They were created for no other purpose than to serve you. You know from both study and practice, however, that changes to physiology can lead to changes in behavior, and you do not thing you have the means to deal with a dragon should your transformed Amazon go rouge.

The ritual will also be expensive to preform; It requires about 2000 gold worth of powdered dragon bone, which Pir-Runkel offers to provide on the condition that you promise to eventually repay her. You also note that Pir-Runkel did not calculate a counter ritual to change your amazons back; It might prove complicated or prohibitively expensive to return your loyal followers to humanoid form should you wish to do so.

You bid the two blood heralds to leave you for the time being. Perhaps you should wait on transforming them until such a time that there is an urgent need to do so...

1011 AoK, 1st Month, 12th Day:

Boltcaster interrupts your studies shortly before bedtime, and leads a fairly tall goblin, dressed sharply in purple robes and a spiked crown of rusty, into your room. The stranger is introduced as Overlord Vader the Malicious, leader of a nearby Dark Fortress, who has come to aid The Leovind Capital in its hour of need.

Vader has come with his personal guard, which consists of 300 highly trained crossbowgoblins and thirty elite Terror Knights mounted upon deadly war terrorpedes. He has also brought with him highly skilled members of his fortresses Assassins and Engineering guilds, as well as enough weapons and armor to arm 700 humans as light infantry, 400 humans as crossbowmen, and 300 local goblins as heavy infantry.

"You can count on my support, Prince. I relish the opportunity to slay those filthy dwarves."

1011 AoK, 1st Month, 14th Day:

News from the coast!

The human forces of Crown Prince Barrick have met the Dwarven Forces of Bolgrim the Demolisher of Men at the Battle of Port Meridian.

The battle seemed at first to be heading towards a decisive human victory, as Barrick caught Bolgrim, whose forces were occupied laying siege to the walls of Port Meridian, completely unaware. Many dwarven lives were lost, and many siege engines were destroyed. The dwarves would have likely routed had they not been pinned against the ocean and the walls of a hostile city.

Bolgrim was eventually able to organize and rally his men, who survived the initial onslaught through sheer numbers. Realizing the day was lost, Barrick and a half dozen of his officers fell back with a few hundred riders each, leaving the remainder of the human army (including the entire infantry) to fight valiantly to the end.

Causalities are high. Barricks' army has been all but obliterated, and it is estimated that Bolgrims lost at least 50% of his forces. Bolgrim, confident that no further threat exists to his siege force, has accepted the costly victory and returned to his siege of Port Meridian. Barrick's whereabouts are unknown, but it is widely speculated that his surviving officers and riders have split up to harass dwarven forces across Leovind.

---

Later in the day, reports arrive that the dwarves from Highwind Bridge are indeed marching on the Capital, and will arrive 18000 strong in about three days. Not good.

You are almost done with your ritual plans, so you decide to put off sleep until they are complete.

1011 AoK, 1st Month, 15th Day:

You finish your calculations just as the sun is coming up. With these notes, you should be able to create an incorporeal wraith that can selectively interact with the world and will last for 2-3 years. Wraith creation will cost 20 souls and about 75 Gold worth of seized merchant goods apiece, but you can, however, easily scale up the ritual and make as many as you can afford in one go. Wraiths should be nearly impossible for rank and file dwarven soldiers to destroy, but a dwarven cleric could undo any number of incorporeal spooks without much difficulty.

Barrick's army is no more. The King's army will soon face an existential threat of its own. The Capital will soon face siege. For all you know, the fate of Leovind lies in the hands of your magic and the city's outnumbered defenders. How do you proceed?
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10ebbor10

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #171 on: January 10, 2018, 10:32:43 pm »

Ideas, anyone?
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omada

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #172 on: January 11, 2018, 02:14:13 am »

none that wasn't previously stated, really. I was waiting for someone else to say something that's when I have ideas

Start production of incorporeal saboteurs on day two? or day three? we can do 10 saboteurs, do 5? And wait other 5 for the next siege or for guerrilla style? How fast can we make it?

Rally the troops and make sure they are well rested for the grand day

archbishop should harass enemy camp with wind after we send saboteurs to walk bellow earth and sabotage their stuff with higher reach

Say to the amazons "Look, we might not have how to transform you back for a LONG time, and we don't know how your personality shall change" but unless the enemy survive very well our "harass camp" phase we could wait more time to do this, If they start besieging right away we are fucked up making them or not

We probably should say to have the artifact fast enough, maybe anything that he gives might improve our survival

Make sure that the goblin's assassins can help in eliminating officers and sabotage something on enemy camp

and that some of the engineers should help repairing our ballistas, first of the outer wall, then from the inner wall

Position troops and prepare for evacuation of the people, we might want to create barricades inside the city between the both walls and transform it in a maze, that shall aid our urban warfare, maybe engineers could help do something resembling proper walls

Do we have a sewer system? can we use it to transport our saboteurs or hide troops?

