CyperWizWurmD
This thread is for the players to plan out the actions of the side of Arkum. New players are always welcome. New turns will be posted here
CyperWizWurmD
The Void is all and nothing. You would say the void was all you knew, but without a mouth it’s hard to say anything. You could think the void was all you knew, but without a mind, deep thinking is slightly beyond you. The Void wasn’t warm or cold. Not beautiful or ugly, because without a body you couldn't experience these things. The Void is all and nothing until it wasn’t.


A swirling blood red portal was the first thing her eyes saw. Her eyes! Looking down she saw that she also had arms, hands, fingers, legs, and all the other things a women should have. That's right she was a woman! And not just any woman. She was a caster! And not just any caster, a Shockamancer! Looking around the room she realises she was in the portal room of a side, her side! Each new sight, sound, and thought seemed to pull her in a new direction, making her lose focus.


After awhile the onrush of new sights, ideas, and stimuli finally stopped overwhelming her mind and her personality rooted itself loosely in place. She was Harley Tesla. Noble Shockamancer of the side of Arkum. Daughter of…


 “Wait, daughter! I have a father and I’m a noble that makes me a princess!” 


Pleased with her rise in station Harley began looking at her regalia. She was wearing a rather modest Dark Red gown, which disappointed her. The large two sided hammer in her had however did not. The yellow Smiley faces on the blunt end of each side sent giggles down her spine.

 “Now where is my father, I would think he would have summoned me at..” 

Harley was interrupted as the portal room began to shake and shrink at the same time. Harley mind was again overcome as she was again overloaded with new senses. Harley realized she had just become the heir of the side of Arkum! Before she could process that, she was again bombarded as she became ruler of the side!

All the new information was too much for Harley's new mind. To go from newly popped to ruler in less than five minutes fractured her mind, filling her mind with different facets to handle the rush of information. With that, Harley passed out.


A strange warmth awoke Harley. She was lying on the floor of the now smaller portal room. Looking at the portal she could now see other colors faintly mixed in with the red. Flashes of orange, blue, yellow, and black swirled inside the deep red portal. As she sat up Harley could sense the other units of her side and the state of her capital as a new turn dawned.


Side information
 
 Spoiler 
Capital City Arkum
Level 1
Building Slots 0/2
Tower lv 1 0/200
Income 1000 shmuckers
Upkeep 192
Treasury 1257
Production: 2 scouts


Units

Queen Harley Tesla
Level 1 Shockamancer
Juice 100/100
2(3)/2/6/8 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 120 shmuckers
Equipment: Blunted smile


X8 Pikers
Level 1
1/2/6/0
Specials: Garrison
Upkeep: 6 shmuckers each

X2 Scouts
Level 1
0/1/6/12
Special: Scout
Upkeep: 12 Shmuckers each
 







Brushing off her dress. Harley picked up her enchanted hammer and headed for the stairs.
CyperWizWurmD
As she walks Harley starts pondering about her spells

 
 Originally Posted by Spells 
 Shockamancy special: caster level is doubled for all shockamancy spells.


 Hoboken 
Range: same hex
Juice: 25
Duration: instant
Casting time: 1 round
A basic single target spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. This spell deals raw arcane damage.



 Power Orb 
Range: touch
Juice: varies
Duration: one turn
Casting time: 1 round
Create a heatless smokeless free-floating light source. Triple the juice costs makes the light permanent and anchored to an object.
10 juice: candle light level
20 juice: torch light level
30 juice: lamp light level



 Grounded
 Range: personal
Juice: varies
Duration: 1 attack
Casting time: response
A shockamancer may negate energy damage directed at them. This spell negates 1 damage for every 2 juice used. This spell can negate raw arcane damage, fire, electricity, and cold. This spell can be cast in response to being hit with energy damage.



 Energy shot
 Range: same hex
Juice: 25
Duration: instant
Casting time: 1 round
Advanced shockamancy spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. Spell can deal fire, electricity, or cold damage. Critical hits have added effects.


 Fire blast 
Range: same hex
Juice: 25
Duration: instant
Casting time: 1 round
Advanced shockamancy spell. Area effect blast can hit up to four targets in one stack. (At random or screeners first) Attack roll of combat+ caster level vs defense. A miss deals half damage. Deals 1d6+ ½ caster level. This spell deals fire damage.


 Resistance
 Range: touch
Juice: 30
Duration: 1 turn or until used
Casting time: 1 round
The caster give the target energy resistance 10. After the spell as absorbed ten points of energy damage. The spell ends. More juice can be used to increase the resistance. Caster must pick type of energy resistance when the the spell is cast. 
 

And she realizes she should be able to create new spells through research

Then it hits her the types of units she can have popped

 
 Originally Posted by Units 
 Pikers
1/2/6/8
Upkeep 12
Specials none
Production: two/ turn

Scout
1/1/6/12
Upkeep 12
Special: scout
Production: two/ turn

Stabbers
2/2/6/8
Upkeep 14
Specials none
Production: one/ turn

Archer
1/1/6/8
Upkeep 14
Special: archery
Production: one/ turn 
 

And that she can upgrade the current Garrison Pikers to Field by double their current Upkeep!
CyperWizWurmD
BAM!BEM!BUM! Information hits her like blows, one after the other
- 1000 shmuckers for each level of the unit to promote a unit to a Knight
- 5000 shmuckers per level of the unit to promote a unit to Warlord
- 20000 shmuckers to promote a unit to be an heir
- 10000 shmuckers to Upgrade the city to level 2
CyperWizWurmD
*She mentally orders all units to courtyard while quickly marching there herself*!

As she arrives she commands  "WHAT BEFELL HERE!? SPEAK!"
 
CyperWizWurmD
Your troops assemble in the court yard

The two scout are standing together looking confused.

The eight pikers stand together stacked and at attention. They look a little confused, but one steps forward.


 What do you mean your grace? Do you mean the turn starting? Because the turn started! 

He smiles and steps back into formation seeming to be proud of his answer.
CyperWizWurmD
 *deep breath*  (calming down and composing ourselves)

 "My dear subjects, I fell like I was just popped and am in need of counsel. How old are each of you?"  
CyperWizWurmD
Pikers:  "4 turns old Your Majesty!" 
Scouts:  "We just popped this turn.." 
CyperWizWurmD
 "Was this city always a level 1?" 
CyperWizWurmD
Piker:  "It was level 3 last turn, but was reduced early in the turn." 
CyperWizWurmD
 "Was our side always composed of a single city?" 

Piker:  "We do not know.."  :(


Pausing and pondering some more, more info filters onto Harley's mind
 - Before the start of next turn we may pick pikers, scouts, stabbers, or archers to be popped, and we may choose them to pop as Garrison or Field.


 "My Scouts, how will you tell me what you see when I order you to scout away from the Capital, what *can* you let me know at a distance?" 

Scout:  "Your Grace, we can naturally transmit basic information as the terrain type, enemies, ferals, terrain features, ect. More detailed information has to be done in person or other means of communication." 


Harley then ponders that there are two building slots here, what could she build? ... and finally no new knowledge seems to materialize to answer this question.  "(Maybe when we have more shmuckers in the treasure)"  she mutters


 "Did the turn start at Dawn?"  and several of the pikers nod in response.


BAM! We can create Scrolls!
 - Creating scrolls costs no money, however it takes twice the amount of normal Juice.


 "Did we change sides recently? Did our livery change?" 

The pikers shake their head no.


 "Pikers, have you trained before? Do you Know how much a hit from your pike on a fellow pikeman will do?" 
The same piker answers you.
 "We did train at the training grounds each turn. Our pikes leave a good size whole in straw dummies" 
 ”Pikers have you seen combat? Do you know of any enemies our side has faced?” 
 "No your majesty, we have not been in combat. The king marched off with most of the army the turn we popped. So I guess they went to fight something" 
The piker looks a little disappointed in being left behind


From the top of the tower we see (red lines are roads)
 


Looking at our Hammer, it seems to boost our combat score by 1. However when handed to a piker the Hammer shocks him and he drops the hammer. You could try and Identify the hammer with magic. However you are unsure of the juice cost and if you would be successful.


We order the Scouts to scout down the roads.

The Scouts bow and head out

You receive the following scouting report in a few moments.

 
 Spoiler 
[attachment=2]A turn 1 scout.png[/attachment]
 


Scout A has found a light forests "movement the same as plains" has used 5 of his 12 move

Scout B has found the razed farm has used 2 of his 12 move

 "Pikers, I'm about to promote you to field units and send you out to explore. I *order* you to return here as soon as you spot an enemy unit, *before auto-attacking*. How do you feel? Do you believe you'd be able to follow my order out of hex?" 


The talkative piker looks at his fellow pikers and shrugs.
 "I believe so your majesty, but we have never seen an enemy so I'm not sure" 
 ”Piker state your name. I hereby promote you to personal attendant to the Queen. You will accompany me on a tour of this city.” 
 "Piker Spike your Majesty" 
As he steps up to join you in your tour

Your tour of the city is short, but reveals several things of note.

The city has no wall due its low level

You find no library

The armory is empty



In the tower you find a work/ bed room you believe belonged to a caster. Several tools are scattered around the room. As you search you find 2 top hats, each with a wand next to it and a scrap of paper with the hats command word. You also find a Green helmet. All three hats are magical.

You find a office in the tower filled with notes. They seem to be calculations on the amount of units needed to take a level three barbarian city. Sitting on the desk. Is a top hat with a wand next to it. With a single note sitting next to the hat.


 To My son or Daughter.
I have embarked with your brothers in an effort to take a barbarian city we found many turns ago. I will use this message hat to contact you after we have taken the city. Tour the city to increase the income for next turn. I will have further orders for you after we have taken the city. The command word for the hat is Yokken.

King ..... 


The kings name has been obscured by an over turned ink bottle

 Subject: Arkum Discussion  Thread 
- "(hmm, I believe we will need to go ourselves to capture that farm)"
- "(And it shall cost 1000 shmuckers to restore it)"
- "(Agk! My tour of the city did not increase its shmucker production!)"

 Subject: Arkum Discussion  Thread 
- "(Hmm, I can store spells in the tower, either basic hobokin spells or more advanced shockamancy spells.)"

Curious about the Green Helmet we lend it to Spike, Spike tries the helmet on with no obvious effect. Then we try it on ourselves, to no obvious effect.

Afterwards, we test the Hat pair we found in the caster office, just to see it work. And indeed both hats are linked and can send messages to each other.

 "We need a map" *and we start drawing down the information we're receiving through our ruler sense from the Scouts, and start numbering the hexes in our drawn map, with 00.00 as our Capital.*

"Ok, time to claim that Farm site."
The scout moves into the empty farm. Harley then moves along the road to the empty farm. And claims the site.

 Subject: Arkum Discussion  Thread 

Upgrading the farm -1000s!

The farm is now level 1 it will provide rations for 5 units stationed in the capital/ other city. The full upkeep of these 5 units will be paid.

Promote 7 pikers to field units -84 shmuckers!

1/2/6/ 8 
 Upkeep 12

Current treasury 173 
 Subject: Arkum Discussion  Thread 

*Mumbling to herself*
"(Another 1000 shumuckers will be needed to to upgrade Farm to lvl 2)"
"(And we can choose to which unit each ration pops for)"
"(Hmm, the hats can only transport pieces of paper and maybe scrolls, nothing bigger like rations)"

 Subject: Arkum Discussion  Thread 

Updated scouting Map
 
 Spoiler 
[attachment=2]mymap.png[/attachment]
 
The farm now has 2 pikers and a single scout in it after movement

Scout reports a herd of some kind of ferals at -04.00 but they were far into the hex so he couldn't get a good look.

 Subject: Arkum Discussion  Thread 

The pikers are sent to scout as well.

Updated scouting reports
 
 Spoiler 
[attachment=1]mymap (3).png[/attachment]
 

Hills found to the north

As the piker entered Hex 00.03 You felt him engage in combat "briefly" a few movements later her light goes out. The unit has been croaked or captured.

*more mumbling*
"(Hm, if we raze the farm we'll get 500 shmuckers/ Half the cost of the total upgrades)"

 Subject: Arkum Discussion  Thread 

Curious about our hammer we then hit a crate you find in the city, but see no obvious shockamancy effect.

 Subject: Arkum Discussion  Thread 

With unseen enemies so close to home we decide to err on the side of caution. Harley charges the tower with two castings of Flame blast (50 J used.)

Taking the Green Helm in hand Harley uses the rest of her juice to try and learn the secrets of the Helm. ( 50 J used)

Critical Helm: Once per turn the helm can negate one critical dealt to the wearer.


With no other actions or plans for the turn Harley ends her first turn as queen. Night falls as soon as Harley ends the turn.

 Subject: Arkum Discussion  Thread 

A tense morning passes quickly as the turn starts shortly after dawn. A plate of Eggs, bacon, and fruit pop for Harley as she waits in her Office. Porridge pops for her Pikers.

The 4 unused Farm rations pop in the tower larder

 Turn 2 

 
 Originally Posted by Side Info 
 Capital City Arkum 00.00
Level 1
Building Slots 0/2
Tower lv 1 50/200 (x2 Flame blast)
Income 1000 shmuckers
Upkeep 246/126 "after rations"
Treasury 1047
Production: 2 scouts

Loot/ Gear
4 Farm rations
1 critical helm
1 Message hat
2 Paired message hats
Units

Queen Harley Tesla
Level 1 Shockamancer
XP: 1/6
Juice 100/100
2(3)/2/6/8 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 120 shmuckers  Paid 
Equipment: Blunted smile

Personal attendant to the queen Piker Spike
Level 1 piker
Xp: 1/8
1/2/6/8
Special none
upkeep 12

X3 Pikers
Level 1
1/2/6/8
Specials:
Upkeep: 12 shmuckers each

X1 Pikers
Level 1
1/2/6/0
Specials: Garrison
Upkeep: 6 shmuckers each

X1 Scouts
Level 1
Xp 1/8
1/1/5/12
Special: Scout
Upkeep: 12 Shmuckers each

X2 Scouts
Level 1
1/1/5/12
Special: Scout
Upkeep: 12 Shmuckers each


Farm level 1 03.01

2 Pikers
1 Scout 
 

 Subject: Arkum Discussion  Thread 
 "Scouts, when moving off, try to drop an item on the hex boundary, one of you drag a rope halfway through"  

Sticks and other such the items seem to bounce, roll or otherwise end up in the hex the scout is moving to. When a rope is used after a few moments, about 10 seconds, the rope is cut leaving you with two shorter ropes.


We notice that when the first part of a unit's body crosses the hex boundary is when it loses its Move.


"(I wonder if one can force a unit through a hex boundary)"
We try to push a piker out of our hex boundary to test that out.

And we can't seem to force a unit out of a hex


"(How large are hexes I wonder)"

We have the scouts count the hex sizes in steps.

And hexes seem to vary in size. While the city is quite large. The road hex to the west seems to be half that size.


 Subject: Arkum Discussion  Thread 

We try throwing items through hex boundary
And the items bounce off of the hex boundary.

Info comes from Harley's ruler sense

 On removing items from the capital and or farms. When its done as part of the normal running of the side. Such as using paper and ink to make notes. Animals from being harvested from farms normally. These items are replaced at start of turn. Items removed or destroyed for other things. Such as experiments are not replaced. 


 Subject: Arkum Discussion  Thread 

Scouting first leg:

Scout A 3/12 move used

Scout B 4/12 move used. Didn't notice an enemies in 00.03 entered the hex. It then reported that it had entered combat. Scout was able to disengage and enter hex -01. 02. Priority Reporting for hex -01.03


 
 Spoiler 
[attachment=0]mymap (4).png[/attachment]
 

 Subject: Arkum Discussion  Thread 

Promote the remaining piker from garrison (-12 Schmuckers). 5 Pikers in the city and us, to 00.02. Bring helmet. Bring 4 rations

Scout in farm to 02.02 -&gt; 01.02 -&gt; 00.02. When safe, 2 Pikers in farm to 02.02 -&gt; 01.02 -&gt; 00.02.  And bring 3 chickens with them

As the three of the five total chickens are taken out of the hex the farm gains the minor razed status. The farm will now only produce two rations a turn. And Harley knows she could have it restored for 600 shmuckers.


The 7 pikers and Harley arrive in hex 00.02 with no problems.

In the way we try two things:
- We try to have the hex boundary cut a boulder by attempting to push it onto the boundary hex. But are unable to push a boulder through the hex boundary. You can dig up the dirt and carry it across, but you can't shove it through the hex boundary without expending move.
- A piker goes on the other side of a hex boundary first and rapidly moves a rope back and forth across the hex boundary, to test if it still gets cut. And while the piker can pull the rope through the boundary towards him. It cant be pulled back through. To the hex he left.

Scout B to 00.02,  “What happened? And what's   in -01.03?" 
 your majesty, some kind of large bug came up from under the ground as I crossed the hex. I think it was a heavy.
 -01.03 I spotted what looks like a wagon with some croaked humanoids around it. I saw six large dogs feeding on the bodies.  
 Subject: Arkum Discussion  Thread 

"(Ooh, and we seemed to gain XP from spell work)"


 Subject: Arkum Discussion  Thread 
 "Scouts do you gain any idea of a unit’s level or stats?" 
 No your Majesty 
 "And did you escape the hex with the heavy bug without being hurt?" 
 It missed me your majesty and I ran. It chased me to the end of the hex. 
 Subject: Arkum Discussion  Thread 

Updated scouting Map

Scout A 6/12 move used -06.01
Scout C 2/12 move used 01.01

Army 00.02

Harley 2/8 move used
Spike 2/8 move used
X4 Pikers 2/8 move used
X2 Pikers 3/8 move used
Scout B 5/12 move used


Capital 00.00

Scout D 0/12

 
 Spoiler 
 
 

 Subject: Arkum Discussion  Thread 

The "Army" moves to hex -01.02 and then -01.03. As the stack moves in to the hex. The pack of hounds howl moving towards the stack to attack. One of the hounds seems slightly larger than the others.

Stack 1
Harley shockamancer lv 1 100/100
Spike lv 1 pikers
X6 lv 1 pikers

Stack 2
Scout B


Enemy
X1 Alpha Woof
x5 Woofs

 Subject: Arkum Discussion  Thread 
   Round 1   


Harley lets fly with her first Shockamancy blast. A Flameblast shoots out. The blast struck a little in front of the Pack. Dealing some damage, but not felling any. The two stacks slam into each other. The first four units in stack are able to fight each other.


Two of the pikers manage to hit dealing some damage, but not dropping any of the Woofs. When the Woofs bite at the pikers. Only one manages to hit. The bite is deep one however. The scout holds back waiting for orders.



 Stack 1
Harley shockamancer lv 1 75/100 HP 6/6
Spike lv 1 pikers 6/6
lv 1 pikers 1/6
lv 1 pikers 6/6
lv 1 pikers 6/6
lv 1 pikers 6/6
lv 1 pikers 6/6
lv 1 pikers 6/6

Stack 2
Scout B 5/5


Enemy
X1 Alpha Woof 3 hits
 Woof 1 7 hits
Woof 2 5 hits
Woof 3 3 hits
Woof 4 full
Woof 5 full 

 Subject: Arkum Discussion  Thread 
   Round 2   

Harley again Flame blasts the Woofs, being careful to not hit her Pikers. Three Woofs take minor burns, and one falls under the fire. The injured piker switches out with a fresh piker. The pikers stab at the Woofs two of them connecting. Another Woof falling under the pikes, while another takes a deep gash. Two of the Woofs bite the pikers again dealing a good bit of damage.


 Stack 1
Harley shockamancer lv 1 50/100 HP 6/6
Spike lv 1 pikers 6/6
lv 1 pikers 1/6
lv 1 pikers 1/6
lv 1 pikers 2/6
lv 1 pikers 6/6
lv 1 pikers 6/6
lv 1 pikers 6/6

Stack 2
Scout B 5/5


Enemy
X1 Alpha Woof 4 hits
Woof 1 Croaked
Woof 2 Croaked
Woof 3 7 hits
Woof 4 full
Woof 5 full 

 Subject: Arkum Discussion  Thread 
   Round 3   

Harley sends out a 3rd flame blast. Again taking careful aim. The blast again deals minor damage, but drops another Woof. The two injured pikers switch. Spike taking to the front with the last three uninjured pikers. Spike and two other pikers manage to hit. The Alpha Woof Manages to a Nasty gash on Spike while the others Miss.



 Stack 1
Harley shockamancer lv 1 25/100 HP 6/6
Spike lv 1 pikers 3/6
lv 1 pikers 1/6
lv 1 pikers 1/6
lv 1 pikers 2/6
lv 1 pikers 6/6
lv 1 pikers 6/6
lv 1 pikers 6/6

Stack 2
Scout B 5/5


Enemy
X1 Alpha Woof 7 hits
Woof 1 Croaked
Woof 2 Croaked
Woof 3 Croaked
Woof 4 6 hits
Woof 5 5 hits 

 Subject: Arkum Discussion  Thread 
   Round 4   

Harley uses  the last of her juice to blast the Remaining Woofs. The alpha and one of the Woofs fall to the ground. The stack splits attempting to capture the Woof. While they are successful. Two of the Pikers pay for it with their life's.
As they split the stack in two, their stack bonus drops from +7 to +3 to both Combat and Defense. And as they try to hit the Woof with the butt of their spears to make it unconscious, they open themselves to attacks of opportunity. Finally, while they club the Woof into submission it still bites at the same time.

After the battle you find that two of the other Woofs are incapacitated. Both will recover at start of turn. After capturing the Woof Harley learns its upkeep will be 35 Shmuckers a turn.


