0beron wrote:With the Rod, Vinny will by Day 13 have crafted 3 Steadycrows and 3 Scarycrows, and put 9 Juice into another Scarycrow. This leaves him with no Juice, and if Bill isn't comfortable with the Rod leaving the hex, I shall leave it with him before departing. I'm not sure how the scouting thing works, but if in the course of their normal duties the Imps are able to find out where wild units have popped, my Hunting Party will depart in that direction. It is my hope that we can attack a wild group, and return to the city so they we never have to end turn in the wild, but of course this may not be possible.
EDIT: Alternatively, with the info about Lolly (presumably) now common knowledge, I will take my Hunting Party in that direction if the King wishes us to address that threat instead of just playing about in the wild.
The wards persist after the battle.WaterMonkey314 wrote:PS: Marbit, what happens to the old wards that are leftover from before the battle? Do they stick around still?
She'll probably be going with Space Out/Revitalize/Damage Ward/Revitalize Group.WaterMonkey314 wrote:Also, what does Junetta now have spell-wise after the Healomancy reboot?
Noted. I'll be working on updating the Reference section after I get the Squad rules written.bob the 6th wrote:just to make it clear
ok, seeing the new rules, I think Rudy should switch to skilled(1AP), dance fighting(1AP), and a banked point. also, put two points of combat stat in defense(upping it to 5), and the other point into attack(upping it to 8). figure from if he could power level twice he is in the green for leadership.
No worries- I had intended the "Will lead team" to indicate acceptance. Apologies if that was unclear; writing Yuri's speech is a bit of a balancing act between clarity and casual butchering of the English language.Swodaems wrote:You left the question of if you wanted to lead the field force up in limbo in your last post, so in my post reacting to the information about the faeries, I assumed you either accepted or decided to give me an answer later as you appeared to like the idea. Sorry for the breach of RP etiquette.
That conversation is long concluded by this point, but suffice to say that Yuri doesn't want to rob the Chief Warlord of his communications assets, and unless the two of them stick together constantly- highly unlikely in the long term- then borrowing it regularly is impractical. Lacking a Thinkamancer, we need to acquire additional communications items- things like the bracer, message hats, whatever we can use to improve communications. Obviously this priority needs to be balanced with others, but it's something to bear in mind.Swodaems wrote:"I'm willing to let you borrow it as needed, however, I request that you always return it to me soon after. The bonus to leadership it supplies currently useless to you."
That should work out; most turns shouldn't require anywhere near that many Thinkagrams. As for chief caster... Bill is the only choice, in Yuri's mind. He might be a bit quirky, but the Shockamancer and Healomancer bicker constantly and no one else can match their experience.MarbitChow wrote:The King suggests that, at the start of each turn, he use one of his charges to coordinate with Tod and Yuri, and allocate the communication resources each day. Tod's will be used primarily for emergency communications and tactical coordination, while the King place the remaining four at Yuri's disposal, for any external communications he wishes to make. ... He also requests that you privately suggest someone to fill the position of Chief Caster, because he fears that he's going to need someone to start keeping the casters in line, or at least help to coordinate their efforts.
Yuri has zero hurt feelings. Yuri is mighty lord of war as well as mighty lord of talking; he's more than experienced enough to not want to fly his way into being a pincushion for pesky fairy arrows. Sometimes, the side just doesn't have any Luckamancy.Swodaems wrote:He expects that dealing with any hurt feelings Yuri might have will be easier than dealing with any T. Coil might have.
"Is good. Wanting to pop in Dis City, yes?" The massive warlord strokes his jaw consideringly, giving an overall impression not unlike that of a rhinocerous attempting higher mathematics and failing miserably. "Rug is bringing gobwin quickly for popping, then launching next attack quickly, yes?" He looks at Tod and twitches an aggressively bushy black eyebrow. "Elves is only growing stronger with the waiting."MarbitChow wrote:Shortly after the beginning of the turn, Creperum contacts Tod and Yuri. ...
Creperum notes the siege unit Dis City has popped, and mentioned that Nemo and Sto will return shortly. He mentions that Gobwin sappers may help spur things along, especially if Bill can uncroak them as they fall to continue their work.
The King has dispatched Imp scouts to attempt to infiltrate Lolly's hex. The Imp will not even reach the hex before Turn 13, and will need to wait until the doors open in order to sneak in; if no units exit through those doors, it could be some time before the scout manages to get in.0beron wrote:Okay, to settle this thing, I'd like to hear from the King. Marbit, as soon as it is convenient for him to be asked, I would like the King's verdict on whether he would like my Hunting Party to pursue Lolly, or if we should remain in the area of Dis City.
Nnelg wrote:So, uh, we're progressing the story all the way up to turn 13? Well then, on turn 10 the New Batch arrives at Tenebris.
MarbitChow wrote:The New Batch characters will arrive at Tenebris (the Capital) on Turn 12. On foot, they could reach Dis City 4 turns after that; Nemo on Melissa could be there in 3 turn.
MarbitChow wrote:Just posting a correction to your timeline.
OOC: Nemo evaluated the area in front of the door as a classic kill zone - literally suicide, I think he called it.BLANDCorporatio wrote: it appears *cough*meta*cough* that we may need a larger force to handle that caster.
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