From the goblin aid maybe half of the infantary or heavy infantary should be on the walls to protect it from invaders trying to climb it the rest should be prepared together with the beastmen reinforcements to use and abuse of the maze (heavy infantary alocated to slow down enemies on places that they are easier to hit

His terrorpedes shall help in the urban phase, hit and run style



NOW I saw that the goblin brought WEAPONS to arm, not 700 human stuff, so... we could use it to arm our beastfolk, and maybe we should draft peasants? "ASKING FOR VOLUNTEERS, WHO WANT TO DEFEND OUR GLORIOUS NATION?"
« Last Edit: January 11, 2018, 02:16:00 am by omada »
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IronyOwl

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #173 on: January 11, 2018, 02:48:21 am »

Yeah I'm also low on ideas. We've already put in the work for the saboteurs, so presumably we'll want to mass-ritual those into being.

I say we transform both of our heralds immediately as test subjects. In theory, we have 10 mook dragon subjects on top of our two specialists; but with the uncertainty about their behavior it'd be good to get as long an observation period as possible on as familiar specimens as we have. I'll be highly impressed if we don't end up needing them, so I don't think we're losing out on much by doing it now.

I think we're in enough of a panic situation to persuade Tarvis, so we can probably pass on the historian's offer and let the steward decide when he wants us rifling through the vaults.


Otherwise... I dunno. Military strategy isn't really our thing, so I guess we should figure out who's leading the defense (other than us) and make sure they're doing their jobs? Or maybe we should just work on those hellfire bolts; I assume the siege(s) will last way longer than 3-5 days, so the more siege weapons we take out the better. Or maybe that ice staff would let us countersnipe their siege engines without a ritual?

We could even ask the council if they need anything, come to think of it. We might consider throwing our weight around a bit while we're at it, make it known that the king's pet monster is very interested in the council's progress with this matter.
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Re: (SG) Bastard no More: Rise of a Prince
« Reply #174 on: January 11, 2018, 04:20:05 am »

Okay transform one blood herald first, the one who wants it, as a test.  Better one uncontrollable dragon then two.

We should get the ceremonial head garb from the historian and a list of names of the dead.  Send our wraiths and goblin assassins in to decapitate the enemy leadership and in particular take out their divine casters.  Then raise a ghostly army of the honored dead to overpower the now defenseless army.

We could also ask for the staff and give it/use it with the shark priest so he/we can rain terrible winter weather against the dwarves at the same time our wraiths and assassins destroy the enemy food supply.

We should also ask the shark priest for lessons in how to combat other magic users later after this is over.

I would be open to talking to Tarvis about getting the artifacts instead of the historian, maybe even "limit" ourselves to say.. all three artifacts.  I want them all.  To borrow them of course.

Weirdsound

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #175 on: January 11, 2018, 05:38:12 pm »

Yeah I'm also low on ideas. We've already put in the work for the saboteurs, so presumably we'll want to mass-ritual those into being.

I say we transform both of our heralds immediately as test subjects. In theory, we have 10 mook dragon subjects on top of our two specialists

Riki and Malki account for 20% of your blood heralds. You would have eight in addition to them.

---

Alright. So I feel Irony's plan of 'Leave military tactics to the experts and work on hellfire bolts' is incompatible with VoidSlayers 'take out their priests and prepare an army of the honored dead' gambit. I'll throw in some of Omada's stuff either way, but I need a better consensus before we can proceed.
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IronyOwl

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #176 on: January 12, 2018, 04:00:44 am »

Decapitation + Lord of the Rings Invincible Ghost Army sounds overly optimistic to me. It requires that we're capable of casually murdering an entire army's worth of important dudes using whatever goblins happened to show up and ~13 ghosts that are weak against some of their intended targets. If their army was that vulnerable I wouldn't think this would be a very long war.

Accordingly, I'm inclined to stick with more conservative options, treating the siege like a force to be weathered and delayed rather than crushed under our heel.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

VoidSlayer

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Re: (SG) Bastard no More: Rise of a Prince
« Reply #177 on: January 12, 2018, 04:38:08 am »

I was more thinking night of the living dead; take the souls of the loyal followers of our ancestors and send them to the dwarves in a form that can possess any freshly killed body.  The goblins and specters can kill a few dwarves and then snowball it from there.  Any zombie killed just frees the spirit to possess a newly killed dwarf.

That seems like too high level necromancy though I guess.  Helfire and freezing winter storms with poisoned provisions would be better.
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