 
 Originally Posted by Army 
 Stack 1
Harley shockamancer lv 1 25/100 HP 6/6
Spike lv 1 pikers 3/6
lv 1 pikers 1/6
lv 1 pikers 1/6
lv 1 pikers Croaked
lv 1 pikers 6/6
lv 1 pikers Croaked
lv 1 pikers 6/6

Stack 2
Scout B 5/5


Enemy
Alpha Woof Croaked
Woof 1 Incapacitated will recover at start of turn
Woof 2 Croaked
Woof 3 Incapacitated will recover at start of turn
Woof 4 Croaked
Woof 5 Captured 7 hits 
 

   End combat   


In the hex you find the following

A Two wheeled cart that had been pulled by some kind of draft animal. While not a whole lot is left of the animal the cart seems to be intact. In side the cart is three chests. One of the chests is locked

The remains of two short bearded men. Not a lot remains of their armor or bodies, but you do find two battle axes.

3 croaked Woofs.

 Subject: Arkum Discussion  Thread 

Updated move and Map

Updated scouting Map

Scout A 6/12 move used -06.01
Scout C 2/12 move used 01.01

Army -01.03

Harley 4/8 move used
Spike 4/8 move used
X3 Pikers 4/8 move used
X1 Pikers 5/8 move used
Scout B 7/12 move used


Capital 00.00

Scout D 0/12

Map
 
 Spoiler 
 https://www.dropbox.com/s/hgktwpyjq0...6%29.png?raw=1 
 

 Subject: Arkum Discussion  Thread 

The cart is designed to be pulled by a heavy with the mount special, or two ferals with the mount special. Thus pulled it would not reduce the units move. Up to two of your current units could pull it however it would take double movement to pull. You can put all of the croaked, captured, and loot into the Wagon but it would take all the room. Also there is no long sticks in the hex. You find no key on the bodies.


("Hmm, 35 shmuckers upkeep, It's be nice if we could have them eat Farm rations")
For the one you captured yes, for the two that are incapacitated no.


The Prisoners can be place in the cart


Shackles and a muzzle appears on all three Woofs. You can feel them as prisoners of your side. Your sure you could order their release.


 Subject: Arkum Discussion  Thread 

Using scouts B, C, and D to pull the Wagon you manage to get right outside the capital. But one piker is out of move. You empty the wagon carrying the captured loot across. With the piker aboard the scout again start pulling the wagon. It's difficult, but the wagon crosses into the capital. The first two chest are opened with spear. Nothing bad happen. The last chest is broken open with an axe, and no trap goes off.

The loot

1 meat rations from the pack animal "there wasn't much left"
9 meat rations from the slain woofs
3 skins from the slain woofs
2 battle axes
1 cart
Chest one:  8 trail rations, a tent, and 100 ft of rope
Chest two: 1 magical battle axe, 4 normal battle axes. 4 daggers
Chest three: contains a large amount of gems. The total you are unsure of.


 Subject: Arkum Discussion  Thread 

Curious on the effect of armour Harley takes the armor off of one of our croaked Pikers and puts it on. Harley feels her defense go up by 1, but feels it might mess with her casting.

We then
- Put the weapons in the armory for now (including the weapons and armor from our croaked units)
- Liquidate gems to find out how much they’re worth
- Store bodies in a separate room
- put the prisoners in the dungeons

Gems total is 3462 shmuckers!

 Subject: Arkum Discussion  Thread 

And with all that money in the treasury we feel that for 2000 shmuckers we could build a building!


 
 Originally Posted by Buildings 
 Infantry barracks: 24 basic garrison infantry can be assigned to the barracks. Their upkeep will be paid by the building. They cannot be promoted to field units while assigned to the infantry barracks

Training ground: Up to 24 units may use the training grounds a turn. It doubles the amount of xp they get from training. However using the training ground uses four move. Garrison unit are able to use this building at no move cost. 
 

 Subject: Arkum Discussion  Thread 

Harley has spent alot of time thinking about her research options and came up with two ideas:


 Fire Field Meddle: Creating an elemental powerball rather than a light powerball should be possible at her current experience. And then attempt to attached to a weapon.

Frequent fire miles: Absorbing regular fire to recharge her Juice. She feels this might be beyond her understanding. Maybe as a adept or master shockamancer. 

However the fact that she hasn't used powerball or grounding. The two base spells makes it more difficult to research advance versions of these spells as well.

Also, not having any Juice left this turn, Harley feels no progress was made in her research.

 Subject: Arkum Discussion  Thread 

Looking at the Wagon, it looks like there is room for 4 units plus a driver

Scouting complete no units sited

Turn ends

 Subject: Arkum Discussion  Thread 
   Turn 3   


Map:  https://imgur.com/a/UPeDmn0 

 
 Originally Posted by Side information 
 Capital City Arkum 00.00
Level 1
Building Slots 0/2
Tower lv 1 50/200 (x2 Flame blast)
Income 1000 shmuckers
Upkeep 367/202 "after rations"
Treasury 5295
Production: 2 scouts

 Larder 
4 Farm rations
10 Meat rations
8 trail rations

 Armory 
1 Magic Battle axe
6 Battle Axes
4 daggers
2 spears
2 Piker armor

 Other loot 
1 Cart
3 chests
1 tent
100 ft of rope
3 Woof skins
1 Message hat
2 Paired message hats


  Units  

Queen Harley Tesla
Level 2 Shockamancer
XP: 7/18
Juice 200/200
3(4)/2/7/8 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 130 shmuckers Paid
Equipment: Blunted smile, critical helm

Personal attendant to the queen Piker Spike
Level 1 piker
Xp: 2/8
1/2/6/8
Special none
upkeep 12

X4 Pikers
Level 1
A) 1/8, B) 1/8, C) 1/8, D) 1/8
1/2/6/8
Specials:
Upkeep: 12 shmuckers each





X5 Scouts
Level 1
Xp B) 3/8, C-F) 0/8
1/1/5/12
Special: Scout
Upkeep: 12 Shmuckers each

X3 Woof " Prisoners"
Upkeep 35 Shmuckers "One paid using rations"


Farm level 1 03.01 "Partial Razed"

Hex -04.02
X1 Scout A
Level 1
Xp 1/8
1/1/5/12
Special: Scout
Upkeep: 12 Shmuckers each 
 

 Subject: Arkum Discussion  Thread 

The scouts are ordered to scout in particular scouting routes, and report details through hex boundaries to other scouts.

Map
 https://imgur.com/a/51KG9rg 

scout reports
Scout A was not able to reach his report zone due to Deep forest and Encountering an enemy in hex -04.05.

Hex -03.-02: three horse like creatures
Hex 01. -05: Large Stone bull
Hex 06. -01: six large spiders

 "Scouts, Heavy Forest takes 2 move to enter, and Hills 3 move?" 
Correct

 "And when sleeping in the field, and an enemy unit enters your hex, can you hide?" 
"Enemies shouldn't enter our hex while we are sleeping"

 "And is it easier to hide in Heavy Forest, or Hills?" 
They shrug unsure since they don't have experience with both

 "When hiding, is it even possible for you to *be* spotted from an adjacent hex? Do you think *you* could spot a hiding unit in an adjacent hex?" 
"In plains maybe in hills and forest probably not."

 "Scouts, If you're off turn in a hex, and an enemy unit enters the hex, *can* *you* *hide*? Or do you expect to be always detected?"
 
We always try and hide its easier in some terrain than others.


Harley ruler senses then tell her what will be the effect of a Managed City:
Gain an extra 1000 shmuckers on start of next turn(!!!)

Harley wonders if she could we remotely free prisoners, and the answer is
No

Harley then wonders if buildings could be created via manual labor rather than the expenditure of shmuckers.
She feels that if our units knew anything about construction yes.

We then give Spike the Magic Battle Axe
And he gets a +1 to combat

Finally we decide to attempt to tame the Woofs with rations.
We determine that each Ration can be used for a total of four tame attempts. Spike tries first, but fails to tame any of the Woofs. Harley then tries and is successful. All three Woofs are tamed using 1 Meat rations and 1 farm ration.



 
 Originally Posted by Woof 
 3/3/8/12
Upkeep 35
Special: Forest capable 
 

The chickens are dropped back at the farm and the farm is fully restored. They did not lay any eggs in the meanwhile.


 Subject: Arkum Discussion  Thread 

"AH!!!! MANAGING A CITY YIELDS +1000S A TURN!!
AND we have 5K necessary to promote a Warlord" she realizes, and the knowledge that managing the city costs 4 move soon follows.


 Subject: Arkum Discussion  Thread 
 "(It's time to go into the Magic Kingdom)" 

Harley stands in front of her portal. The first thing she had seen in her brief life. Steeling herself, she took a deep breath and stepped through the portal. She found her self in a brightly light field. With hundreds of portals. There was a rough path through the portal park. From the hundreds of caster that had wander these paths. Following the paths harley comes across A man in a brightly colored robe and top hat. A little wisp of a curled mustash dotting his face.


 greeting ms.
First time in the magic kingdom? You have that look about you. My name is master Herring. Is there anything I can help you with? 
 "Oh my, yes indeed! Shockamancer Harley at your service"   *small nod*   "The Ruler of my side charged me with finding a Dirtamancer to help build up our Capital, and I am also very curious about the workings and customs of this Kingdom and its casters"   *bright smile* 
 Subject: Arkum Discussion  Thread 

Master Herring nods along with you before answering.

 A dirtamancer. Why yes I could direct you to their mansion. However I must warn you. Dirtamancers are very expensive and in high demand. It could be several turns before they have the time and are sober enough to take any job. Is a dirtamancer all they directed you to find? Also if I may ask which side do you hail from ms. Harley? 
 *slight pout*   "Aww.. Several turns? Really?"
"Well, I hail from the side of Arkum! And you dear Sir?"   *bright smile* 
 "And the gist of my coming here was the building up of the Capital. Dirtamancy was the first idea, but perhaps there are others that could achieve similar results through other ways.."   *tapping lips with a pondering look* 
 Subject: Arkum Discussion  Thread 
 Ahhh Arkum. You side is indeed blessed to have popped a 2nd caster so quickly. How is Burtrum doing anyway. I haven't seen him for a few turns, but he did say that he would be gone for at least five turns last time I spoke with him. As to building up your city. I do know a changeamancer who has done some city work in the past. While not as skilled as a dirtamancer. She could probably do the work this turn. 
 *sheepish smile*   "I'm afraid we've not been cleared the share the details of his situation, I guess you'll have to wait to hear it directly from him" 
 "But a Changeamancer you say? I'd very much like to meet him. Would you be so kind as to fetch him for us? I have farm-popped eggs that I'd gladly share with you for this kindness. When was the last time you had the chance to taste them?"   *Innocent smile while thinking 'you've not shared your discipline, or side with me after I asked you sly fellow'* 
 Subject: Arkum Discussion  Thread 

Herring pulls his hat off his head writes a brief note. Before saying a command word. After a few moments. The hat rumbles.

 Ann will join us shortly. 
 "Ah! So efficient!!"   *dazzling smile!* 
 "Well, while we wait, if I wished to sell my labor in the form of Shockamancy scrolls, how would I go about it? Do you happen to know those who might be in the market for such?"   *wide eyed expectant expression* 
 Subject: Arkum Discussion  Thread 

Harley suddenly "remembers" of the existence of Pinky Swears?
And the limitation of pinky swears are that they are generally short term and turn or two at most.

 Subject: Arkum Discussion  Thread 

Herring looks a little surprised by the offer

 while I know a number of sides that would be interested in shockamancy scrolls and a few free casters as well. However I wouldn't broker such a deal. Taking the bread and butter of my fellow barbarians would set me at odds with them. A dangerous thing with shockamancers. Also with all the troubles lately I'm surprised your side would be willing to sell such scrolls 

Just then a short mousy looking woman walks up to the two of you

 Greeting, my name is Anna Chance. I hear you're in the market for some construction work? 
 "Hi Anna!"   *small curtsy*   "Quite true! Shockamancer Harley at your service! From the glorious side of Arkum!"   *Huge smile* 
 "Please! Do tell! What spells are you willing and able to cast for us? And what would you consider a fair price for them?!" 
 Subject: Arkum Discussion  Thread 
 depends on what you wish for. Building construction, roads, walls, watch tower, or something else. 
 "Well.. the immediate concern would be speeding up  the upgrade of our Capital, but I'm sure we could find other uses for your Juice when we know their full potential ." * slight bow *

 "And while we're at it, that's also an offer I'd extend to you Master Herring, if you have Juice to sell, tell us what it could do, and you may find Arkum to be a willing supporter."  * wink *

 Subject: Arkum Discussion  Thread 

Anna sighs

 First off ill explain how magical upgrading a city works. By using my juice I craft a building inside a city. This building or enhancement performs a specific action for the side and reduces the overall cost of upgrading the city to its next level. It would take 2 turns for me to construct a building. I charge 800 shmuckers if you provide the plans or 1000 if its a building I provide the plans for. What i can build depends on the number of enhancement slots open and the level of the city. 

Herring looks at you

 As for my juice, my spells tend to be situational in nature. Helpful in bending the rules to suit your needs. Combat enhancement, movement buffs, and other things like that. 
 Subject: Arkum Discussion  Thread 
 *hand in chin*   "Hmm, how interesting.. Two turns you say? How much Juice would that be? And how much would a new building reduce the price of upgrading a city to its next level?”"
 
 "And what about the so called Watchtower and roads you mentioned before? How much Juice would it take to build them? (and what exactly does a watchtower do? I confess to have never seen one)"  * slight frown *


 Each building would reduce the cost of the upgrade by 2000. Same goes for upgrading the walls, but that would take an enhancement slot. A watch tower would take me two turns as well. It gives a unit posted in it a wider view of the area. A scout can normally keep an eye on a 3 hex area around the watch tower. However it works best in open ground. Roads are a bit easier. I can normally do two a turn. The road would half the cost of movement over it. 
 "Hmmm, so watchtowers at first glance seem to be no better in open ground than a scout doing a 2-hex-radius circuit.. Harder to report what he sees, but safer for the scout. However, it would allow for keeping watch off-turn, and see our enemies move real-time. Nice"  :)

 "Anna, may I assume you're level 1, and it costs you 200 Juice to Build Up a Building?
And about your payment, would you accept a pinkie-swear of payment upon completion?
And would you be open to full or partial payment in rations. We have this lovely little farm that pops the most delicious rations that would cover your upkeep for a turn each. I can only assume that your upkeep is at least 120 shmuckers so a few rations would certainly save you a lot a shmuckers" 
 Subject: Arkum Discussion  Thread 

Anna eyes flash briefly with anger, but she take a deep breath before speaking.

 I am not level one. You are new to the magic kingdom, so you may not know. Its considered very rude to ask someones level. I quoted you the amount of time based on using all my juice. Now as for payment. The first turn of work I would be willing to take 3 rations and an area effect shockamancy scroll as payment and 500 shmuckers for the 2nd turn. 

Taking another breath before continuing.

 As for just filling the slots with rocks or a tent I'm not sure, the way I understand it. Its the city improving that reduces the cost not filling the enhancement slot. However your way could work. 

Pausing before continuing

 Now are you thinking a basic building or something I know? What level your city is depends on what I could build. 
 Subject: Arkum Discussion  Thread 
 ”I’m sorry Anna I meant no offence, outside my own field of Shockamancy I know little about magic and sometimes my curiosity can get the better of me. I hope you can forgive me”  Harley replies looking down.

 ”Your offer sounds reasonable enough and I’m sure you’re going to love the rations”  Harley declares with a bright smile.  ”And I’ll make sure to put in some extra effort in to that scroll just for you”  She adds now sounding rather bubbly.

 ”Hmmm it would probably be easiest if I gave you a tour of the city and then you could tell me what options are available....”  Harley then suggests with a thoughtful look.

 ”Would you be willing to sign a non disclosure contract not to share any details of what you learn while in the city and in return Arkum will  pinkie swear   that no harm shall come to you while your in the city. I know it’s a pain but you know how paranoid rulers can be...”  She then adds.

 *solemnly*   "Anna, since it seems I gave offense, I'd gladly secretly offer the knowledge of my level for yours, and sincerely promise not to reveal it to others, as a token of mutual trust."

"Is the knowledge of caster level, and the details of the basic spells of each discipline a guarded secret in the Magic Kingdom culture? Because I'm honestly interested in knowing more of the Changeamancy basic spells. Do you wish to know details of Shockamancy spells?" 
 Subject: Arkum Discussion  Thread 

Anna nods seeming to accept your apology


 Touring the city would make it easier to see what you need. As for the contract, we would need a signamancer for that unless... 

Anna looks at master Herring

Master Herring reaches into his belt pouch pulling out a scroll.


 I always keep a few of these on me. Standard non aggression pact and non disclosure contact with a penalty of 10000 shmuckers. Paid to Knotts Bank here in the MK. I could sell it you for one of those shockamancy scrolls 
 Subject: Arkum Discussion  Thread 
 ”That’s really handy, did you make this yourself or do you have them made for you?”  Harley asks.  ”Do you mind if I take a quick peek at it first?”  Harley then asks with puppy dog eyes.

He shows you the contract.

 I have many contacts one of them is a signamancer 

We then
- Make 2 scrolls of Fireblast (-100J)
- Pay Herring (-1 Farm ration)
- Sign contract with Anna
- Invite her into the city

 ”Herring dear are you contactable by Hat if we need to get in touch with you again?”  Harley asks after looking over the contract.

 Subject: Arkum Discussion  Thread 
Master Herring thanks you and says to keep in touch if you need more work in the future. Anna will follow you to your portal and tour the city. After looking around.

 well a level one city does limit our options. I could build an infantry barrack or training ground but I'm sure your ruler knows that. The only other option I have is an administration center. It would allow your side to pop courtiers. Courtiers are non combat units with random specials. Such as builder, miner, administrator, and others. 
 ”Hmmm I don’t suppose you know how long a courtier takes to pop or their upkeep?”  Harley questions with a thoughtful look.  ”Do their specials tend to be useful?  She then asks.

 ”You mentioned Walls earlier, do those take up a building slots aswell”  Harley questions.

 Subject: Arkum Discussion  Thread 
 For a level 1 2 turns maybe, last time i did this it was on a level 3 and they didn't tell me. I should say the type of courtier is random just like a warlords specials. Yes wall would take up a slot. But after the city upgrades the walls just increase in size and strength with the city. 
 Subject: Arkum Discussion  Thread 

Anna starts work on the admin center using one of the empty building in the capital as a base. She picks one near the tower/throne room

You feel your treasury drop by 5000 as you promote spike to warlord! He grows a full 3 inches in height and his frame fills out with muscle.

He looks down a look of surprise and delight on his face.
 I feel mighty 

 
 Originally Posted by Warlord Spike Stats 
 Xp 2/8
4/5/10/8
Special: leadership, base popped
Upkeep 120


Leadership: grants +1 to combat and defense of units in stack for each level if leading the stack. Unit can also ride mounts, can keep all units in hex from auto engaging, and manage sites owned by the side.

Base popped: basic infantry in stack the warlord leads gain a +1 to damage.

Basic infantry: pikers stabber archers and scouts 
 

("Promoting Spike to Chief Warlord will not cost Shmuckers as long  as we don't currently have a chief warlord.")


 
 Originally Posted by Chief warlord 
 Chief warlord: grants half his or her level as a bonus to all units of the side in the same. Grants a third of their level as a bonus to any unit of the side not in the same hex. This bonus rounds up. A unit can only benefit from the bonus once. So a unit sharing a stack with the chief warlord will only get their standard leadership bonus.

A chief warlord is one of the few units of side that can give a ruler orders. If the warlord thinks the ruler could croak themselves or end the side with their actions.

Once a chief warlord is named you cant demote him/her only replace them. The cost for a new chief warlord is 5000 shmuckers. 
 

We then hook up the Woofs to the cart, and a harness appear around them. It will still take two move for them to haul the cart and more with riders in the cart

And Spike manages the city.

(as Anna works)  "You really don't want to share the Juice cost of the spell you're casting, nor your level?
Would you tell me what dangers would come from it so I follow your example henceforth?"  *apprehensive smile*

 "I'm a lvl2 by the way, and that Fireblast scroll costed me 50 Juice to scribe" 
 Subject: Arkum Discussion  Thread 

Anna finishes her casting.

 I will return next turn to finish. We can talk about training with spells next turn. Maybe i can help guide you in the spell. And you could do the same for me with Shockamancy 

She takes her scroll and 3 rations 1 farm and 2 meat rations if Harley does not mind.

She guide you back to Herring

 "We would like to be able to speak to you easily, can you do something with this Hat of ours?" 
 You wish me to fix this hat to be linked with mine?  He looks surprised by the request, but takes the hat. Taking a pin from his hat he attaches it to your hat with a quick flash of juice.  There, the command word is Herring. And you wish to hire a dateamancer as well? Well I do know someone one moment. 

He again writes out a quick note. A little while later. A tall well built man wearing black pants and a green vest with no shirt arrives.

 Hello my name is James how can I be of service? 
 Subject: Arkum Discussion  Thread 
 ”I believe your field specializes in how the taming of ferals occurs. Would you be interested in discussing how taming functions?” 

James looks at Harley then at Herring a confused look on his face.

 I thought you wanted to hire a dateamancer. Not ask craft secrets. Herring didn't you say they wanted to hire a dateamancer?   turning back to Harley. What exactly are you looking for Ms sorry I didn't catch your name. Are you wanting me to tame some ferals for you or did you just want some tips on how to train them yourself? 
 *raising hands*   "James, sorry, let's start over.
Hi! Shockamancer Harley at your service! From the side of Arkum."   *bright smile* 
 "We currently have quite a few Ferals in reach from our Capital, and definitely need an expert to deal with some of them, namely a Heavy burrowing bug feral. Do you have knowledge of such a one?"

"*I* am scared of such a one, might he burst behind the screening lines. How would *you* approach such a one? What would you ask of us if we decide we wished you to tame it?" 
 Subject: Arkum Discussion  Thread 

James takes a deep breath. James ponders the problem for a few moments before answering

 A large burrowing heavy insect. I have heard of several types and honestly I wouldn't try and tame it. Insects have simple minds. Making them very difficult to tame and calm. To try and tame it. At least two stacks. One to cover an escape if the taming fails. For a feral like that I would charge at least 1200 shmuckers maybe more depending on the variety. Some of those types have breath weapons and can be very very nasty. 


295 shumkers left
6 meat rations
8 trail rations ( hardtack , jerky, and cheese)


 "uuUu naaasty, even worse than imagined!"

"Okay, how about a Large Stone bull in a hills hex?"

"Also how would this hiring you even work? You'd have to share our turn and have Move to be able to reach any of these, and might even have to sleep outside sometimes, how do you deal with that?."  *  slightly confused look *

 Subject: Arkum Discussion  Thread 
 A large stone bull that could a gorejon which again is very nasty. Easier to tame than an insect but still tough. They also have a breath weapon. But it could also be a stone golem which i could do nothing against. As for spending my time outside a city I would ally with your side. I would charge 500 shmuckers a turn plus extra for any taming. I would insist on a full escort and a non-aggression pact first however. 

* double thumbs up and a bright smile *

 "What about 3 horse-like creatures in a plains hex? How much for taming one, and would you be able to tame all three? (How would you go about such a feat?)" 
 Subject: Arkum Discussion  Thread 
 well they are probably hobby horses or something similar. I could most likely tame all three. If its not too far maybe 100 to 150 shmuckers per feral 

[quote="WurmD"]" We also found 6 Spiders in a plains hex, being insects would you make an attempt to tame them anyway? If so, how much would you charge?" 
 Subject: Arkum Discussion  Thread 
 Spidews come in many forms. Some are can be popped by sides. Honestly I've never tamed one. So can't give you a good idea. If I could tame one. As for the Woofs you could build a woof den 


* nod * " We'd love to hire you to deal with the bug, but we can't match your price this turn. We however thank you for your patience, and offer one of these rations " * withdrawing some from our pack *  "for your time today" 
 "Before you go,  we tamed three woofs last turn. Do you happen to know how we can get them to pop more?”   *sweet smile* 
 Subject: Arkum Discussion  Thread 
 "Master Herring, this has been a most eventful turn for us! And we have *you* to thank for much of it!"   *:3*   "Would you indulge us just a bit longer? Do you have a Croakamancer contact that we could speak to? We think we'll ask for a scroll of Uncroak, to practice our Naughtymancy from another approach.
Do you happen to know the details of the spell, or at least the Juice cost? To be able to gauge the value and cost of such a scroll."  * smile batting eyelids *

Master Herring thinks for a moment.
 I do have a contact. I am unsure of how her art functions however. I managed to find her a contract earlier this turn. A rare thing for croakamancers. I could send her a message, but she would likely want to know what you would offer for such a scroll. I can put in that you might have bodies to sell, however i'm unsure of what she could offer for one. 
 "Mr. Herring, you mentioned that it's hard to find contracts for croakamancers. Do casters in the Magic Kingdom often run risks of starvation? Tell her we can offer rations for scrolls." 
CyperWizWurmD
 Subject: Arkum Discussion  Thread 
 Normally casters want more than a turns rations for a scroll, but I will see what I can do. 
 "I don't mean 1 ration, I mean several!
And just be honest, we have rations, shmuckers and bodies to offer for her labours, and would like to know what would be a fair price for them."

 Subject: Arkum Discussion  Thread 
 I will let you when I hear from her 

"(incidentally, would it be rude of me to ask you how much she is getting from the other contract you got her?)"   *sheepish smile* 
 that would violate the trust between me and my clients 


("Hm, we can also manage the farm, it would produce 1 extra ration per level of the farm.")

 ”Warlord Spike, explain the basic combat mechanics including the combat and defence stats and the amount of damage a unit can deal” 
 Your combat combat score is your plus to hit. For every four points your attack exceeds a targets defense you do an extra point of damage. Defense is your defense score +10. Scout do 1 point of damage base. Pikers and archers do a d3, stabbers and the woofs do a d4, I do a D6. The forest capable special lets a unit move in the forest without move reduction and give a bonus to stealth I believe. Archery lets the unit use bows. 
 Subject: Arkum Discussion  Thread 

The cart with two woofs attached then moves into hex -01, -01. Both woofs lose 2 move, Spike and the 4 pikers all lose one move.

Spike takes 4 field rations and his axe with him, and the rope fashioned in to lassos

 Subject: Arkum Discussion  Thread 
 ”Spike do you deal 1d6 Damage because you’re a warlord or because your weapon is a battleaxe or is it because of something else? Also when does a critical hit occur?” 
 Because im a warlord. A critical hit happens when you get a good solid strike. 
 Subject: Arkum Discussion  Thread 

As the force moves into the hex. The horses move to the far side of the hex. Spike approaches with the trail rations. One of the horses. Comes into reach it sniffs at the trail rations, but does not take it moving off. Harley then tries to tame a horse, but to the same effect.

 Subject: Arkum Story thread 

[quote="CyperWizWurmD"] Subject: Arkum Discussion  Thread 

Searching the near by hexes you manage to find a number of small fruits and berries. While not enough for upkeep. It should be enough for a few taming attempts. Spike approaches one of the horses. The horse takes the the treat. And after a few more handfuls you feel it join the side. The process is repeated a 2nd horse. It to joins the side, but spike uses the last of the forage in the process



  Hobby horse
 1/2/8/14
Upkeep 35
Specials: mount, passenger
Mount: Can carry a rider, (warlords, casters, and other rider units) The mount auto screens for its rider.

Passenger: Mount can carry an another unit (Command units), but cant fight from the mount.

The hobby horses currently have 6 move left

 
 Spoiler 
 
 
 

 Subject: Arkum Discussion  Thread 

Spike takes out Hobby Horse A He returns shortly will only a single small fruit. The mount having used only 3 move. He attempts to tame the 3rd horse but fails. He then hops on Hobby horse B and set off again. He return with 2 more small fruits again attempts to tame the 3rd horse again. This time he is successful with the last fruit.


Move Remaining
-03-02
Harley 5 move
Spike 1 move
X4 pikers 3 move
X2 Hobby horses 3 move
X1 Hobby horse 6 move

-02.-01
3 Woofs 10 move
Cart

 Subject: Arkum Discussion  Thread 

Everyone returns to the capital with no problems.

Thinking of testing cutting rocks with the hex boundary we look around, but there is no large rocks in the near by hexes to load into the cart. The pikers try and dig a trench but with only their spears and their inexperience they make no real progress.

Harley trains in the yard, but without a training ground she doesn't think she gained a lot from it.

 Subject: Arkum Discussion  Thread 

Onwards to researching.

Sitting down in a work room. You start casting. You create a small candle sized power orb. A fixing it to a small candle stick on the desk. (-30 J)

You then look out a window and energy blast (Fire) a pile of crates in the court yard. (-25 juice)

Again sitting down you focus on trying to combine the two spells. You burn up a lot of juice trying to fill in the gaps in your experience. Having little practical experience with the two spells. Just as you feel you might have something your juice runs out. A flash of white hot energy rushes over the table leaving it scorched.

After catching your breath. You try and reabsorb the juice from the powerball, but have no luck.

2 scouts pop at dawn.

 Subject: Arkum Discussion  Thread 
   Turn 4!   

Map
 https://imgur.com/a/UzU7Zz7 

Scouting report: At Dawn Scout A (Hex -04.03) reported encountering A natural ally. No combat. Natural Ally left hex before turn started.


Shortly after start of turn Anna returns and asks if she can continue work on the building.


 Capital City Arkum 00.00
Level 1
Building Slots  .5/2
Tower lv 1 50/200 (x2 Flame blast)
Income 1000/ 2000 Managed
Upkeep 594/354 "after rations"
Treasury 1905
Production: 2 scouts

Larder
3 Farm Rations
6 Meat rations
8 trail rations

Armory
1 Magic Battle axe  "unidentified" 
6 Battle Axes
4 daggers
2 spears
2 Piker armor

Other loot
1 Cart
3 chests
1 tent
100 ft of rope
3 Woof skins
1 Message hat “ linked to Herring hat”
2 Paired message hats 


 
 Originally Posted by Units 
 Queen Harley Tesla
Level 2 Shockamancer
XP: 9/18
Juice 200/200
3(4)/2/7/8 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 130 shmuckers "Paid"
Equipment: Blunted smile  "unidentified" , critical helm

Warlord spike
Xp 3/8
4/5/10/8
Special: leadership, base popped
Upkeep 120 "paid"

X4 Pikers
Level 1
A) 1/8, B) 1/8, C) 1/8, D) 1/8

X3 Scout F, G, H Lv 1 XP 0/8



X3 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X3 Hobby horse
1/2/8/14
Upkeep 35
Specials: mount, passenger


Hex 03.01
Farm level 1

Hex -04.03
X1 Scout A, Level 1, Xp 4/8


Hex 00.01
X1 scout B, Level 1Xp 3/8

Hex 04.01
X1 Scout C lv 1 Xp 1/8

Hex 05.-03
X1 Scout D lv 1 XP 1/8

Hex -03.-03
X1 Scout E Lv 1 XP 1/8 
 

 Subject: Arkum Discussion  Thread 

Map

 https://imgur.com/a/fStSm52 
 Scouting report 

Scout A: The Natural ally was three elves. They all had bows and seemed to appear out of the woods. The said the deep woods were their territory and to stay out.

03.-03: One Large spider and seven small spiders.
07.00: Six Small deer like creatures
-02.-04: Large stone bull


  Spike  
 "Spike, the Hobby Horses, how much damage do you think their hooves do?" 
 A d3 I believe 
 "Spike, can archers fire point blank with no issues? Or do they cause attacks of opportunity or some other disadvantage?" 
 As far as I know they have no problems as long as they are not threatened 
 "I'm asking when they *are* threatened. Can they attack normally? What disadvantage will occur if any."

"If a stabber is trying to stab an archer, and the archer fires on the stabber, what happens, they will get an attack of opportunity?" 
 If a Stabber is fighting the Archer are fighting, the Stabber would get an Attack of Opportunity. Plus his normal attack. They should have no difficulty otherwise.  
 "Spike, the tower crenellations, and windows, how many archers could fit, and fire from them each round?" 
 Depends on if you want them stacked up. I think we could get a full stack at the top, but the other windows maybe another 5 or 6 to a side. However they wouldn't be stacked. 


And we feel stabbers and Scouts could be promoted to knights, but are unsure what the changes would be.



Write 2 missives to Hat with Scout H

  "Dearest Scout,
Do not fight any Elf Natural Ally you encounter.
And if you spot them, do not try to hide, but hail them, saying you have an offer of Upkeep and friendship from your Queen"  


  "To Elf Natural Allies:

This is Queen Harley of the side of Arkum.

Regardless of our past history, we'd very much like to parley with you, to hopefully establish a long lasting relationship.

Would you send an emissary to our Capital at the end of this road?

We offer safe passage and Upkeep in the form of Rations to any that come to our Capital, or end turn within 4 hexes of it.

Please tell my scout your answer.

Graciously,
Queen Harley Tesla, of Arkum"  

Scout H

 Understood your Majesty. 


Then write to Master Herring (drawing smileys on the paper)

  "GOOD MORNING! =D

We'll be going to the MK again this turn, will let you know just before, would you like to join us? :)

In the meanwhile, did you put in a request yesterday with any Dirtamancer? If not, would you try to get a hold of one? The more Juice we can hire to upgrade our city, the better :)
On that note, do you have another Changeamancer contact? (would that put you at odds with Anna? We'd pinky swear to always hire Anna first if that would help)

Tata! :D
Harley ⚡"  


From Master Herring

 I have no contact with the Dirtamancers and have not made any contacts. I do have another Changeamancer on contract, however he has another job this turn. However, the Croakamancer has time this turn. She is with me currently. If you wish to meet us. 
  Anna   
 ”Ah Anna welcome back!” Harley declares with a big smile. ”I trust you had a good night? Did you get a chance to try one of those delicious rations we gave you this morning? ” Harley adds bouncing slightly on the balls of her feet.


 Very good Harley and the rations were very welcome, better than the Stew pots of the Magic kingdom 
 ”Yes yes let’s get that building up” Harley then agrees as the pair both head towards the construction zone. ”So how’s this work?”  Harley then questions as she peers towards the site of the new building.

 Well its difficult to explain to someone without changeamancy sense, but I change the focus of the building. Shape it to my new design. Would you like to assist with this spell. It maybe expensive juice wise or would you just like to watch.  
 ”So what’s it like being a free caster and living in the magic kingdom?”  Harley asks when a good moment presents itself.

 Honestly I like the freedom, I get to use it how I want most of the time, rather than what my former side picked each turn. 
 "Anna, I'm curious. Do you see those degraded roads going out of the hex? They don't boost movement. Do roads constructed by Changeamancy have some kind of expiration date?" *wide eyed look* 
 From what I know as long as the roads are attached to an active site the roads will not degrade, how long it takes after that i'm not sure 
 "Anna, we have here your promised 500 shmuckers. We do also have more rations and more scrolls. Financially speaking 3 rations and a 25 Juice scroll are worth more than 500s. If you so wish we'd be happy to pay the second half in rations and scrolls too. (it would also help us, as we're saving to upgrade our Capital..)" :\ *fidgets* 
 Our deal was for the 500 shmuckers, you knew that you were working on upgrading the capital when we made this deal. Rations are good, but they degrade over time. To many and it is just a waste. I'm willing to take a direct damage scroll of lighting damage and 250 shmuckers however.   
 "We accept! This turn I'd like to simply watch, we're making you a scroll and later on trying to create a new spell ourselves! That will likely be expensive Juice-wise too. But tomorrow? I think you'd be on!"
"OH! Will you be back tomorrow?" *puppy eyes* "We'd love for you to keep building"
 
 Well We could strike another deal. What would you like me to work on? Walls, another building, a lookout post attached to your tower? What is your offer? 
(after she finishes casting)

 *enthusiastically* "Do you still have Juice??" (maybe she leveled last turn) "You said you wanted me to guide you in Shockamancy! You could fire at me! It would be fun!"  
 I'm afraid I'm dry and attacking you would violate our Non Aggression pact 
 "Anna! James the Dateamancer said we could have our city pop Woofs if had a Woof den!  Do you know how to build one!?" 
 Well if its like a stables, it would be something that can be built at level two 
 Subject: Arkum Discussion  Thread 
 ”Anna to be honest there’s much Arkum could do with a caster of your skill. So many projects that would benefit from your talents....”[/b] Harley declares with a far off look.  ”I don’t suppose I could interest you in a long term contract? Arkum would be willing to pay your upkeep with a freshly popped ration every turn and pay let’s say an additional fee of 300 schmuckers for Your purse per turn we would even be willing to throw in your own lodgings in Arkum’s tower. You would of course be able to come and go from the magic kingdom as you please and all we would ask in return is that you invest your juice in the betterment and Improvement of Arkum.” Harley declares with a hopeful look.

Is this appealing at all? Please be candid with your opinion of this offer; we have given you offense through ignorance before, we'd not want to offend again."
   


After taking her payment and new scroll Anna answers.

 The offer is tempting. However I have a few concerns. One this would end my working relationship with Master Herring. The man has saved my life several times. Always finding me work, loaning, or just giving me upkeep when I needed it. It wouldn't be fair to abandon him now. However, if you also gave a ration to master Herring then I could see my way to accepting. Second before I agree, I would need to meet your ruler. Third there maybe turns that I don't want to work. I would say one out of five turns. My juice is my own. Fourth I would not help with combat and if I have work out of the city I would want to use one of the mounts. 
   Anna, if you didn’t have to worry about upkeep or anything, what kinds of projects would you spend your time doing?”
  
 First I would work on reaching adept. Then would work on learning to make magic items. Maybe learn to upgrade units with juice. 
 Subject: Arkum Discussion  Thread 
  *bows with hands spread wide* "I present to you... Queen Harley Tesla of Arkum!" *Victory pose!*

"I recently popped, and never met my father the King. He fell, and our side was reduced to this level 1 city. I thought it prudent to not share how vulnerable we are in the MK.."

"And how eminently reasonable are your concerns! We already were going to ask Master Herring if he wished to Ally and take the office of Voice of Arkum in the MK for guaranteed upkeep. I hope he accepts!"*

"We'd definitely guarantee that you get to end turn at the Capital every time work abroad is necessary"

"And how about we don't make it strict? Instead of asking you to guarantee 4 turns of Juice always, how about you decide whenever you wish to work on your own projects, and on those turns we simply cover your upkeep? We'd be more than happy with that, specially if you shared and let us help by casting in tandem if we wished"


  


Anna eye get wider and wider as you talk, by the end she looks very worried.

 Your majesty you may not be aware, but the powers in the MK have had several problems with caster rulers. While they haven't taken direct action. They have in the past funded other side in their battles against such sides. While I have no problem with caster rulers, this is very dangerous information. I would advise you to keep it to yourself and to avoid the casters who are in power. Dirtamancer, Thinkamancer, Turnamancers, and moneymancers if you can. Master Herring can be trusted with the information but make sure you get a non disclosure agreement first. For his and your safety. As for your offer, I think we can do business. With the non disclosure I cant be force to reveal anything. 
 Subject: Arkum Discussion  Thread 
 "Thank you for that information, and your concern Anna."

"We were however already quite wary of sharing our Queenship status without an NDA protecting us. We shall just have to continue with that stance."

"It would do much and more for us to secure a loan from the Knotts Bank this turn, to upgrade the Capital this very turn. Would you really council me against it? You think they would discover our status by other means just by us going there an inquiring about a loan?" 
 Depends on how you go about it. They will want the name of the side, the sides ruler, and it to be signed by the ruler. A moneymancer will come and inspect the side.To judge if the side is worth the investment and they wont sign a nondisclosure agreement. Since they have to share the information with the rest of the bank. 


Spike manages the city and is promoted to chief warlord.


 Subject: Arkum Discussion  Thread 

" Anna, do you know how many shmuckers a lvl2 or lvl3 city produces? "

 Level 2 2000
Level 3 3000 
 "And Anna, you said rations go bad? How long do the rations you took have? Do you know? And do you know if storing them in a city's Larder makes a difference in the expiration date?" 
 I know rations go bad and that there is a change in the rations as they degrade, but how long not sure. 
 Subject: Arkum Discussion  Thread 

We write to Master Herring

 Comming 

Step through the portal, and look around for Master Herring.

(upon seeing him and Croakamancer)
" Hi!hi!" *wave enthusiastically*

(to Croakamancer)
"So NICE to meet you! You're the first other Naughtymancer I meet!" *shake hands with both hands enthusiastically*

"Shockamancer Harley, from Arkum!" =) 
A short pale girl with black hair done in two pigtails shakes your hand.

 croakamancer Dee. So what can I do for you Harley  



" So, we're looking to level up!!" =D "By casting ALL other magiks! And Naughtymancy seems like the best place to start!
We were thinking of starting our education by casting a scroll of Uncroak on a single Piker's body; Unless you have a better idea? (like casting the spell together in tandem (is that even a thing?)?)" :D
 
 I'm not sure scrolls work that way. I'm fine with doing a little uncroaking or teaching you the spell assuming the price is right. Casting in tandem, I've never really tried, but we could. 
 ”How about 200 Schmuckers and a turn of rations for teaching us the basics of uncroaking, and letting us pick your brain on this project of ours?” 
 Subject: Arkum Discussion  Thread 
 I normally charge 400 for my juice. More if there is combat involved. I would be willing for two rations and 200 shmuckers. For my juice and consult. Are you wanting me to uncroak units or try and guide you in casting? How many units do you have for uncroaking. 
 ”Two rations and 200 Schmuckers sounds entirely reasonable. We were hoping you could walk us through the basics of uncroaking spells, and give your opinion on some spell research we’ve got going. We want to make a sustained fireball, for enchanting weapons with, by taking the anchor-to-objects aspect of powerballs and combining it with a damage spell. We got something, but the spell croaked instantly. We were wondering if, both schools of magic being Naughtymancy, there were enough parallels between croakamancy and Shockamancy to “uncroak” the Shockamancy spell, resuscitating it from its death and keeping it active.”

"We currently have 2 Piker bodies available, and we're willing to carry them into the MK, and cast here, so the Uncroaked that results from our Juice can be Ordered to Turn to You as part of the payment."

"Is this appealing to you? Is one Uncroaked worth 200 shmuckers to you?" 
 Subject: Arkum Discussion  Thread 
 Well uncroaking bodies is rather easy. Its all about how much juice you put into it. I could uncroak both bodies and they would last at least ten turns maybe more.  As for spell research. I know nothing about shockamancy or how to meld the two spells together. I have no need of bodies currently. So two rations and 200 shmuckers? Shall we pinky swear no harm and that you wont keep me from returning to the MK or did you want a signamancy agreement?   
 "If you wished to visit us, we would indeed need an NDA I'm afraid."

"Master Herring, do you have another on hand? How much does it cost you to get them? Would you have use for yet another Shockamancy scroll?" 
 I have 3 more such contacts on me. A a scroll would be a fair trade 
 "So, Dee, the point here is me learning to Uncroak. How do you suggest we go about that? How much Juice should I invest in the Uncroaking of 1 Piker, and for what expected result?" 
 Subject: Arkum Discussion  Thread 
 For me to uncroak a single piker 30 juice, and it would last for ten turn. For you we could start with a simpler spell and the unit would only last for a single turn and be weaker. Or you can try for a long term unit, but the juice cost could be twice mine or more. 
 ”Actually Dee now that I think about it a pinky swear should be good enough in this case and I’ll happily make one now...”  Harley declares holding out a pinky finger.

 ”I’ll still take one of those contracts though Master Herring and if you would be willing I would like to sign it with you personally as there is a more private matter that I would like to discuss with you back in Arkum after I have finished my training with Dee”  Harley then adds.


 Subject: Arkum Discussion  Thread 

Make scroll for a NDA for Master Herring (50 Juice);

Ask Herring to sign the NDA. Have him come through our portal then inform him about the long term contract we have offered Anna and make the ‘voice of Arkum’ proposal in exchange for 1 ration a turn;

Make a pinky swear with Dee and have her come through the portal but restrict her to the portal room;

Have 1 Piker corpse brought to the portal room and have Dee teach us how to cast the basic uncroak spell




Dee walks you through the uncroaking spell. After the pinky swear. The spell costs you a total of 10 juice. The one casting was not enough to learn the spell. The spell costing Dee 10 juice as well.

Uncroaked piker

0/1/3/8

 Do you want me to uncroak the other one Or guide you in another casting? I spent very little juice on the tandem casting. So i could craft a scroll if you would prefer.I could also cast on the uncroaked we just made. Make it stronger and last longer. 


Master herring will accept your offer and becomes the voice of Arkum. Signing the contract and accepting one ration and the scroll.

 I assume you want my help in recruiting caster correct? 

Harleys
 juice 90/200


 Subject: Arkum Discussion  Thread 

" How fascinating!!
Dee, I wasn't able to learn the spell on the first try. Lets do that again! " :D
 
*Mentally order second Piker corpse be brought down *

Attempt to learn basic Uncroak spell again

Working in tandem again with Dee you cast the spell a second time. You learn the spell but do not gain the croakamancy special. So the spell will still cost double juice.



  Basic uncroak 

Juice: 10 juice or more
Casting time 1 round
Duration: varies


Infusing your arcane energies into a fresh body. You give it some semblance of life. For 10 juice the uncroaked will last for 1 turn and be at half strength. For every additional 5 juice added to the spell. The uncroaked will last for an additinal turn. The more juice added to the initial casting the stronger the uncroaked will be. 




------

Later, with Master Herring

In a solemn voice, " The Voice of Arkum. Ally and staunch supporter of the side. To help the side with any and all dealings in the Magic Kingdom. To be the foremost soldier in the battle for the hearts of casters. Words to be your sword, and your balm, swift and cutting to our enemies, soft and caring to our would be friends. "

" Do you accept this mantle and vow to be our Champion in the Magic Kingdom?" 
 I accept 



" My friend. We've only met for a turn, but I already consider you my friend. You've been very good to me, and now, under the protection of this NDA it's time to reveal grave news. "

" Burtrum is either croaked or captured, and so is the King. I never met them, but was promoted to heir at the time of my popping as the city was razed around me. In front of you stands Queen Harley Tesla, first of her name, of the side of Arkum " :|

 Your Majesty I had a feeling something was wrong. My hat was made by Burtrum and when you asked me to link your other hat to mine... 

" My friend, Anna is now also a friend of the side. She has Allied and accepted this spoken agreement to sell us her Juice for 300 shmuckers each turn, or let us know if she intends to spend it on personal projects. All while having her upkeep guaranteed, by shmuckers or rations. "

 "Is this an appealing agreement to you as well? If we ever have a need of your Juice, as we've had a need for your words, can we count on it for 300 shmuckers?" 
 300 is a little low for my total juice your Majesty. I would be willing to cast for you. But lets do it on a case by case basis 

" For instance, later his turn, me, 3 mounts and 7 more unis will be traveling out to 7 hexes away to tame or croak some Deer-like animals. At present, 7 hexes out is our limit if we wish to be able to return home the same turn. I think you mentioned 'movement buffs' as one of your many talents. Could you get our 3 mounts to reach further, and thus increasing our reach?" 
 Do any of the hexes cost more than one move. One thing I can do is allow the unit to ignore movement penalties. I also know a bit of hat magic. 

(Later, on another conversation)

" Hiring casters. We currently have a production of 5 rations per turn, and are using 4 of them. On our Chief Warlord Spike, me, Anna and you.
You mentioned how difficult it can sometimes be to find contracts to some casters... Does this mean that some casters risk starvation in the MK?" 
 some caster have had that problem in the past, but work in the MK has been plentiful lately. There are less caster than thier use to be because of the troubles. 

(To Discuss: Bank, Dirtamancers)

(Bank: Currently not involved in any engagements with other sides; Loan of 6600s for the upgrade of lvl1 city; King unavailable, Chief Warlord to sign; Willing to signamantically agree to allocate 2310s per turn to Loan repayment plus 5% fee; Pinky swear all the above is true)


 I'm not sure they would take such a deal. They normally inspect the city and would want more than a pinky swear and honestly if you got that interest rate, I would be surprised. 


What's the size of our purse? What's the size of purses in general?
1000 shmuckers lv 1
1500 shmuckers lv 2


 Subject: Arkum Discussion  Thread 
 ”Excellent yes I believe I understand how this spell works now”  Harley declares with a big smile.  ”You mentioned you are able to extend the life of an already uncroaked unit... are you able to teach me how to do this as well?”  Harley then asks with a hopeful look.


  That spell is quite a bit more difficult and only works once per unit we can try if you wish. But it will be expensive juice wise. 

————————————————

 ”Please Herring you may still call me Harley, we are still fellow casters after all!”  Harley declares with a friendly smile.

 ”I’d like to know more about Burtrum if your willing to share as well as anything else you know about my kingdom from before I was popped...”  Harley then asks.

 we were friends of a sort. I learned a bit of hat magic from him and he learned a bit of carnymancy from me. Traded a bit of casting for my hat and the pins to link them to other hats. 
 ”Very well we can discuss cost for casting on case by case basis”  Harley then agrees with a slight nod.

 ”Ah I see I believe I understand you can break the rule regarding movement penalties not how much move a unit has... unfortunately in this case no the move is straight across plain hexes...”  Harley replies with a thoughtful look.

 ”What can you tell me about these troubles it is not the first time I have heard them mentioned.”  Harley then asks with a look of curiosity.

 we had a bit of trouble with the powers that be going after caster run sides. There has even been armed conflict with in the magic kingdom. The last one was over 100 turns ago, but a lot of casters croaked or left the MK. I don't know the full details since I have only been in the magic kingdom for about 50 turns. However the stigma is still strong you were wise to keep your titles a secret. 
 Subject: Arkum Discussion  Thread 

" Dee, what about, with the Basic Uncroak spell, how much Juice would *you* have to invest in a Piker body to get it up to its original stats? "

 About 30 juice for me to take a basic body and make it last 10 turns. 
 "And how expensive is expensive? I am not sure if I will have enough juice this turn...” *Harley adds.

 For me it would depend but at least 40 to 80 if I was to get both. 
 Subject: Arkum Discussion  Thread 

" Finally, do you know a spell to Mass Uncroak multiple bodies at the same time? And could you scroll it with your remaining Juice? "

 I do know a mass uncroak, but I'm afraid it would take at least two turns to make a scroll. 
 Subject: Arkum Discussion  Thread 

" Hmm, how about, do you have the Juice for Six Uncroak scrolls? We have 6 Deer-like units we potentially would like to croak and Uncroak today" 
 The most I could make is four and that would be the most basic spell. I would also be unable to boost these uncroaked. These two will not last long in a fight. Also I'm not sure if a basic uncroak would work on those deer without seeing them. 
 "Hmm, what about Hobby Horses. Do you know of them? Are they Uncroakable by Basic Uncroak?" 
 Subject: Arkum Discussion  Thread 
 Basic uncroak works best on humanoids, it can work on others but it can fail. I think I could do it just fine, but off of basic scrolls. Its a roll of the dice. 
 Subject: Arkum Discussion  Thread 
 "What of the more Advanced Uncroak spell, does it do better on non-humanoids such as Horses? How many Advanced Uncroak scrolls could you make today?" 
 I dont know any such spell. 
 "Do all uncroaked not have upkeep?" 

These two do not and Dee confirms uncroak do not have upkeep.


 "Anna, do you know why we don't have a library? (is it standard for lvl1 cities not to have libraries? Is it standard for lvl2 cities to have libraries? Lvl3's? Will we need to purposefully build a library in a building slot?)"
 
 My side had a library, it could have been razed as part of the city deleveling. I dont think you need a purpose built one, but it might enhance the total library if you did. 
 "Master Herring, apart from Dollamancers and Dirtamancers, which casters do you know of that make Golems that we could hire?
We're thinking of tackling several potentially poison using units (spiders, Gorgon), and we're assuming Golems would be immune to them (do you happen to know if this is true for a fact?)."
 
 Hat magic can make some basic golems as can turnamancy. I know flower power can make some plant monster but not sure if that would be a golem. As to poison immunity, it would depend on the poison I'm sure and the type of golem 
 "And while we're at it. Do you think you could make a unit immune to poison for one turn or one battle with your magics?" 
 A pre buff is unlikely, but I could probably do something if a unit is poisoned. 
 Subject: Arkum Discussion  Thread 

b]"Well, if we're talking dealing with the effects of poison, do you know what are likely effects of poison? And would you double check how much it would cost to hire a healomancer to guarantee a save?" 
 Croaking, falling asleep, combat penalties.

A Healamancer would be at least 400 shmuckers 
 Subject: Arkum Discussion  Thread 
 ”Dee would you be kind enough to strengthen and increase the lifespan of these uncroaked with the last of your juice”  Harley requests.

Dee casts over the two uncroaked. A brief flash and both look very much restored.

Uncroaked piker (9 turns)
1/2/6/8
Upkeep 0
Specials: rewrapped

 ”Thanks for all your help today Dee it was really enlightening. We should do it again soon!”  Harley declares happily.

 ”If your ever in danger of not making upkeep contact Master Herring and we’ll make sure your looked after”  Harley then adds in  more somber tone.

 ”Well, thanks again Dee, take care and I hope to see you soon”  Harley finishes as she waves goodbye.

 Thank you. Hope to see you again. 
She takes her shmuckers and rations (2 meat) and returns to the MK.

———————————————

 Action 2:  Finish talking with Herring

 ”What I don’t understand though is what the powers that be have against caster led sides? Surely having like minded casters as rulers of sides would be good for the magic kingdom”  Harley declares.

 It endangers the income of the richer casters. Who have an easy time getting contacts from what I understand. 
 Action 3:  Spike manages farm (details below)

Success

 Action 4:  Head to deer hex for taming attempt.


Spike on 1 Hobby Horse;
4 Pikers and Harley on Cart, pulled by 2 Hobby Horse;
All (including Woofs) to Farm;
Spike manages Farm;
1 Hobby horse to 03.-02;
3 Woofs, Spike, and Harley on Cart;
All (except for the one hobby horse) to 07.00;
Attempts to tame 1 deer with forage/fruit from farm ration.
If we don’t like their stats, croak the rest.
Party forages for berries along the way, brings farm rations.

The 4 pikers, 3 Woofs, 2 Hobbies, Spike and Harley arrive in the hex. The deer. Who are small with black and white stripes stay away.
 
As you approach. The deer start to move towards you. A flash of light and there are now two stacks of 6 charging you.


Your mounts are still attached to the wagon they can not be included in a stack until freed.

With 9 units able to stack up someone will be left out! Or a 9 unit stack will have only +6 as a bonus


* Spike knows that when facing two stacks there will be two fronts each with a max of 4 units on it. If one side is left open any unit in the stack can be targeted.

 Subject: Arkum Discussion  Thread 

Units can screen from the side they are and still attack.
Units can screen a unit from all sides by forgoing to attack.

 Subject: Arkum Discussion  Thread 

Feeling the conflicted orders coming from his ruler Spike takes charge. He orders the 3 woofs to cover one side. He has another 3 piker form up on his side. With the forth piker screening his ruler.


Harley seeing the well dress lines flame blasts the stack charging her pikers. The blast takes them point blank dealing a lot of damage, but not dropping any.

As the deer close in they lower their horns and put on a little burst of speed slamming into the stack a few moments before the defenders were ready.

Two of the deer slam into two of the woofs dealing minor damage.

Two of the injured deer slam into two of the pikers croaking one outright ( before he is able to stab) and severely damaging the other one.

Your forces attack back

All 3 woofs hit dealing moderate good deal of damage.

Both pikers untie the horses cutting the straps in their haste.

Spike manages to connect and slay one of the deer. It pops out of existence when croaked.

Main stack
Harley 7/7 juice 55/200
Spike 10/10 (critical helm)
Piker 1 6/6 screening harley
Piker 2 6/6
Piker 3 1/6
Piker 4 croaked
Woof 1 6/8
Woof 2 5/8
Woof 3 8/8

Hobby horses

8/8
8/8


Deer stack 1

Deer 1 croaked
Deer 2 6 hits taken
Deer 3 6 hits taken
Deer 4 6 hits taken
Deer 5 full
Deer 6 full

Deer stack 2

Deer 7 6 hits taken
Deer 8 4 hits taken
Deer 9 3 hits taken
Deer 10 full
Deer 11 full
Deer 12 full

 Subject: Arkum Discussion  Thread 

  Stacking bonus: 
7 units = +6
8 units = +7
9 units = +6

- Stack bonus does not diminish when someone croaks. Only when restacking or combat end.
- Stacks may be subdivided into up to 7 parts, to deal with separate enemy engaging stacks, keeping some units safe.
- Up to 4 units may attack per side, and may *not* focus fire on 1 enemy unit
- Mounts don't cause stack bonus penalties when they have a rider.
- Mounts do not count to the 4 unit limit of attack per side when they have a rider
- Mounting while engaged in combat provokes attacks of opportunity.
- Mounting takes 1 round, and unit cannot attack. 

 Subject: Arkum Discussion  Thread 
  round 2  

The two hobby horses join the stack one moving to support the woofs the other moving to screen harley. The 3rd piker joins spike on the line.

Harley flame blasts the deer engaged with the woofs but aims too high barley doing any damage

Only two of the deer manage to hit one a decent blow on the uninjured woof. The other a powerful blow on spike. You see the helmet flash in response

1 piker and spike manage to croak two of the deer who again pop out of existence.

The woofs and hobby manage to croak another and injure a 2nd.

 Subject: Arkum Discussion  Thread 

Spike again feeling the conflicting nature of the orders from his ruler takes charge.

  round 3!  


Harley flame blasts deer stack 2. Dropping another 2 of the deer.



Spike falls back mounting on hobby horse 1.
The pikers supported by hobby horse 2 engage deer stack 1. While the 3 woof engage deer stack 2.

Piker 1 take a good hit from one of the deer. Woof 1 and 3 each take one good hard hit each.

One woof and one pike manage to hit dealing some damage.


Spike yells to you
 You majesty mount up on the other hobby horse!  
 Subject: Arkum Discussion  Thread 
  round 4!  

Hobby horse 2 falls back harley mount but is unable to attack this round. Spike moves forward on his mount with the pikers. Restacking to a +7 bonus for all!

The round is a blood bath (well not a bloodbath since erfworlds don't bleed....) piker 1 and woof 1 both go down. However a total of four deer fall. Deer stack one is completely cleared by the pikes and axe of your units. Woof 1 manages to croak a single deer as it falls.

 Subject: Arkum Discussion  Thread 
  round 5  

Harley and spike line up with their mount and a single piker and woof to try and capture a few of the deer.

Harley mount take two hits from the deer while spikes take a single hit.

The woof savages one of the deer croaking it. while the piker hits a glancing blow. The rest of the stack manages to beat the remaining deer down.

While searching the battle field you find that a 2nd deer is incapacitated and will recover at start of turn. The deer have an upkeep of 40





Harley 7/7 juice 5/200
Spike 5/10

Piker 1 croaked
Piker 2 6/6
Piker 3 1/6
Piker 4 croaked

Woof 1 croaked
Woof 2 5/8
Woof 3 2/8

Hobby horse 1 5/8
Hobby horse 2 1/8

Prisoners
2 twinhorns " deer" upkeep 40


Bodies
2 piker bodies
4 twin horn bodies


End combat.

Harley gallops over to Spike, hugs him around the neck, and says  "You were wunnnnderful Spike! You were everything I needed in a Chief Warlord during this battle, making the right decisions while I was making up my my mind! Thank you so much! You did your Duty perfectly!" 
 Subject: Arkum Discussion  Thread 

The cart can take your slain units and the slain and captured units with no one riding.


Spike looking pleased with the praise, but a little upset as well

 Thank you you majesty, however we were also lucky. If there had been a full stack of those twin deer... we need to consider better tactics and coming out with so few troops. I recommend we pop some infantry. This was a risk to the side that we didn't need to take 

He stares at your mount and the great gaping wound in its hide.


 Subject: Arkum Discussion  Thread 

Returning home, Harley sets production of the side to courtiers, against the advice of her chief warlord.

Harley lights a small candle in her office. Sticking her hand it she burns off the last of her juice using the grounding spell, but doesn't feel a rush of knowledge.

She then trains twice but doesn't notice any real change in her training session and no noticeable change in her xp total.

 Subject: Arkum Discussion  Thread 
  Turn 5  

  Scouting Report 
 https://imgur.com/a/RF8VuiB 

"Scout H still has not moved"

-04.-04: Two Large horned Humanoids with what appeared to be camping supplies

04.-02: 1 Large Spidew and 7 smaller spidews

-05.01: Two Hobby horses

05.02: Barbarians: 2 warlords/knights Melee, 1 large mount, 1 Hobby horse, 1 stabber, 2 pikers, 3 archers. 

Both Anna and Herring show up in the capital Near start of turn to claim their rations. Herring informs you that Dee is on the other side of the gate. In case you wanted to hire her this turn.





 Capital City Arkum 00.00
Level 1 (8000 level 2)
Building Slots 1/2 ( Administration center
Tower lv 1 50/200 (x2 Flame blast)
Income 1000/ 2000 Managed
Upkeep 594/375 "after rations"
Treasury 3080
Production: 1/2 Courtier

Larder
1 Farm Ration Placed aside on turn 4
2 Farm Rations
4 Meat rations ( Slight change in signamancy at start of turn. They are still good for rations however
8 trail rations

Armory

6 Battle Axes
4 daggers

Other loot
1 Cart
3 chests
1 tent
100 ft of rope
3 Woof skins
1 Message hat “ linked to Herring hat”
1 Paired message hats Other with scout H
1 Candle level Power orb " permanent 


  Units 

Queen Harley Tesla
Level 2 Shockamancer
XP: 13/18
Juice 200/200
3(4)/2/7/8 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 130 shmuckers "Paid"
Equipment: Blunted smile "unidentified",

Warlord spike
Warlord level 2
Xp 9/24
5(6)/5/11/8
Special: leadership, base popped
Upkeep 130 "paid"
Equipment: Unidentified Battle axe, critical helm



X2 Uncroaked Pikers (8 turns rewrapped)



X2 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X3 Hobby horse
1/2/8/14
Upkeep 35
Specials: mount, passenger

Prisoners

X2 Twin Horns. Upkeep 40

Bodies
X2 pikers
X4 twin horns
X1 Woof

Hex 03.01
Farm level 1 "Managed"
X2 Pikers
Level 1
, B) 2/8, C) 2/8

Hex -02.04
X1 Scout A, Level 1, Xp 4/8 move 0/12


Hex 00.01
X1 scout B, Level 1 Xp 3/8 move 0/12

Hex 04.01
X1 Scout C lv 1 Xp 2/8 Move 0/12

Hex 05.-03
X1 Scout D lv 1 XP 2/8 Move 0/12

Hex 00.-01
X1 Scout E Lv 1 XP 1/8 Move 0/12

Hex -03.-04
X1 Scout F lv 1 Xp 1/8 move 1/12

Hex -05.-02
X1 scout G Lv 1 Xp 1/8 Move 0/12

Hex -08. 05
X1 scout H lv 1 Xp 0-8 Move 12/12 

 Agreements 
 
 Spoiler 
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 1 rations and 300 shmuckers for juice each turn Anna wishes to be hired.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.
 
CyperWizWurmD
 Subject: Arkum Discussion  Thread 

Harley is unsure if the Woofs or Hobbies gained XP.


A round of combat, is on average six to eight seconds


There several boulders in each hill hex


 "Anna, have you seen a farm before? Do you think you could replicate one in s building?" 
 I have seen a farm, but a farm outside of the city is different than one would be inside the walls. I can experiment, but not sure if it would work. Completing walls for the city will take me at least two turns. 
 "Dee, Master Herring, can Uncroaked made here in the MK cross the portals into a side?" 

They both shrug their shoulders and Dee will answer

 Making Uncroaked in the MK is not looked on in the best light, while not illegal. I wouldn't do it. 
 "Master Herring, is it too intrusive of me to ask how much does an NDA contract it cost you to get them?" 
 I Generally get the in trade for other jobs or as payment in finding a caster a job. 
 "Dee, could you take a look at these corpses (Woof, Twin horns)? How much Juice to Uncroak them with a degree of certainty? (Or if you only know the Basic Uncroak spell it will always be a roll of the dice?)" 
 Not really a roll of the dice, but it will take more juice. How much more I'm not sure. Its easier with infantry.  Taking a closer look at the twin horns and Woofs.  The twin horns I don't think I  can uncroak them, but I know I can uncroak the woof.  However we should talk  price if you wish to hire me this turn.  

Spike manages then city, grabs the two farm rations, and using both rations he is able to tame both of the ferals


  Twin Horns 
2/2/8/14
Specials: Charge, Mimic
Upkeep: 40
Damage: D4

Charge: Gains a +2 to their combat score on the first round of combat, as long as they are moving and  not surprised. The unit also deals melee damage before its target the first round

Mimic: Creates a ditto of its self, the ditto lasts until end of combat. Can be used once a turn. 

Your scouts receive their new standing orders of always forage when moving

 Subject: Arkum Discussion  Thread 
 "Dee, we'd love to have your full Juice again this turn"*
"Are 2 Rations and 200 shmuckers still acceptable?" 
 That works for me.  

Looking over the rations she selects two of the trail rations

She begins casting. By the end she has used all of her juice


 Uncroaked piker ×2 " 10 turns"
1/2/6/8
Specials:  none

Uncroaked woof " 10 turns"
3/3/8/12
Specials: none 


 ”Master Herring I don’t suppose you would know of anyone in the MK who would be interested in purchasing feral hides or horns as crafting components do you?” 
 The horns, I'm not sure of, but I will ask around. The hides it would depend. Dollamancers might buy them, but not for much. Maybe a little juice for the hides. They can use juice to just make materials. 5 hides might be worth 25 juice or so to the right caster. 

Skinning the twin horns yields

4 meat rations
4 twin horn hides
8 twin horn horns

 "Hmm, Do bodies go bad?" 
 Why yes, but I know a spell that can keep bodies from degrading. 

Anna starts casting. Using her juice she sets the foundation of the walls. The wall is about a foot and a half all the way a round the city. Before she is out of juice. She takes the 300 shmuckers and thanks you for the work.


We then get on the Cart, and all move to speak to the Barbarians through the hex boundary

 Subject: Arkum Discussion  Thread 

Arriving there we see, the warlord is a large man with a brown bushy beard. He wields a large two handed axe. His mount is a large gray bull. The bull is obviously a heavy. And while it is gray it doesn't appear to be made of stone.


The other heavy armed unit is mounted on a hobby horse. He wields a long lance.

A single stabber, two pikers, and 3 archers round out the stack. Both the bull and hobby horse have saddle bags.

 Subject: Arkum Discussion  Thread 
 "Howdy!"   *cheerfully* 
 "We hail from the side of Arkum! We have a city 5 move that way!"   *points back down the road* 
 "I'm Shockamancer Harley, and this is Chief Warlord Spike"
"What about you friends?"   *Looking at spike* 
 Arkum huh, we did some business with your king last time I came through here. My name is warlord Breach. I'm sure he remembers me. So you're chief warlord what happen to Raspin?
 
 "My my! That's one *BIG* Bull! I want one of those for myself!" 
 Well you're new. I'm sure I would have remembered someone with your looks. Why don't you cross over and we can have a more personal discussion about my big bull. 
 Subject: Arkum Discussion  Thread 
 ”Well! I’ll admit, as pickup lines go, that’s a new one. But we’ve barely met. How about we break the ice a little, first? What brings you to these parts? The King and Raspin are currently unavailable, so you'll have to be the one to fill me in in your past dealings with Arkum”* 
 unavailable..... well that's disappointing. Was Hoping to find some work and continue our previous discussions.  
 Subject: Arkum Discussion  Thread 
 "Talking about work, we do have some pesky spiders and a burrowing Bug that we'd like to see gone.."

"What work did you do in the past? And what would you feel would be adequate compensation for a turn's battle against Ferals?" 
 A bit of scouting and combat support. I've done some feral slaying. I would need more information on them, before I would list a price for hunting them. As for the burrowing bug, again more information.   
 "What about if we Ally and I give artillery support, to make the battle more one sided and also partake of the delicious XP?" 
 Again could work what would your offer be? 
 Subject: Arkum Discussion  Thread 
 "I actually don't have much more information than that.."  :/ * chagrin *
" If this hex is 0402, our scouts reported at 03.-03: One Large spider and seven small spiders..."
"And some turns back we saw a huge Bug heavy burst out of the ground and miss a scout in 02.00.."
 
" If I said, we would make available 2 stacks to support yours;
Your archers could be with my stack, and 2 of these TwinHorns would join your stack in the front line;
I'd cast ranged attack spells every combat round;
One stack of ours would hold the enemy while you retreated, if you deemed retreat was necessary;
And we offered Alliance and Upkeep during the turns of hiring, and then 3x Upkeep (of all your units now here, even if some croak in the battle) in the turn of parting, in shmuckers and rations, for the attempt at croaking the Spiders, or successful taming of some of the Spiders, and an attempt at croaking the Bug;
(with the Bug, we'd also offer a Scout to go ahead and hopefully be the one to lure the Bug out of the ground)"

"Would this be appealing at all? Please be frank as I am quite new and don't know what an offensive offer would be" 
 The offer is interesting and we do already have a non aggression pact with your side. My units are out of move for the turn so it would have to wait. Until next turn for any action. I would have to have unit replacement as part of any deal for any units I lose in the actions. Would payment be in shmuckers or gems? 
 Subject: Arkum Discussion  Thread 

Warlord Breach takes a scroll out of his saddlebag and hold it up for you to see.

 
 Spoiler 
Non aggression pact


Penalty: 5000 shmuckers


Signatories


King Tesla ruler of Arkum

Barbarian warlord Breach.


A nonaggression pact between the signatories and any forces under their command. Neither the signatories nor any forces under their command. Will offer violence or otherwise impede each others forces under penalty of the above amount. The agreement will remain valid until the both signatories wish to end the agreement or the croaking of one of the signatories.


King Tesla


Warlord Breach
 

 ”If you’ll excuse me for a moment I need to take this...”  Harley declares as she pulls out a top hat and walks back from the hex boundary.

Pulling out a piece of parchment Harley then begins to jot down a quick message.


  Master Herring,

We have a squad of mercenary barbarian unit’s close to the capital. Would you be able to get a customised non aggression contract to us this turn. If yes the terms we require will follow

Taa Harley

PS: Can you intrinsically feel our NAP/NDA? Would you know if it broke due to Arkum ceasing to exist?
  

Harley then stuffs the message in to the hat and taps it with a wand before declaring Herring.



 Subject: Arkum Discussion  Thread 

Message from master Herring

 I can secure an agreement the price will vary depending on the length, but 200 to 300 is common. Also yes I would know if the NAP or NDA  was broken or ended 
 "Well, that confirms it. You already know that NAP is no longer in force. Would you be willing to sign a new one with the Side of Arkum? So then we can discuss and agree on the specifics of your next job?" 
 Subject: Arkum Discussion  Thread 
 I was starting to wonder. I would like to meet your ruler or atleast know who i'm dealing with before I sign anything however. With the loss of your ruler. I dont know whats going on around here. There could be another side in the area that croaked your King. By signing a NAP I'm backed into a corner to having to fight for you and maybe dooming my little band.  
 Subject: Arkum Discussion  Thread 
 "Queen Harley Tesla, pleased to meet you"

"As ruler of Arkum *I'd* be willing to sign a NAP treaty with you. I'm still gathering intel about dad's croaking though."

"You need not worry about croaking against an enemy army though signing the NAP would only mean you would not have to fight us not that you would have to fight our enemies... unless ofcourse you were hoping for an even closer relationship with us..." *Harley adds with a cheeky wink.* "We would ofcourse be open to such... you are a big strong warlord afterall... we would be foolish not to consider an alliance..." *Harley adds

You see a number of emotions wash over the warlords face during your introduction. Ending on doubt and a bit of anger.

 You're the ruler? How could that happen and how can you not know how your own father croaked! I mean no disrespect, but this seems a little hard to believe. An alliance I wouldn't consider until I know you and the new side of Arkum. I'm not even sure a non aggression pact is a good idea. I understand a bit of security not coming out and saying your the ruler. However you tried to hire me and my fellows expecting me to trust you with our lives while you wouldn't trust me with your identity. How can you expect me to trust you now?  [/quote]

 Subject: Arkum Story thread 

 
 Originally Posted by CyperWizWurmD 
  Subject: Arkum Discussion  Thread 

" The Titans do as the Titans will.. " * she sighs*
*she turns to Spike and hooks her little finger with his* 
 "I hereby pinkie swear that I told no lies and to tell no lies about my father, King Tesla of Arkum, to Warlord Breach "

" Warlord Breach, I did not lie to you. I do not throw my title around lightly, as I’m sure you understand a ruler in the field is a target after all. I have bestowed upon you a great deal of trust in revealing this fact to you and I will place further trust in you still when I step across this hex boundary to sign a NAP with you. I deeply apologize for any deception, as it was not borne out of malice. The Titans saw fit to have me pop on the same turn my father was taken from me, and to not let me know the specifics of it." 

*Spoken in a level voice*
" Now I am sincere in my belief that an Alliance would be beneficial for you and your units however I understand the misgivings you may have and I will not push it until you are ready. A Non Aggression Pact however is something I must insist on. I will offer you similar terms to those which you had with my father and I will even throw in as a gift to you upkeep for a turn for all your units and a tent so you may spend your time in the field in more comfort. Then next turn you may either go on about your way with my blessing and never think about us again or you may head to my capital and we can discuss terms of employment for you”  Harley explains.

" You will find that Arkum makes a good friend to have, there are truly ferals to croak, that we would be willing to hire you for your assistance. We would also be willing to share with you the reports from our scout network so you are able to better plan your move or to hunt ferals to make upkeep"  Harley continues.  ”What say you?”  Harley then questions with a deep searching look.

 one moment while I speak with my men. 


His stack withdraws to the far side of the hex. Both the warlord and knight dismount. After little bit they return stacked back up.

 I think mistakes were made on both sides. I'm not willing to sign an alliance at this time.I think the trust for such a thing is lacking on both sides. However the gift of rations is appreciated. I could offer you a bit of mapping information in exchange. Assuming you haven't gone that far to the east that is....

I would be will to pinky swear to not attack your side in any way for this or next turn. We could head to your capital next turn and discuss our working relationship. If you insist on me signing a non agression pact. I will sign it, but I will then leave the area. 


"(For units to consume rations they must retrieve the rations physically, we cannot have Farm rations pop with units in the field)" she thinks

 Subject: Arkum Discussion  Thread 

"(A pinky swear promising not to attack is quite iron clad. While not unbreakable, They are an excellent measure. Things would have to change a lot for him to attack. Like for example him learning you had designs to attack him on the road or you misleading his troops into harms way)" Harley realises

 ”I’d pinky swear with you directly, but unfortunately we need all the move we can this turn to get to all the places we want to. Fortunately, there’s a workaround! Just make this pinkie swear with one of your units, but with my name where yours is:” *pinkie swears with Spike* “I pinkie swear not to offer aggression to any of the units or property Warlord Breach controls for the next two turns, as long as he offers the same behavior to me.” 
 Subject: Arkum Discussion  Thread 

Warlord Breach then pinky swears with his Lancer.

" Okay! Great!" :D
"Logistics now, what's the upkeep of each of you? (for me to decide who gets rations and who gets shmuckers)" 
 3 rations and 87 shmuckers should cover our upkeep 

(We then mentally order an Uncroaked Piker at the Farm go to the Capital retrieve the rations)

With the rations in hand, we all cross the hex boundary and give them to him (2 farm, 1 Trail rations and 87 shmuckers)

Warlord Breach shares his map in return and reports that the bridge at 15.-01 is destroyed.  https://imgur.com/a/Cok4TtR 

" Well this is very interesting, thanks a lot for this info!"

"Huh, shall we natural signamancy Ally now, so you share our turn tomorrow, and after discussing and signing you still have move? (it wouldn't in practice limit you in any way)" 
 If we do decide to take a contract with you we can ally and still use the rest of our move.  
 Subject: Arkum Discussion  Thread 

Your troops return to the capital

You charge two more Fire blasts into the tower and make an interesting discovery. You are sure that you could control two spell from the tower in the same combat round (50 juice used)

Using 150 juice you are finally able to create a flameball and affix it to the fireplace. At the center is a glass orb surrounded by a red flame.


 


 FlameBall 
Range: touch
Juice: 50 Juice
Duration: permanent
Casting time: 3 round

You create a torch sized permanent flame source surrounding a small glass orb. The fire can not be extinguished. The orb is affixed to an item when created.
 
At end of turn, Spike in 1 Hobby with 1 piker leaves towards the feral Hobbies, with Fruit/Vegetable rations, foraging on the way, to attempt to tame

He returns having tamed a single Hobby Horse.

 The other one was very stubborn. I left it in the field rather than croak it. 

At end of turn, Scout H moves further along road, still with same orders: Hail Natural Allies spotted with offer of upkeep and friendship

While the scout spots no Natural Allies he does spot two sites of interest. You receive the following notes on the sites.

-08.06: The tree I was camped in was a fruit tree. Have enough for upkeep next turn.

-14.08: Logging camp Razed. Heard something large moving inside did not enter. Returning to the road

-15.05: Level 3 Barbarian city. The city seems to be frozen. I see 24 bodies on the ground outside the gate. The gate is destroyed. I see four frozen units on the wall looking into the courtyard. One is holding a bow.


To Herring
 "Master Herring, we need to improve our scouting range. Would you inquire into the capabilities and limitations that rations and shmuckers can get with basic Lookamancy? Namely what's the least and cheapest number of hexes a casting can Look into, and if can they be far apart in distinct locations, or must be in a contiguous path" 
 I Do not have a Lookamancer contact. Will inquire.

The Lookamancer I found could scan 10 hexes for 400 shmuckers. He is set on his price and won't take rations or scrolls. He is out of juice for the turn. Should I book him for next turn. He says he could scan a total of 30 hexes a turn. That is for an in depth scan of each hex. For a mapping scan. He could scan up to 20 hexes, however it wouldn't reveal an units for the same price. He also said he could only scan at a distance of 15 hexes from the capital, unless the tower was upgraded. 
 "Well, It's time, we now have more than 5 hides. Would you find out what can be done with 25 Dollamancy Juice? Or with more as long as a Shockamancy scroll is accepted along with the hides for payment" 
 
I found a Dollamancer. She is willing to take a trade in hides. She say she could make a small golem for 6 hides or Identify a magic item for 5 hides. Shall I contact her for next turn? 
 Subject: Arkum Discussion  Thread 

As the new turn dawns your units stack up waiting for Warlord Breach to arrive. You notice him riding up on a Hobby Horse. Into Hex 01.00. A look of anger and disgust crosses his face. He turns his mount around and rides away.

Anna and Herring show up before start of turn for their rations

  Turn 6!  

As your turn starts Your Courtier pops into existence.
Standing in front of you is a man wearing overalls and a straw hat holding a pitch fork. A piece of grass between his teeth


 


 Bill 
 
Courtier level 1
XP 0-8
0/0/4/8 (1 damage)
Special: farmer
Upkeep 30
Equipment: pitch fork

Farmer: may manage farm sites. The site produces five extra farm rations in addition to the normal increase for managed sites.
 
He bows to you.

The Scouts head out. You receive the following reports
Scout H has not moved.
Hex -02.-02 one Hobby Horse
Hex 02.-04 one large Spider, eight Smaller spiders ( four of one type and four of another type)
Hex 08. 01 Warlord Breach and his stack ( He made it very clear I should move on when I entered the Hex)
08. 03: three large rats ( I also noticed a number of large holes in the hex)

Scouts A, B, C, and E report they have enough rations for next turn

You lose contact with Scout F, G, and D each on reported sighting of a feral. Contact was lost afterwards.

Map
 https://imgur.com/a/Cok4TtR 


Turn Report

Capital City Arkum 00.00
Level 1 (7000 to upgrade to level 2)
Building Slots 1.5/2 ( Administration center, ½ Walls.
Tower lv 1 100/200 (x4 Flame blast)
Income 1000/ 2000 Managed
Upkeep 700/440 "after rations"
Treasury 4253
Production:  Courtier


Larder
1 Farm Ration Placed aside on turn 4
4 Farm Rations
2 Meat rations ( Slight change in signamancy at start of turn. They are slightly green now.  They are still good for rations probably.
6 Meat rations ( Twin horns)
5 trail rations

Armory
6 Battle Axes
4 daggers

Other loot
1 Cart
3 chests
1 Tent
100 ft of rope
3 Woof skins
6 twin horn skins
12 Twin horn horns
1 Message hat “ linked to Herring hat”
1 Paired message hats Other with scout H
1 Candle level Power orb " permanent
1 Flameball ( In fire place)

Units
Queen Harley Tesla
Level 2 Shockamancer
XP: 15/18
Juice 200/200
3(4)/2/7/8 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 130 shmuckers "Paid"
Equipment: Blunted smile "unidentified",

Warlord spike
Warlord level 2
Xp 10/24
5/5/11/8
Special: leadership, base popped
Upkeep 130 "paid"
Equipment: Unidentified Battle axe, critical helm

Bill
Courtier level 1
XP 0-8
0/0/4/8 (1 damage)
Special: Farmer
Upkeep 30
Equipment:Pitchfork

X2 Uncroaked Pikers (x2 7 turns)
1/2/6/8
Special: Rewrapped

X2 Uncroaked Pikers ( 9 turns)
1/2/6/8
Special: uncroaked

X2 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X1 Uncroaked woof ( 9 turns)
3/3/8/12
Upkeep 35
Special: Uncroaked

X4 Hobby horse
1/2/8/14
Upkeep 35
Specials: mount, passenger

X2 Twin Horns.
2/2/8/14
 Upkeep 40
Specials: Charge, Mimic





Hex 03.01
Farm level 1 "Mananged”

X2 Pikers
Level 1
, B) 2/8, C) 2/8

Hex 07.02
X1 Scout A, Level 1, Xp 5/8 move 0/12

Hex 00.01
X1 scout B, Level 1 Xp 3/8 move 0/12
Hex 04.01
X1 Scout C lv 1 Xp 3/8 Move 0/12

 Hex Croaked
X1 Scout D lv 1 XP 2/8 Move 0/12 
Hex 00.-01
X1 Scout E Lv 1 XP 1/8 Move 0/12
 Hex Croaked
X1 Scout F lv 1 Xp 1/8 move 1/12
Hex Croaked
X1 scout G Lv 1 Xp 1/8 Move 0/12 
Hex -14. 06
X1 scout H lv 1 Xp 0-8 Move 12/12


 Agreements 
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired. Also 1 Ration given at start of turn.


Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

 Subject: Arkum Discussion  Thread 

We ask Spike and Scout B and E
" Any thing we can do to make it more likely for Scouts to survive being surprised by a feral? (You already have orders not to push through danger, which I hope is being interpreted as to also *not* entering an hex if a feral is spotted over the hex boundary "

Scout B: " Well.... its a little difficult to hide while we search the hex for rations...."

Scout E:  " we don't if we see a Feral, but the Hills and I assume forests make spotting a feral before we enter a difficult thing"


 Subject: Arkum Discussion  Thread 

To Scouts/Spike:
" Is it really harder to hide if foraging? I'd think that would be true after you spot a Feral in hex, but would also mean it would be possible to pass by a hex and both not spot nor be spotted by a feral.
What if we order 'don't forage if Feral spotted' ?" 

Scout B: "If we haven't already been spotted... shouldn't be a problem. The problem is while we are climbing trees for fruit, digging roots out of the ground, picking berries out of bushes, or killing a wabbit, the ferals are hiding and some of them are very good at it.


To Herring
 "Some turns back it cost me 50 Juice to identify a magical item. I have two more magical items to identify. Do you want in on this gig?  How much do you feel is adequate compensation per identify?" 
 I know the spell, its a hat magic spell I learned from your brother... It would cost me the same. I could Identify them for lets say 200 shmuckers total? 
 "(Besides your pinky swear nothing, nothing at all)"  The thought enters your head as you think about attacking Breach.

 Subject: Arkum Discussion  Thread 
 "(Why can I fire 2 tower spells a round? It might have something to do with my level, Shockamancer might have something to do with it. However when we were level 1. We knew we couldn't handle two spell from the tower at the same time)" 
 ”Welcome to Arkum Bill. Tell me about yourself what can you do? Do you count as a command unit? Can you ride? I see you are able to manage a farm with a bonus but are you also able to manage a city?”  Harley asks the new courtier.

 Well ma lady, I don't rightly know if um a commanding unit. I think I look pretty commanding. Don't know what I would do wit a city, it don't be havn fields and such. I can ride sure enuf, but don't think I could fight from horse back 
 "(Any humanoid non heavy can ride, however they can't fight from horse back)" 


Also Courtier are considers command unit, they can keep units from auto attacking like casters and Warlords. Bill however can not Manage the city.

 Subject: Arkum Discussion  Thread 

Spike will manage the city and Anna will begin to cast.


As she finishes the wall stand all around the city. They are 10 ft high with a basic gate house. The walls do have a platform for troops to stand on. Wiping her brow and accepting her payment.

 well that's all I can do until the city is leveled. Do you have other projects for me
or is this a good time for me to take a break? 
 Subject: Arkum Discussion  Thread 
 "Herring, 200s for 2 identifies? Or for 1?"
"And you said Dollamancers in general could perhaps trade 5 hides for 25 Juice. Is this dollamancer offering an Identify for 5 hides being generous you think (offering 50J for 5 hides)?" 
 Both items for 200 and I'm not sure on the dollamancer I asked what she could do for the hides and the golem for 6 and the identify for 5 is what she was willing to do. From what I understand the golem will be very weak. She willing to do more advance golems, but would want shmuckers to do it. For the NDA with the lookamancer I would take two farm rations for it. 
 Subject: Arkum Discussion  Thread 

To Anna:
 "For this turn or next turn?"  Harley asks tilting her head to the side.  "Well I have sooo many projects that I could put your useful skills to use for that I could probably come up with something for you to do for every turn for the next 100 turns... you just need to let me know when you want your 'days off' though or I might get carried away..." 
 "Out of interest Anna if you worked with Master Herring do you think you could build another building even though we don't have any more building slots available?"  Harley asks with curiosity.

 "By the way the other turn you mentioned you wanted to one day learn how to make magic items. I was just thinking Spike our Chief Warlord has a magical axe and we have a number of mundane axes in our armoury. If you ever wanted to play around and experiment trying to change a mundane axe in to a magical one just let me know and I'll make the axes available to you..."  Harley comments.


 well my juice is used for the turn already. If you have other projects I would be happy to work on them next turn. As for with master Herring from what I understand his casting fade. I don't know what would happen if the casting faded and I had built on it. It could stay, fade with master herring spell, or it could explode.....

As for magic weapons let me see what you have! 


After looking around your armory she comes back looking a little defeated

 while the axes are fine weapons, they are not high enough quality to hold an enchantment. I could mess around with them and maybe make one a master crafted weapon, but it would take time and use several of them in the process of refining the metal. 
 Subject: Arkum Discussion  Thread 

To Herring:
 "Hmm, Hattamancer and perhaps Dollamancer spell? Hattamancy shares Motion and Matter elements, and the Erf axis with Shockamancy does it not?
I think I'd like to try and properly learn the spell.
Would you cast in tandem with me to help me learn it? 100 shmuckers per attempt?" 
 I can attempt to help you cast the spell in tandem it could still be expensive but I can try. 
 "2 Farm rations for the NDA? :D That is great for us! Thanks so much! I think we'll always prefer to save our Juice for our learning and projects in the foreseeable future" 


Master Herring just smiles and nods
(a bit later)

 "Herring.. I had a Barbarian warlord visit us. I pinky sweared in the field 'not to attack any of his units on this and next turn' with the stated expectation he would come and sign a NAP and a NDA. He however came to the hex over and went away in disgust without saying or signing anything. Now I fear the side is in danger, as if he shares how weak we are to our nearest neighbor we may have no chance when inevitably attacked. I fear I must go to him this turn with a simple Non-Disclosure Agreement and flat out state that if will not sign, it will be in my mind tantamount to croaking the side and thus I'll be forced to immediately attack."

"Will I be able to break the Pinky Swear? Do you know what the consequences will be? (Would you help me break the pinky swear more easily? Is the serious belief the side is in danger enough to safely break the Pinky?)"  
 


 Breaking a pinky swear? Its not something to do lightly. As a side it could effect the loyalty of your units. Also anytime you attempted a pinky swear in the future. The other party would know you have broken one in the past... As for assisting with breaking it. I'm sorry but its not something I could do, because the taint would effect me as well. A pinky swear is a sacred thing. It could even color future signamancy agreements and other natural signamancy. I know caster that have broken it and had the worse luckamancy because of it. If you feel you must break it then you must but what after that might be worse then letting a barbarian warlord go free.  
 Subject: Arkum Discussion  Thread 

To Anna:
 ”Hmmm interesting what are the benefits of a master crafted weapon?”  Harley asks with a thoughtful look.  ”On the subject of changing the properties of items. Would you be able to harden and reinforce the armour of a unit? Also would you be able to create something like a shield?”  Harley asks.

 I'm no expert on the subject, but master crafting an item will increase a units scores by 1. As for reinforcing armor or adding a shield. I could but from what I understand it affects the unit in other ways. Heavy armor will increase their defense but lower move. A shield might increase their defense but reduce damage done by the unit. Things of that sort.  
 Subject: Arkum Discussion  Thread 

To Anna:
 ”Hmmm very interesting. If I decided I wanted you to how many suits of armour do you think you could reinforce in a turn or how many shields do you think you could create?”  Harley asks.[/quote]

 Im honestly not sure. What material you have on hand would matter. Wood, leather, and metal. I could do some with what you have. But the supplies from a lumber mill and mine would be better 
 Subject: Arkum Discussion  Thread 

Well Here come the next round of questions! :D

To Anna:
 ”It won’t be long until we’re ready to upgrade the city to level 2. When we are is there anything you are able to do that would help with the process or enhance the results?”  
 Honestly I'm not sure, I never tried casting while a city is being leveled up. If you want to pay me to try, that would be fine. But not sure of the results if any 
 "Anna! Building 2 hexes of roads costs your whole Juice; what of repairing those? Will it be cheaper?" 
 No i'm afraid those "roads" are just faded signamancy now. I could do two hexes a turn, but I would need to start in the capital. Just a warning, Forests and Hills will take more time a juice. 



To Herring:
 "Hmm, about the golem, we're very curious about it! What would its stats be? Would you ask her?  Would it be able to fly and/or have the Scouting special? (if no, how much for the cheapest flying and/or scouting golem possible?)" 
 She didn't give me a clear answer on its stats, just that they would be underwhelming. For a flying scout she says she could craft something like that, but your looking at 500 shmuckers. Also she reminded me golems cant talk. She did say for 2000 shmuckers. She could craft you a scouting package. It would include two of the scouting flying golems and a set of goggles that would allow you to see through the scouts eyes. Any new birds purchased from her would also be linked to the goggles.  



After signing the NDA/ NAP with the Barbarian Lookamancer. He walks to the portal room.

 Good turn, My name is Spi Glass, would you be so kind as to direct me to the top of the tower, I do my best work when I can see open sky.  (He will continue to chat as you escort him to the top of the tower)  While your request was a bit different than my normal gig, you caught me on a slow turn. Having the NDA/NAP ready to go, convinced me to take the job. I can't promise the same rate for future turns however. I will let you be the judge if my work is worth the price however.  (As you reach the top he pulls a small chair and table out of a pocket. He then enlarges them and take seat. Pulling out several sheets of Paper and quill and ink. Closing his eyes he begins to cast. Writing on the Paper without looking at it. As he finishes he hands you the piece of paper.)



 -15.05 Barbarian City Level 3

Current units
2 Warlords
1 caster unknown ( in city tower)
5 Heavies ( Large black dogs)
6 sword wielding knights
3 archery knights
62 Pikers
34 Stabbers
23 Archers
1 Prisoners (Caster) in court yard Kneeling next to the body of a croaked warlord

Bodies
2 Warlord bodies
4 croaked heavies (1 black dog, 3 large humanoid bulls)
9 croaked hobby horses
10 croaked knights
53 croaked infantry


-14.08 Lumber camp
a large bear (Heavy)

-04.-03
A colony of giant Antz (about the size of a small dog) at least 20 in number

05.-05
(This one took some finding, Some kind of Vine monster, Seems kinda small one of your scouts is wrapped up in its vines)

-07.01
a single woof

00.02
A large insect Heavy under the ground.

Terrain Scan
13.-03, 13.-04, 13.-05, 13.-06, 12.-06 Plains, 12.-07,12.-08, and 12.-09 Hills.  

 I'm afraid I have reach the limit of my range with that last one. And 11.-09 is also hills with no road. 
 Subject: Arkum Discussion  Thread 

To Lookamancer:
 "While it's still fresh, we'd also like you to write down the disposition of the bodies throughout the city zones. Were they all in the courtyard?" 

Spi glass gives you a look
 That isn't what you hired me for, but about 10 of them were out in front of the gate house the rest were in the courtyard. Mostly near the entrance of the court yard. I only included the bodies, because they have your livery. 
 Subject: Arkum Discussion  Thread 
 *Blinks*   “Please tell me that they did not ALL have my sides livery. Surely there were bodies from the other side as well”  Harley questions with a raised eyebrow.

 Mostly yours who ever lead that fight vastly underestimated the enemy 
 ”Yes it looks like they did...”  Harley declares hanging her head slightly.  ”It is a shame they did not think to hire a lookamancer before attacking...”  Harley adds quietly.

 ’Don’t worry brother I will come rescue you!’  Harley then silently vows.

 Subject: Arkum Discussion  Thread 

You and spike ride to Hex 07.01

Just before you arrive Spike says over his shoulder.

 My Lady just so you know, you will not be entering the hex with that warlord. 
 "Warlord Breach! What happened? Why did you walk away in disgust?" 


You see the Warlord stack up and move in your direction.

 What happen, your a croakamancer not a Shockamancer. You use the fallen bodies of your own troops. After they have croaked in defense of your side. I have no desire to be uncroaked and neither do my men! So we are leaving your territory as I SAID we would. I will HONOR our pinky swear and leave the area before you try and add me to your forces! Enter this hex and I will take it as an Aggressive act on your part.  

The warlord is obviously angry and turns away marching his units to the far side of the hex.

 Subject: Arkum Discussion  Thread 
 "Oh for testes sake,
 HOY!! COME OVER HERE AND LISTEN CALMLY!! " 
*hook pinky with Spike's*
 " I PINKY SWEAR I AM A SHOCKAMANCER THAT CAN DO   *A LITTLE*   CROAKAMANCY " 


He ignores you and continues to the far side of the hex. When you mention croakamancy you see him shiver a little.

  "HAVE YOU NOT HEARD OF DUTY?! A UNIT'S DUTY DOES NOT END WITH AT THE CROAKING! THEIR BODIES WILL HAVE 10 MORE TURNS OF DOING THEIR DUTY BEFORE THEY REACH THE TITANS! AND IF THEY SAVE THEIR QUEEN, THEY WILL ENTER THE HALL OF HEROES AND DRINK THE TITAN'S MEAD BECAUSE OF IT!"  
  "IF YOU DON'T WANT TO ENTER THE HALL OF HEROES THAT WAY, JUST SAY SO AND WE ADD IT TO YOUR CONTRACT!"  
 "WE HAVE MORE RATIONS HERE BY THE WAY" 
 ”Fine! If you are so set on parting ways I will not stop you... however you now have tactical information about my side that I would rather you not tell anyone else. Sign a non disclosure agreement not to share any of This information and I will pay your upkeep for another turn!”  Harley shouts across the hex at the top of her voice.

 Subject: Arkum Discussion  Thread 

The Warlord and his stack seem to be beyond hearing now. What he actually heard you will never know.

 Subject: Arkum Discussion  Thread 

After waiting a bit, Warlord Breach does not respond or return.

 Subject: Arkum Discussion  Thread 

Spike will then walk into the hex. He walks to the far side of the hex and speaks with the other units for a long time before he returns.


 He wasn't willing to sign one for what we were offering. His price was 5000 shmuckers. I think the offer was more an insult than something he expects us to pay. 


Bill will head to the farm to manage it.


 Subject: Arkum Discussion  Thread 

Harley and Spike then returns to the Capital, giving Bill a lift back as well.

 Subject: Arkum Discussion  Thread 

" Herring, we dropped the ball.."

"We revealed to an outsider that we are the Queen before demanding he sign an NDA first.."

"And this barbarian warlord Breach ended up leaving without signing an NDA.. it's only a matter of time before the fact that there is a side named Arkum with a Shockamancy Queen reaches some neighboring side.. and from there the MK.."

"Do you know how we can keep tabs on this Warlord?
Perhaps Findamancy has a cheap spell to determine the hex number of a particular person? Would you inquire ?"


 I will inquire...

I found a findamancer, he says he can keep track of them up to 30 hexes from the casting point. After that hes says he can only point in thier direction. Each spell will cost 300 shmuckers. 
 Subject: Arkum Discussion  Thread 
 "Hey Anna, check out this wagon, we need to replicate it. How should we go about it? What can you do to help?" 
 Its not magic just a cart I could whip one up. With enough wood and a bit of metal. I could maybe even make this one better. Again with enough materials. 
 Subject: Arkum Discussion  Thread 

" Anna, could you turn Juice into wood and metal raw materials? Who could? "  turning to Herring 
 I could, but its very expensive juice wise, your looking at two or 3 turns just to make the materials 


Harley then gathers 2 Hobbies, the cart, 3 Woofs and the Twinhorns and takes off to the forest hex with the vine monster.

Harley and her stack enter the hex with the missing scout. After a little searching you find him. He is covered in some vines. The vines digging into the scouts body. You see several large fruits hanging off of the vines. As you approach to see that the vines are spread among several of the trees.

 Subject: Arkum Discussion  Thread 

Looking searchingly at the vine holding the Scout, dozens of vines are holding him. They seem to be coming mostly of the tree he is under, but a few branch into near by trees.

 Subject: Arkum Discussion  Thread 

And we are not sure he is even still alive.

 Subject: Arkum Discussion  Thread 
 ”Hey, anyone home? You got a scout of ours.”  we yell, in a long shot idea

When no response is forthcoming, we have the TwinHorns ditto, all restack and

fire a cold energy bolt at the vines! Hit! The energy seems to spread along the vines, frosting over before the vines go limp. The frost seems very effective against the vines. ( critical hit!) You feel the rush of xp! As the battle ends just as it was starting.


The scout is still alive. Your ruler sense tells you the scout has been poisoned. You find a half eaten fruit near by the scout.

She then has the incapacitated scout carried the hex over and placed in the Cart. The whole stack then returns to the Capital

 Subject: Arkum Discussion  Thread 

Leaving the Scout being tended at home

We have a living Piker from Farm come, and Harley walk to tame wild Hobby (taking farm rations and foraging on the way) and return to 1 hex from Arkum, Hobby1 gets them on last hex.

Harley doesn't find much in the way of wild rations on the way. Finding only two such rations. Using the two wild fruits and a whole farm ration she manages to tame the hobby horse.


Quickly then Harley and Spike rides Hobby3 to woof hex (with good meat) to tame the single woof


The woof doesn't go hostile when it sees the meat. After two of the twin horn meat rations it joins the side!

 Subject: Arkum Discussion  Thread 
 "Herring! You're up! The scout's been poisoned. Do you know if he will live? Would you confirm the price of a Healomancer to save him? (And if turns out to be out of our league.. what can *you* do to help?)" 
 well... a healamancer would be at least 400 shmuckers.... I could cast that his body would ignore the effects of the poison until start of turn. Start of turn healing could fix him, but not sure. And that would depend if you still wanted help with identifying items this turn. 
 Subject: Arkum Discussion  Thread 
 "What do you mean, how much Juice would it take to make him Ignore the effects of Poison for 1 turn, and how much Juice do you think the Identify helping will take you?" 
 Hmmm... I should be able to do all three with my juice, but it will take most of it. 
 Subject: Arkum Discussion  Thread 
 "Very well, 400s for saving him for certain. Do you know how much they charge for a simple diagnosis? (Would you find out?)
And assuming the 'ignore poison for 1 turn' takes 25 Juice, would you take 50s for the casting? (or does it cost more?)" 

Herring looks at you, before taking a deep breath and speaking

 It takes all the mystery out of thing when you just ask how much juice a spell costs.... Guess that comes from working with caster rulers. The spell I will use is not a simple spell. It will take 100 juice for the identify, since I'm not a hat magician. I was planing on casting three different spells each covering.. well without going into a lot of detail, It's more than a simple spell I was planning on casting. As for the heal he will want a quarter up front, plus the normal protections for entering your portal. However he could tell you if the healing is needed, in the first place. 
 Subject: Arkum Discussion  Thread 

* puts a hand in Herrings shoulder * (incidentally allowing him to read that we're truly grateful)  "Thank you for being frank with me." 

Then starts pacing muttering
 "(100s for a diagnosis, then 300s to save him for certain if needed..)" 
Suddenly stops and rounds on Herring  "Wait, how much did you say you'd ask? How much for making the attempt to 'ignore poison' assuming you have your full Juice?" 
 well... I know your trying to save for a city upgrade. So lets say 3 ration and a direct attack scroll. Not fire. That would be for the identifies and trying to save the scout. 
CyperWizWurmD
 Subject: Arkum Discussion  Thread 
 "Ahh.. that is generous.. I think I have to say yes to that"  she gratefully smiles


Working with master Herring you sit down to identify a few magic items. Starting with spikes axe. You feel the juice pour out of you costing you 50 juice!



  +1 battle axe 

+1 combat score and + 1 damage! 


Moving to blunted smile you again feel the juice pour out of you. However you gain a new understanding of the spell.


  Blunted smile 

+1 weapon ( +1 combat score and damage)

Juice storage 0/100 ( This weapon can store raw juice. This juice will remain in the weapon until used. The caster can use this juice to power thier spells.

Shocking smash: the wielder may expend juice stored in the weapon. For every 25 juice used the weapon deals an additinal 1d6 electic damage. You may decide to release the juice after you have confirmed a hit 


 Identify
Class: hatmagic
Juice: 25/50
Range: item touched
Casting time: 3 rounds

The caster learns the magical properties of a magic item touched. This spell can fail on more powerful items. 

You spend your remaining 25 juice on spell research. You cast on a battle axe. As you form the globe the axe head glows red hot and begins to melt. The weapon is damaged.

You create a energyblast scroll (cold) Herrring as part of this payment.

 Subject: Arkum Discussion  Thread 
 "Herring!  Remember the Dollamancer? I was really excited by her offer! Would you let her know that?  'That we'll definitely be ordering her services in the future, but that for now we're actually more interested in one of the staples of Dollamancy, the Battle Bear! Would you ask how many materials she would need to craft a Battle Bear? And how much she would charge for one if we don't provide said materials? And of course, what could she guarantee its stats to be'  Thanks! :D" 

After a short time Herring answers back
 The Dollamancer say that such a spell would take her two turn to make a battle bear. The stats she is willing to share when we talk about hiring her. She would charge 1000 shmuckers per battle bear. 


Scout H moves and revels more forest  https://imgur.com/a/2xHaYbO 
 Subject: Arkum Discussion  Thread 

Before the start of turn a message comes from Scout H. A Shady elf entered the hex. I passed on the message. They are not willing to go to the capital however, they are willing to meet someone at hex -06.03 on their turn if we wish to talk about an alliance.

Anna and Herring show up before start of turn for their rations.  Your units line up for their rations.

Use of rations:
Harley
Spike
Anna
Herring
Bill (30s)
Twin horn x2 (80s)
Hobby horse x5 (175s)
Woof x3 (105s)
Using 15 rations and saving an additional 390s

Plus scouts eat the rations they previously foraged

Harley levels at the start of turn! Feeling the rush of more juice and her Hit and Move increasing by one!

Scout D survives and head off to scout!

The two green rations of meat depop at dawn. Their signamancy decaying to the point they are no longer usable.


  Turn 7  
Map  https://app.roll20.net/join/4646217/jklS-w 

As the turn starts the scouts head out and report the following:
-07.-01 Barbarian warlord, 1 Stabber, 2 Archers
-04.-03 Antz hex
-01.-05 two large horned humanoids
03.-05 1 Large spidew, 5 Armed spidews, 4 Spidews
08.03 Ratz

Turn report
Arkum Side Stats

Treas at beg of last tu:4253
Gifts - Expend last tu:-700
Treas at end of last tu:3553
(City Income:2000)
Income 2000
(Upkeep cost:-36)
Available this turn:5517


Capital City Arkum 00.00
Level 1 (6000 to upgrade to level 2)
Building Slots 2/2 (Administration center, Walls)
Tower lv 1 100/200 (x4 Flame blast)
Income 1000/ 2000 Managed
Upkeep 770/36 "after rations"
Treasury 5517
Production:  2 Scouts

Larder
1 Farm Ration Placed aside on turn 4 “ Slight change to signamancy
3(1) trail rations

Armory
5 Battle Axes
4 daggers

Other loot
1 Cart
3 chests
1 Tent
100 ft of rope
3 Woof skins
6 twin horn skins
12 Twin horn horns
1 Message hat “ linked to Herring hat”
1 Paired message hats Other with scout H
1 Candle level Power orb " permanent
1 Flameball (in fire place)

Units
Queen Harley Tesla
Shockamancer level 3
XP: 19/36
Juice 300/300
3(4)/2/8/9 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 140 shmuckers "Paid"
Equipment: Blunted smile

Warlord Spike
Warlord level 2
XP 11/24
5(6)/5/11/8
Special: leadership, base popped
Upkeep 130 "paid"
Equipment: +1 Battle axe, critical helm



X2 Uncroaked Pikers (6 turns)
1/2/6/8
Special: Rewrapped

X2 Uncroaked Pikers (8 turns)
1/2/6/8
Special: Uncroaked

X3 Woof
3/3/8/12
Upkeep 35 “Paided”
Special: Forest capable

X1 Uncroaked woof (8 turns)
3/3/8/12
Special: Uncroaked

X5 Hobby horse
1/2/8/14
Upkeep 35 “Paid”
Specials: Mount, Passenger

X2 Twin Horns.
2/2/8/14
Upkeep 40 “Paid”
Specials: Charge, Mimic



Hex 03.01
Farm level 1 "Managed”

Bill
Courtier level 1
XP 1/8
0/0/4/8 (1 damage)
Special: Farmer
Upkeep 30 "Paid"
Equipment: Pitch fork

X2 Pikers
Level 1
, B) 2/8, C) 2/8

Hex -02.04
X1 Scout A, Level 1, Xp 6/8 move 0/12

Hex 00.01
X1 scout B, Level 1 Xp 3/8 move 0/12

Hex 04.01
X1 Scout C lv 1 Xp 3/8 Move 0/12

Hex 05.-03

X1 X1 Scout D lv 1 XP 5/8 Move 0/12

Hex 00.-01
X1 Scout E Lv 1 XP 2/8 Move 0/12

Hex 05.-02
X1 Scout F lv 1 Xp 2/8 move 0/12

Hex -02.01
X1 scout G Lv 1 Xp 2/8 Move 0/12

Hex -14. 06
X1 scout H lv 1 Xp 0-8 Move 12/12


 Agreements 
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired. Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with Dee Cees[/spoiler]


After the start of turn.

 "Would you wait awhile, until our turn start? And Herring, could I have a NDA contract for Dee (shockamancy scroll or 2 rations today?) and would you go get her to join us as well?" 


Will take 2 more Trail rations


 As Dee join us and signs "Welcome to our merry little band of friends Dee, you know Herring, and this is Anna" *soft smile* "Here, protected by these walls and NDAs we are all free and even *encouraged* to speak freely!"

"First, I'd like to informally offer you guaranteed upkeep, for as long as we may live, for the simple pleasure of coming each morning, and discussing the upcoming day over our shared rations. We'll let you know what we'll be doing and if we'd like to buy your Juice that turn, and you'll be free to sell it or go about your personal business unimpeded (and-if-your-personal-business-includes-magical-research-we'd-love-to-participate!)" she finishes excitedly ^_^

(side though: no fear of disbandment by starvation, and no fear of disbandment by disobedience, it's the best of both worlds. I don't see why a caster would ever turn to a side having this)

"But first! Let's wait a bit for the turn to start, my meal to pop, and the scouts to report, and I'll have an even more *outrageous* offer for ALL of you" smiling hugely

(wait for turn to start and meal to pop)

"Come, come, join me at the table, lets eat" *gesturing good naturedly*

(wait for scouts to report)

*CLAP HANDS!* "OK! Here's the situation, Herring, if you will" *holds pinky up, and hooks pinky with Herring* "I hereby pinky swear we have no known sided enemies, nor our scouts detected any army up to 8 move away from here, the Capital. That should guarantee our survival at least one more turn!"  *bug-eyed-smile!*
"I also pinky swear we need less than 500 shmuckers to upgrade the Capital, and that we expect the upgraded city to produce an extra 1000 shmuckers"
"Finally I pinky swear that if any of you lends Arkum a combined total of 500 shmuckers, Arkum will pay you back 1500s next start of turn!!" *giddy with excitement*

"This is such a win-win! You get to *TRIPLE* your savings, and Arkum gets an upgraded Capital 1 turn early at no extra cost!" 


All three casters look at Harley in surprise and look a little uncomfortable. Both Dee and Anna look at Master Herring. He takes a deep breath before answering.

 Harley don't take this the wrong way, but that is something I wouldn't be willing to do, However if you are looking to gain some quick cash, I could sell a few scrolls for you. If you give me three or four good shockamancy scrolls, I could go sell them for you. I should be able to make at least 500 for you. 
 Subject: Arkum Discussion  Thread 
 "Anna, yesterday you said you could replicate or maybe improve the cart we have with enough wood and metal. How much of your daily Juice pool would that take you think? (Could you still make 1 road?) Because our next request after that will likely be starting on roads to the Farm"*
 
 I'm honestly not sure, I've never done something like this. But is sounds like you wont have the shmuckers to hire me this turn anyway... 

(after another while, meal being almost over)

 "Herring? Just to give me food for thought: what's the most shmuckers you've been able to get from 1 shockamancy scroll in the past? And what will be the expected buyers (who actually has shmuckers to pay for scrolls? Sided casters?)?" 
 Honestly I haven't sold any. I have been keeping the scrolls so far for my own personal defense. Also selling the scrolls goes beyond my acting as the voice of Arkum in my opinion. So there would be a finders fee in this deal. If that is all I will take my leave. You may contact me by hat if you need anything else or wish to sell any scrolls this turn.  

Master Herring heads for the portal room.

 "We need more hats. Herring, how much are your Hat Magician contacts charging for a pair of hats? And in parallel would you ask for a teacher, to help me learn Hat Magic spells?" 

Answered by hat
 I can make hats if you need more. Let me know what you are offering for a set of hats. 
 Subject: Arkum Discussion  Thread 

 "Take a cut of sales? DEFINETLY! You'll get much better deals than us anyway!

And you can MAKE hats?? That's amazing, YOU'RE amazing!*

How much I offer for hats? I have nooOoo idea how hard hats are to make. You tell me**You thought 100s was fair for an identify, how much do you think would be fair for making a pair of Hats?

H ⚡
PS: You left in quite a hurry, did we unknowingly offend in any way? Sorry our new-popped-obliviousness if we did" 

*

After a while you receive an answer back.

 Its easy to forget how young you are. I will try and remember that in the future. Carnymancers have a reputation in the MK and in general. While it's deserved in some cases, that could be said about many casters. Well, besides that, I have found a buyer for your scrolls. They have offered to buy as many area of effect scrolls as you want to sell. It's not a great deal of money but would net you 150 shmuckers per scroll. I think their side might be in for a capital fight. While they are not hiring casters they are buying every scroll they can get their hands on. As for the hats it depends do you want something linked to your hat. Or two independent hats. 

 " Ooh.. does that mean you have no Hat Magician friends?.. (but you were friends with Burtrum..) sorryyyy :(

Ooh neat, you could create just a single hat linked to our master hat and that would be cheaper that a new independent pair? We want the cheaper one! :D  

 Subject: Arkum Discussion  Thread 
 I could take the hat that you currently use to contact me and make it a hub hat. The hub hat could then send a message to any hat linked to its network and that hat could respond to the hub hat. Adding a new hat to an existing hub is a rather easy spell I could teach you. Making your current hat a hub hat would take me two turn. So lets say 600 shmuckers total. To create just a linked pair of hats 200 shmuckers.  
 Subject: Arkum Discussion  Thread 
 "Thanks Herring, we'll definitely ask you to make our hat a hub hat in the future. When we do, and until we learn the basic spell, how much to create a single extra hat to add to the network?" 
 150 shmuckers to make the hat and link it. 100 shmuckers just to make the hat. But if you buy two hats I will link them both for 250 total. If you have other hats to link to the network I will do it for 50 shmuckers each 




You form up and head for the hex next to the barbarians hex. Leaving the uncroaked at the previous hex boundary.

The signamancy for the barbarians looks a little rough. You see the warlord standing near the front of the stack.

He is short, shorter than even the infantry in his stack. He carries no weapon that can see. His armor is impressive looking. Black in color with overly large yellow shoulder pads. His bald head has six dots running between his eyes.
 

Harley yells across the hex boundary

 ”Hi there my barbarian friends!” *Harley declares with a big smile and a wave.* ”The names Harley and you have happened to stumble on to Arkum land but it’s your lucky turn, you see you have happened to have arrived in the middle of one of our recruitment drives. We’re always in need of good warlords*and brave warriors, if you were to Turn to Arkum now you will have a place to call home, walls to protect you, brothers and sisters in arms to fight by your side and your stack need never worry about your upkeep again.” *Harley declares.* ”What do you say?” *Harley adds with a winning smile.

The warlord stares at your stack, his eyes resting your stack before answering

 Greeting Harley of the side of Arkum. My Name is Warlord Krippen. While you offer to join you side is interesting. I'm not really interested in joining a side I know nothing about. I would be willing to hire on for a short time however. 
 ”Pleasure to meet you Krippen”  Harley declares with another bright smile.  ”Hmmm I can understand that...”  She then declares with a slight shrug.  ”What would you need to know about Arkum though in order to be convinced to join the side?”  She adds cocking her head to the side in curiosity.

 Subject: Arkum Discussion  Thread 
 Would you give up freedom and place your fate in someone hand within 5 rounds of meeting them? What would I need time, meet your ruler and judge their character, a good reason why being sided would be better than being a barbarian. What would you offer in hiring me and my stack? 
 Subject: Arkum Discussion  Thread 

Harley smiles in an understanding way.  ”I do not see it as a loss of freedom but as a gaining of a home”  Harley replies.  ”As for the ruler well you have already met her...”  Harley adds with a grin.  ”Queen Harley Tesla of Arkum a pleasure to meet you warlord Krippen”  She then declares more formally with a slight nod of her head.  ”You see I do take recruitment very seriously!”  She adds.

 ”Please tell me Krippen how is life for you as a barbarian? I have never been one myself but I can imagine it’s not the most secure of lifestyles?”  Harley questions.  ”Having to sleep in the field? Not knowing what you will face next turn... Always having to worry about making upkeep...”  Harley comments.

 ”I will admit that Arkum is currently a small side but we are growing, getting bigger and stronger every turn. I value my warlords very much, if you were to join us I would grant you lodgings in the capital city, you would have freshly popped rations every turn and you would have men to command in battle. You could have a great future with Arkum!”  Harley declares.

Krippen listen as you talk, he seems a bit surprised when you say you're the ruler.
 So you're the ruler huh, where's your crown? While upkeep is always a worry. Would you really want someone who offers his loyalty so easy?

The offer of a home is tempting. However it isn't something I would jump into so easily. It comes down to it I don't know you and you don't know me.

I could join your side right now, but I don't see a good reason to jump into something like that, do you?

Also, I thought only warlords became rulers? I would love to talk shop with a caster I have an ability that is kind of like a spell. I think and maybe you could tell me more about it.  
 Subject: Arkum Discussion  Thread 
 ”A crown is not well suited to riding around in the field!”  Harley replies with a smirk.  ”I might be a Queen but I am also a warrior at heart”  Harley adds.

 ”Hmmm yes I hear what you are saying. I would not want a unit with low morals or loyalty that might one day betray me but I hope that if you were to turn you would be sincere in doing so and would not be planning to one day betray me...”  Harley replies with a slight pout.

 ”Perhaps we could come to a compromise?”  Harley then suggests.  ”If you and your stack would be willing to ally with Arkum I have a contract in mind where we would be willing to pay your stacks upkeep and you may stay in Arkum city as our guests in return for your support. At the end of the contract period you can then decide either to turn to Arkum or leave with a non aggression and non disclosure contract in place.”  Harley offers before scribbling down the details to show Krippen.

 ”Oh Warlords are certainly the most common rulers but every now and then you get a caster ruler too”  Harley replies.

 ”That's really interesting!! I really want to hear it!! I love learning from casters from other disciplines, and now a Warlord!! So cool! What can you do?”  Harley asks.

Details of contract

   Contract between the side of Arkum and Warlord Krippen (including the unit’s under his command) 

For a period of X turns Arkum and Warlord Krippen agree to enter in to an Alliance. During the period of the Alliance Warlord Krippen (and his unit’s) agree to act as units of Arkum. In return during the period of Alliance Arkum agrees to pay Warlord Krippen (and his unit’s) Upkeep in full and provide lodgings in the city of Arkum. Warlord Krippen May refuse an order given to him by the ruler or chief Warlord of Arkum however in doing so the Alliance part of the contract immediately comes to an end and the nonaggression period of the contract comes in to effect.

At the end of the Alliance period Arkum and Warlord Krippen will enter in to a permanent standard nonaggression treaty.

From the point of signing the contract Warlord Krippen (and his unit’s) will also be under a permanent non disclosure agreement to not share any information regarding Arkum with outside parties.

During any point of this contract Warlord Krippen and his unit’s may chose to Turn to the side of Arkum without penalty.

Contract penalty: 10,000s  

 The contract seems fine, but needs a few things. If it is fine with pulling garrison duty for just our bread each turn. We would help defend the capital if it comes under attack. However combat duties outside of the capital would cost more. Lets say 250 shmuckers per battle. With the option to wave that fee in exchange for you popping units to turn to my stack.  

He stops to think for a moment.

 And a part of any loot gained in battle. Lets say 1 in 4 of rations and we can discuss any other loot gained. 
 Subject: Arkum Discussion  Thread 
 "Krippen, 250s per battle seems reasonable; the alternative of 1/4 of loot plus popping units for you per battle is appealing, lets hash out the details?
How about  :
- we always replace losses
- (the possibility of you refusing an order is already contemplated, so we'll never ask you to fight a losing battle)
- 1 Piker or Scout added to your stack per battle (or 1 Stabber or Archer per 2 battles)" 
 Replacing my losses is a fine part of the deal With that settled how about this. 1st Battle one piker, 2nd battle  one archer, 3rd battle  one piker, 4th battle  one stabber. I would rather not have credit on incoming units. In case we have a falling out.Also until I have a full stack your side will provide units to fill out my stack. With that said I would prefer battle most turns. One of my abilities scales with my level.  
 "We are converging :)

How about
- we always replace losses
- we always provide our units to give you a full stack bonus
- (the possibility of you refusing an order is already contemplated, so we'll never ask you to fight a losing battle)
- 1 Piker or Scout added to your stack per battle (or 1 Stabber or Archer per 2 battles, but given after the 1st battle, so *we* have the burden of credit)"
 
 Subject: Arkum Discussion  Thread 
 I don't really need scouts they cant report to me the same way they could to a side. And what would the credit be worth? How about 125 shmuckers. Also I decide if i'm getting shmuckers or units and loot. If there is no loot for a battle double units. Fair? 
 "the value of credit you'll owe us after we give you a stabber to be 125s sounds reasonable.
However, we cannot concede on who chooses the method of payment, we may have other expenses and need to have the option to pay you in production." [/quote]

 Subject: Arkum Story thread 

 
 Originally Posted by CyperWizWurmD 
  Subject: Arkum Discussion  Thread 
 Then the method of payment in units will have to be void after I have a full stack. However the the method of payment will need to be decided before the battle. I'm also fine with a cap within reason. If my stack is sent out by ourselves to deal with a threat then what we find should be ours. If we are only one of 10 stacks involved in a fight then what we gain should be less. Our spoils should be equal to our contribution to the battle. 1/4 keeps it simple and I don't want to be overloaded with rations if we cant use them.With you paying our upkeep. Are you going to be paying our upkeep with just shmuckers or shmucker and rations? 
 ”That sounds acceptable”  Harley agrees with a slight nod  ”You’re upkeep we would most likely pay with a ration where as your infantry we would pay with shmuckers”  Harley replies.

Harley then stops to write to Herring

 


 "Herring, how much to spell up a contract that includes NAP, NDA, guarantee of Upkeep, division of spoils, production of units?" 

 
 Subject: Arkum Discussion  Thread 
 The price for such a contract is 800 shmuckers. However, this signamancer is in need of a few hats. So I will make the hats if you pay me 800 next turn. 

 
" Thanks Herring. That is truly appreciated &lt;3.
However that is way over budget. Would you confirm the simple NAP+NDA price?" 

 
More to Herring
 


 "Really Herring, You should see me now, I'm choking back tears of joy :') (wet smudge) , if you get us this contract today, and we can pay you tomorrow, AND you sell us 6 schockamancy scrolls we'll be able to DO EVERYTHING this turn :D (Upgrade City, hire Barbarians, pay Anna to cast while city is upgraded)" 

 
 Subject: Arkum Discussion  Thread 
 200 shmuckers 

*Harley writes it up*

 


 Non Aggression and Non Disclosure pact
Penalty: 10,000 shmuckers

Signatories
Queen Tesla ruler of Arkum
Barbarian warlord Krippen

A Non Aggression and Non Disclosure pact between the signatories and any forces under their command. Neither the signatories nor any forces under their command will offer violence or otherwise impede each others forces or possessions, nor share any information of the signatories with non-signatories, under penalty of the above amount. The agreement will remain valid until the both signatories wish to end the agreement or the croaking of one of the signatories. 

 
 "Here. Are you happy signing this? With the verbal understanding that we will
1. Offer 1 stabber/archer per 2 battles after 1st battle + proportional loot, or 250s per battle, stated before battle;
2. Pop replacements for losses;
3. Pad your stack with our units up to max stack bonus
4. Pay Upkeep"

"And you will
1. Ally;
2. Act as a unit of the side" 
 Subject: Arkum Discussion  Thread 
 I thought were were going to do a contract? Verbal is fine for alot of things, but this has alot of moving parts. At any point you could decide not to pay my upkeep and me and my units would depop. Unless I have enough shmuckers.   
 *taken aback* 
 "... don't you have enough shmuckers now?"   *horrified look* 
 "How about... We make sure you always have enough shmuckers /fresh farm rations with you from last turn, so this can never happen. We'll rotate them each start of turn so they are always fresh" 

To Herring

 


 ’Can you find out how much it would cost to just add the guarantee of upkeep to the contract while the units are allied and acting as units of the side protecting the capital’ 

 
 Subject: Arkum Discussion  Thread 

Herring messages you back
 250 shmuckers 
 I was just using it as an example. I have enough for us for this turn. 
 "Uff.. Okay.. you scared me there..
Sooo, are you imagining a way to spend your shmuckers while with us? You should be fine until you leave us?" 
 Subject: Arkum Discussion  Thread 
 More the idea of building a nest egg if we end up parting ways and rations can go bad. Might If I earn enough. Try taming a mount for me or promoting one or two of my stack to knights if I earn enough.  
 ”We should be able to add guaranteed upkeep to the contract. For the payment for additional battles outside the capital we could pinkyswear before the battle to ensure you get the agreed payment”  Harley suggests.

 "Here" 

 


 Non Aggression, Non Disclosure pact, and Upkeep
Penalty: 10,000 shmuckers

Signatories
Queen Tesla ruler of Arkum
Barbarian warlord Krippen

A Non Aggression and Non Disclosure pact between the signatories and any forces under their command. Neither the signatories nor any forces under their command will offer violence or otherwise impede each others forces or possessions, nor share any information of the signatories with non-signatories, under penalty of the above amount. The pact will remain valid until the both signatories wish to end the pact or the croaking of one of the signatories.

Arkum will pay Barbarian warlord Krippen and his units' upkeep. This may be cancelled with 1 turn notice.
 

 
 "Looks good?" 
 Subject: Arkum Discussion  Thread 

Krippen smiles at that.

 very well then i accept your terms, umm how do I sign from here? 
 Subject: Arkum Discussion  Thread 

Your units cross the hex and sign the contract. As Krippen and his unit ally with your side. You then pinky swear your verbal contract. You learn a few things as his units ally.

Krippen has an upkeep of 150 shmuckers.

The stabber and two archers each have an upkeep of of 14 shmuckers each.

 "Krippen you said you had magical abilities. Also how how many turns old are you and how hard is it to hunt ferals for upkeep?" 

Krippen smiles seeming happy to talk about himself.

 Well this is my eighth turn on erfword. I popped in some ruins to the north west of here. There was a large feral in the hex. I lost two of my stack during the fight.(He looks a little sad at that,  but continues on.) We found some loot. Including the armor I'm wearing. We headed off into the forest. It was slow going. We had a few more battle. In which I lost another two of my stack. Currently I'm level 3. I have two specials the martial arts special and Chakra specials. The martial arts special lets me fight without weapons and do a few other things. The Chakra special lets me use various kinds of energy attack once a turn per level.  
 Subject: Arkum Discussion  Thread 
 ”Ruins you say? How many hexes away are they? Could be something we’d like to investigate at some point...”  Harley comments.  ”Oh while I think of it Arkum city is seven hexes to the east. When you reach the city would you be willing to help us update the maps in the map room with the hexes you have travelled through since popping?”  Harley asks.

 ”Oh I’m sorry to hear that”  Harley replies hanging her head slightly.  ”What kind of feral was it?”  Harley then asks.

 ”Wow now that is interesting! That sounds like natural Shockamancy to me which is amazing as I just so happen to be a Shockamancer!”  Harley declares with a big grin.  ”I really really want to see what you can do!”  Harley almost squeals.

 I can try.. I wasn't keeping a map. Didn't have any paper and we didn't go in a straight line. The feral was some kind of large frog that could swallow a unit whole. I beat it with an energy blast. I could show you but I would rather wait until next turn. Since its just the four of us out here I would rather save it in case we are attacked off turn. 

Harley pouts slightly.  ”Oh don’t worry I can wait until next turn when you will be safely behind the walls of Arkum”  Harley declares.



The stack then heads back to the capital.

And hobby horse 3 takes Spike and Harley to 00,-04

The two horned humanoids look up as you approach. They are large and heavily muscled. They have the heads of bulls with large metal horns that look like pickaxes. They both stand each picking up a pickaxe.
 
 Subject: Arkum Discussion  Thread 
 ”Hi there my large muscular friends! I’m Harley from the side of Arkum it’s a pleasure to meet both of you!”  Harley declares with an enthusiastic wave.  ”Mind if we talk?”  Harley then asks.

One speaks up his voice is rough and deep

  What Arkum want now? (He looks closely at Harley and Spike) You new. Where man with funny hat?  
He snorts after speaking.

 Subject: Arkum Discussion  Thread 
 ”Burtrum? or do you mean King Tesla?”  Harley asks cocking her head to the side in curiosity.  ”Either way I’m afraid they both aren’t available...”  Harley replies.

 ”You’re people have worked with Arkum before is that correct?”  Harley questions.  ”We’d actually really like to work with you again? Would that be something you’re interested in?”  Harley asks. 
 

He shrugs when you say the names not seem to know or maybe not care.

  Mork, Sark, and Crak go with man with funny hat to smash walls, because smashing fun and man with funny hat promise us mine. Darfs still have mine and others not returned yet.   
 ”Hmmm was there any reason you did not go to smash walls too?”  Harley asks cocking her head to the side.

 ”This mine you want do you know where it is and how many darfs there are there?”  Harley asks.

 ”I’d like to help you get the mine just as the man in the funny hat promised but to do so we would have to work very closely together... would you be willing to do that?”  Harley questions.

 Subject: Arkum Discussion  Thread 

He points off towards the North east.

  Many Darfs. Didn't go because point hat only hired three. Sent new blood, chance to level. We can talk about smashing thing for you when others return and you get us mine. No new deal until old deal finished.  
 Subject: Arkum Discussion  Thread 

Harley gives a slight sigh.  ”And what if the others do not return? The man with the funny hat has not returned and I fear that they have failed...”  Harley replies hesitantly.

The minertaur considers this, then shrugs.

  Fail mean not strong enough or not smart enough. New bloods plenty strong, so pointy hat must have made mistake. Attacking frozen lands shouldn't be to hard.  
 ”Are you’re people natural allies? I am just wondering if we can help increase your numbers?”  Harley then questions.

  Not natural allies, but use gems like darfs to increase numbers. That why we want mine.  
 ”We must go soon in order to plan but how do we contact you in the future? Will you be camping in these hills for some time?”  Harley asks.  ”Oh and I never did get your names...”  Harley adds.

  This Zark, I'm Arak. We be around fields unless find better hunting grounds.   


Then Harley and Spike return to the Capital.

Harley then drives the wagon to the forest. The troops start filling the cart with fallen trees and logs, before grabbing their axes and set to work chopping down trees. The cart is about half full when Harley's ruler sense kicks off! One of her pikers has been badly hurt! She finds piker C pinned under a tree. A branch has gone through his leg dealing three hits in damage.

 "Ouch! Don't worry Piker, we'll cut you loose soon enough"

"Spike, Piker, do you feel pulling out that branch in the leg will deal more hits? (does twisting a sword in a wound supposed to deal more hits?)" 
 Subject: Arkum Discussion  Thread 

Getting the tree off of him wont be much of a problem and erfworlders don't really worry about trauma, so getting the branch out isn't much of a problem as well.

 Subject: Arkum Discussion  Thread 

You decide to leave the tree branch in the pikers leg. Chopping the branch off while its still in the pikers leg is time consuming but in the end the piker takes no more damage. Having a branch sticking out of his leg makes loading more trees difficult but not impossible for the piker. The uncroaked pikers continue to chop down trees. As the very last tree is felled Harley's ruler sense kicks off again! One of the uncroaked pikers has been dusted!

 Subject: Arkum Discussion  Thread 

Harley then returns to the capital with the remaining piker.

Spike seems concerned but knows his duty. Spike and the uninjured piker head out to the meeting point with the elves.

Harley makes the 6 scrolls and sends them to Master Herring. Master Herring returns to the capital with a single gem worth 900 shmuckers. Which he hands to Harley.

 Do you mind if I stay and watch the city upgrade. I haven't seen one before? 

Anna and Dee also arrive.

 So you want me to put my juice into the upgrade? Anything you want me to focus on or just try and make the upgrade less expensive? 
 ”Ofcourse you can stay and watch Herring. You’re always welcome in Arkum!”  Harley declares with a big smile.  ”I mean if it wasn’t for you we wouldn’t even be ready to upgrade the city yet!”  Harley adds.

 ”Huh now that is a good question Anna...”  Harley replies with a contemplative look.  ”What do you think you might be able to achieve? Extra enhancements to a particular city zone like the walls or the tower or make extra buildings pop in to existence...”  Harley thinks out loud.

 Subject: Arkum Discussion  Thread 
 Just to be clear I'm not sure it will do anything at all. However I'm willing to try. I know dirtamancers can make upgrades less expensive with their juice and I'm willing to try. Don't know if it will work however. 
 "Less expensive! GOgogo Anna"  :D

 Subject: Arkum Discussion  Thread 

As you trigger the upgrade the city begins to glow. Anna begins to cast at the same time. You feel your treasury decrease as the city expands. The walls grow a little taller and the city expands beyond its previous limits. the Treasury decreases by 1000, then 3000, then 5000! The final upgrade ends up costing 5500 shmuckers!

Capital City Arkum 00.00
Level 2 (20000 to upgrade to level 3)
Building Slots 2/4 (Administration center, Walls)
Tower lv 1 100/200 (x4 Flame blast)
Income 2000

New production options are available!

Scouts 4/ Turn
Pikers 4/ Turn
Stabbers 2/ Turn
Archers 2/ Turn
Courtier 1 Turn
Hobby horse 1 Turn
Knight "champion" 2 Turns
Knight "Lancer" 2 Turns
Knight "Sniper" 2 Turns
Knight "Far strider" 2 Turns
Heavy "Mineataur" 2 Turns
Warlord 4 turns



  Unit Stats 
Knight Champion
5/4/8/8
Upkeep 100
Specials: Knight, Cutter
Damage 1d6

Knight Lancer
4/5/8/8
Upkeep 100
Specials: Knight, Lancer
Damage 1d6

Knight Sniper
4/4/8/8
Upkeep 100
Specials: Knight, Archer, Rapid shot
Damage 1d6

Knight Far Strider
3/4/8/16
Upkeep 100
Specials: Knight, Scout, Sneak attack
Damage 1d4

Heavy Mineataur
6/5/12/8
Upkeep 100
Specials: Heavy, mountain capable, Sapper
Damage 1d8

Specials Update
Knight: Unit can fight from a mount, Also the unit deals a bonus 1 point of damage.


Cutter: Unit bypasses a heavies damage reduction

Lancer: Unit can bypass a screening mount when attacking the rider. Can also dismount the rider with a powerful hit.

Rapid shot: Unit may attack twice a round with a minus 2 to hit.

Sneak attack: unit deal double damage when it catches a unit by surprise or if he has combat advantage over the other unit.( enemy is entangled, prone, blind, ect)

Heavy: Unit has 3 damage reduction against incoming attacks, unless otherwise stated. Unit can not ride mounts.

Mountain capable: Unit can move normally with in hill and mountain hexes. If a warlord leading a stack has this special. then the whole stack gains the benefit.

Sapper: Unit is capable of mining and deals double damage to structures. Unit is also capable of fighting in sub terrain areas. 


With that done. Anna smiles but looks tired.

 Subject: Arkum Discussion  Thread 
 "Huh.. Herring, (we won't try this now but), do you think you could cast to work around the limitation of not being a novice in a discipline making spells cost double Juice? (Imagine the number of Hats we could make by half Juice in a single turn :D)" 
 I'm a novice myself since I have been focusing on Hat Magic rather than my own craft, but from what I understand novice and adept are about knowledge not a rule and I have no idea what adept will bring to my casting. Also novice is what is letting you cast the spells normally. If you gain the novice in another branch of magic then you can cast the spells without the juice penalty 
 ”You did it Anna well done! Did you learn anything from the process?”  Harley then asks.

 ”I think I’m going to take a tour of the newly improved city would anyone care to join me?”  Harley then asks.

Anna looks a little surprised and very tired
 Sorry that spell took a lot out of me, Can we talk about it next turn, I think I need to lay down. 
 ”Oh of course Anna shall I have your bed made up in your room or did you want help back to the portal?”  Harley asks with a slight look of concern.


Bill has managed the farm and Scout H has met up with Spike’s stack.


The tower's signamancy has changed a bit, it looks sturdier, but Stat wise no change


We can now pop hobby horses, there is a building that looks a little like a stable, but signamancy wise no change for the city.

 Subject: Arkum Discussion  Thread 

Anna decides to rest in the magic kingdom.

You end turn. Before the start of turn Harley receives a message from Spike.

 The elves have arrived. Three full stacks. We have signaled for parley and they have accepted. 

After a while

 They are willing to be friendly, but are not interested in joining the side. They said they are looking for a more established side to join since they are quite a large tribe. I get the feeling there are more stacks just out of sight. However they are willing to have a member of their tribe found a new tribe. That tribe would then enter into an alliance with us. Starting a new agreement would cost 1000 shmuckers and the tribe would need 500 shmucker in gems to replace their loss. They are shady elves  
 Subject: Arkum Discussion  Thread 
 "Herring, Dee, how do we get a hold of gems?" 
 Moneymancers will exchange shmuckers for gems. for 510 shmuckers your will get a 500 shmucker gem 


To Spike:
  "Will this offer be valid next turn, given we just spent all our shmuckers? Forest capable, archery natural allies would be a very nice compliment to our forces, and having a fledgling tribe growing with us will probably be very good for relations in the long term. I'm in favor."  

Answer from spike
 their chief says they will be in the area for the next three turn and to send a spoke person back to this hex when your ready. They have left the hex now your Majesty 


We cannot split production in our city, such as to make 2 pikers and an archer in a turn


A short time later Harley is sitting at her desk. When her ruler sense starts to scream in her head. Scout C reports ferals spotted in hex 03.00 moving towards the Farm! The Farm is under attack! Then the farm has been razed.

When the casters come around to get rations
 "Hm, we don't have leftover rations or shmuckers from last turn.. Please tell me you have enough for upkeep saved up... Your turn starts momentarily....  she holds her breath anxiously

 Subject: Arkum Discussion  Thread 
 that wont be a problem we can wait. Because of the contracts we have we can set our start turn with you because of the contracts we have with you. How do you think we have been eating rations with you at start of turn with you 
 "Well that's convenient"  :D

 Subject: Arkum Discussion  Thread 
 "But, damn it, we'll have to pay all our upkeeps with shmuckers now.. gah! What a money sink, but it is what it is.
What's your upkeep Anna, Dee, Herring?" 

Herring has an upkeep of 130, Anna 110, Dee has an upkeep of 100.

 "Hmm perhaps Arkum can save some cash, and you can *make* some cash.
Do you have or can you get up to 4 rations for our breakfast? If yes, Arkum would pay 50s for them now, and replace them by feral meat at end of turn." 

They do not have any rations on them and none to sell at this point. With that you pay their upkeep as well as Krippen and his units.
  Turn 8
  

Scouting Report
Map  https://app.roll20.net/join/4646217/jklS-w 
upload map  https://imgur.com/a/2xHaYbO 

-03.-05 2 Mineataurs
-05. -03 AntZ
08.03 Ratz
03. 01 1 Dwider, 1 Heavy Spidew, 8 Shield Spidews, 6 Long leg Spidews
03.-02 Remains of 4 Hobby Horses


Krippen leads his stack into the capital as your scouts are moving around.

 I have 2 move left and the rest of my stack has 1. Do you have any work for me today? 

Treas at beg of last tu:6417
Gifts - Expend last tu:-5800
Treas at end of last tu: 617
(City Income:3000)
Income 3000
Upkeep 1312
Treasury 2305


Capital City Arkum 00.00
Level 2 (20000 to upgrade to level 3)
Building Slots 2/4 (Administration center, Walls)
Tower lv 1 100/200 (x4 Flame blast)
Income 2000/ 3000 Managed
Production:  4 Pikers

 Gear 

Larder
1 Farm Ration Placed aside on turn 4 “ major change in signamancy

Armory
5 Battle Axes
4 daggers
1 piker spear
1 suit of light armor

Other loot
1 Cart
3 chests
1 Tent
100 ft of rope
3 Woof skins
6 twin horn skins
12 Twin horn horns
1 Message hat “ linked to Herring hat”
1 Paired message hats (Other with scout H)
1 Candle level Power orb " permanent
1 Flameball (in fire place)
Cart load of wood

 Units 
Queen Harley Tesla
Shockamancer level 3
XP: 20/36
Juice 300/300
3(4)/2/8/9 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 140 shmuckers
Equipment: Blunted smile

X1 Uncroaked Pikers (5 turns)
1/2/6/8
Special: Rewrapped

X2 Uncroaked Pikers (7 turns)
1/2/6/8
Special: Uncroaked

X3 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X1 Uncroaked woof (8 turns)
3/3/8/12
Special: Uncroaked

X4 Hobby horse
1/2/8/14
Upkeep 35
Specials: Mount, Passenger

Bill
Courtier level 1
XP 2/8
0/0/4/8 (1 damage)
Special: Farmer
Upkeep 30
Equipment: Pitch fork

X5 Pikers
Level 1
,, C) 2/8, A) 0/8, D) 0/8, E) 0/8 F) 0/8

-06.03
Warlord Spike
Warlord level 2
XP 12/24
5(6)/5/11/8
Special: leadership, base popped
Upkeep 130
Equipment: +1 Battle axe, critical helm

X3 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X1 Hobby horse
1/2/8/14
Upkeep 35
Specials: Mount, Passenger

X2 Twin Horns.
2/2/8/14
Upkeep 40
Specials: Charge, Mimic

Piker B 2/8

Hex 03.01
Farm level 0 "Razed”

Hex 07.02
X1 Scout A, Level 1, Xp 7/8 move 0/12

Hex 00.01
X1 scout B, Level 1 Xp 3/8 move 0/12

Hex 04.01
X1 Scout C lv 1 Xp 4/8 Move 0/12

Hex 05.-03
X1 X1 Scout D lv 1 XP 5/8 Move 0/12

Hex 00.-01
X1 Scout E Lv 1 XP 2/8 Move 0/12

Hex -02.-04
X1 Scout F lv 1 Xp 3/8 move 0/12

Hex -02.01
X1 scout G Lv 1 Xp 2/8 Move 0/12

Hex -06.03
X1 scout H lv 1 Xp 0-8 Move 12/12


 Barbarian Contractors 

Krippen Lv 3 warlord Move 2/9
X2 Archer 1/8
X1 Stabber 1/8


 Agreements 
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with dee ceas.
Verbal Also 1 Ration given at start of turn.

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for
Hired work 250 shmucker or loot and popped units
Replace lost units
CyperWizWurmD
 Subject: Arkum Discussion  Thread 
 ”Ah Krippen the very man that I wanted to see!”  Harley declares with a big smile as Krippen enters the city.  ”Welcome to Arkum, I’d give you the tour but I’m afraid there’s more urgent matters to attend to”  Harley adds with a serious look.

 ”Before the start of turn two stacks of hungry Spidews raided our farm, I’m going to need your help to wipe them out!”  Harley explains.  ”Shall we say 1 Piker for your stack and a share of the rations in payment for this battle...”  Harley suggests.


 ”Before we ride out to battle I need to ask you about your specials.”  Harley then begins.  ”You’re chakra special, does it allow you attack only single targets or do you know any area of attack  attacks?”  Harley questions.  ”With your martial artist special are you able to incapacitate unit’s without croaking them?”  Harley then asks.  ”Oh and is there anything I should know about your armour?”  Harley then asks as an afterthought.


 Hmmm spider rations.. as long as they are actual rations. I croaked one in the jungle and it couldn't be used as rations by me or my troops. Maybe the woofs...

However the shells could be converted to shmuckers. The spider I croaked was convertible to shmuckers. So 1/4 of the convertible shells? As for my abilities all of my abilities are single target. With my martial arts special i can try an knock out a target rather than croak it. My armor boosts my defense score maybe something else not sure.  
 Subject: Arkum Discussion  Thread 
 ”Hmmm that sounds fair enough... how much did you get for one Spidew shell?”  Harley asks

 35 shmuckers I think it what it upkeep was it was a small spider 
 Subject: Arkum Discussion  Thread 

" Without exposing yourself to extra attacks ?"

 correct 




To Anna
 ”How are you feeling Anna? Are you up to working today or did you want a day off?”  Harley asks with a look of slight concern.

 good to go what do you have in mind? 
 Subject: Arkum Discussion  Thread 
" Several options:
- Upgrade Cart
- Make another Cart
- Start on road to Farm
All of these will help us for the coming battle

But first :) what did you learn from your experience yesterday? " :D

 I didn't learn the spell. Just gained some xp! 



To Dee
 ”Dee are you able to uncroak spidews?”  Harley questions.  ”And I don’t suppose you would be interested in taking part in a battle? It would be a great way to earn some experience and level up...”  Harley suggests.

" We could make it almost safe for you:
- you could start outside the hex, at the hex boundary
- be always screened
- when some of the spidews croak, you step over the hex boundary with your screener and cast Mass Uncroak, making the battle one-sided"
 
 no idea on the spidews, but maybe. As for the battle what are you facing in detail, what are you bringing, and what are you offering 
 Subject: Arkum Discussion  Thread 
(After sharing all details)
" That's the current battle plan. :) But before we go ahead" 
 "Now that you're feeling the rush of guaranteed upkeep, how much for your whole Juice pool on the turns you wish to be hired?" 
 well before we were doing 200 shmuckers and 2 rations. Guess we could do 250 shumuckers. Also that plan isn't without risk. For me if you croak then I'm trapped in the field with a bunch of spidews and I wouldn't gain much xp from outside the hex. So what are you offering? 
 Subject: Arkum Discussion  Thread 
 ”Well what we’re facing is two stacks of spidews that are currently camping out at our farm!”  Harley replies with a pout.  ”Our scouts report that they’re lead by a half man half spidew and there’s one big spidew, 8 little armoured spidew and 6 little long legged spidew.”  Harley replies as she counts off the units.

 ”I’m going to hit them with three max stacks led by yours truly, Chief Warlord Spike and our new friend Warlord Krippen. Unit wise I’ll also have 6 Pikers, 3 uncroaked Pikers, 1 Stabber, 2 archers, 3 Woofs, 1 uncroaked woof, 2 twin horns and 3 hobby horses...”  Harley continues with one breath speaking rather quickly.

 ”Before we start negotiating your price is this a battle you would be willing to take part in?”  Harley questions.  ”Also if it turns out that you can’t uncroak the spidews what can you do in battle? Are you for example able to repair/heal uncroaked that get damaged/injured in battle?”  Harley questions.

 So you're taking some infantry and tamed ferals against 2 stacks of spidews with unknown stats. Well that sounds very unsure. Also mass uncroak really only works on infantry without fail. I can't heal or repair uncroaked. The best I could do is uncroak your fallen units and buff your current uncroaked. 
 Subject: Arkum Discussion  Thread 
"Oi? Buff?*:)*New information*:D*What kind of buff? A spell buff, and or a leadership buff? (and how much)"

 I would have to be in the same stack as the uncroaked but I can give them a bonus to combat and defense, but it decays them faster 
 "Oh by the way have any of you ever cast a spell while mounted?” *Harley asks.*

All 3 caster shake their heads.


 Subject: Arkum Discussion  Thread 

New buildings are available for construction for 2000s!


 Level 2 tower: boost spell casting, more room in tower storage

Woof den: allows popping of woofs

Knights barracks: garrison for knights

Walls upgrade

Workshop: provides bonus to crafting/ spell research

Cold larder: rations keep fresher  longer also works on bodies.

Library: Its a library 

 Subject: Arkum Discussion  Thread 
 "So a spell that boosts your leadership bonus to them? (you do grant them a Leadership bonus just by being in the same stack?) Very niiice.." 
 I do grant a leadership bonus. How did you know that? But the spell doesn't boost my leadership bonus. It more puts them into overdrive tearing their muscle fibers to boost performance, but it will decay them faster. 
 "I think I see you're not very comfortable with the idea of coming along with this battle plan (am I seeing right?), so I won't push you. Hang around (with time dilation it should be over in a jiffy) and we'll bring back bodies to cast on, maybe you'll help me learn the Preserve Body spell you mentioned"  :)

 Maybe, I will be in the Mk with Herring waiting on your message. 
 Subject: Arkum Discussion  Thread 
 ”Is there a limit on how many units you can uncroak with a mass uncroak spell?” *Harley asks.*

 Every spell has a limit. Not sure what this spells limit is. I've uncroaked 27 units with that one spell with no problems. 
 ”27? Good to know. I’d like to try and uncroak more than double that some time in the future but that’s concerning another planning session not this one...”  Harley replies.

 "How does 250s danger pay over your standard rate of 250s sound?" 
 Subject: Arkum Discussion  Thread 
 I'm wary of this to be honest. It seems a high risk for 250 shmuckers extra. However tell you what, you said there was a half spidew there? I've heard of those, they tend to pop with magical gear. Give me first dibs on any magic items on top of the 250 hazard pay and you have a deal. 
 Subject: Arkum Discussion  Thread 

krippen is putting his stabber and 3 uncroaked in the front. He says his abilities are ranged in nature.

 Subject: Arkum Discussion  Thread 

Scrolls do not preserve the caster level of the scroll-maker


 "Krippen, how much damage does your ranged ability do? (if you don't know the range, how much have you done so far?)"
 
 I have a few different forms as for damage. Maybe twice what my punch does for the most powerful one. 
 "Spike, Krippen, help me battle plan.
Imagine this, a caster and a single piker in a stack.
Piker screens.
Round 1: 2 stacks of unengaged archers focus fire on the caster.

What do you expect would happen? Do you feel it is at all possible for any arrow to hit the caster on round 1? (Is the only known way to bypass a screen in 1 round the Lancer's special?)"
 
 Subject: Arkum Discussion  Thread 
If the screener is croaked then the rest of the attacks go through, there is no waste of attacks due to overkill


 "About the Cart Upgrade. We should do it *before* the battle, it will save us move" 
 Subject: Arkum Discussion  Thread 
 I'm not sure what the end result of the cart would be or if it would be finished in one turn. 
 Subject: Arkum Discussion  Thread 

We form our stacks and move towards the farm

  Round 1  
Your stacks rush forward charging the enemy.


    
  
 
 

Harley sends out a fire blast at the dwider, but the brood mother gets in the way the blast hits the brood mother, shield spidew 1 and arc spidews 1 and 2. The blast hits them dead on dealing  some damage to the shield and arcs take some damage, while the brood mother take barely any. Dee draws her scroll sending another fire blast at the dwider. Again the brood mother gets in the way. This time the spell does very little damage.

Krippen shoots forth a blast of raw energy at the dwider just as its about to hit. The necklace on the dwiders chest flashes and the energy from Krippens blast fades away.

The dwider then begins to cast a web of dark energy shoots out covering the twin horns. While it doesnt seem to damage them. The twin horn movements become jerky.

Krippens archer take aim at the dwider one shot hits but fails to pierce the dwiders thick hide.

The arc spidews raise up on thier long legs the long abdomens point towards your oncoming stacks. A thin green webbing shoots out towards your troops. Two shoot towards Harley, but the brave uncroak stand in the way. One is hit and the smell of acid on rotting flesh fills your nose.

The four in stack two target spike but the pikers screen thier brave warlord. Two of the pikers take bad burns as the web hits thier bodies. The webbing is weak enough not to hamper movement, but burns on contact

Then the unit enter melee range

The twin horns still get thier charge off but with the dark webbing throws them off and only one connects.

Spike pikers charge in while three of them miss one scores a critical hit croaking shield spidew 5

The uncroaked move in. One piker manages to connect with the brood mother but fails to deal any damage. The woof manages to hit the brood mother and deal a single point of damage.

The shield spidews facing spikes stack manage to croak the two badly burned piker and injure a 3rd.

The 3 shield spiders facing krippens stack manage to injure two of the twin horns.

The brood mother and single shield spidew face harley stack and the brood mother dusts a single uncroaked, while the shield spidew misses.


Stack 1
Spike on Hobby
Woof
Piker
Piker
Piker (front)
Piker (front) 3/6
Piker (front) croaked
Piker (front) croaked



Stack 2
Krippen on hobby
Stabber
Archer
Archer
Twinhorn (front) 5/8
Twinhorn (front)
Twinhorn Ditto (front)
Twinhorn Ditto (front) 3/8

Stack 3
Harley
Dee
Woof
Woof
Uncroaked Piker (front) dusted
Uncroaked Piker (front) 3/6
Uncroaked Piker (front)
Uncroaked woof (front)

Stack 4 (stay at a safe distance)
Hobby
Hobby
Hobby


Stack 1

Brood mother " heavy" front harley: 2 hits
Shield spidew 1 front harley: 5 hits
Shield spidew 2 front krippen: 5 hits
Shield spidew 3 front krippen
Shield spidew 4 front Krippen
Dwider
Arc spidew 1: 5 hits
Arc spidew 2: 5 hits

Stack 2
Shield spidew 5 "front" croaked
Shield spidew 6 "front"
Shield spidew 7 " front"
Shield spidew 8 "front"
Arc spidew 3
Arc spidew 4
Arc spidew 5
Arc spidew 6



 Subject: Arkum Discussion  Thread 
  Round 2  

Harley starts to cast sending out a Cold energy blast at the Brood mother the blast deal heavy damage, but the heavy is still on it legs. Dee uses her last scroll of flame blast again dealing little damage to the to the stack. Krippen again sends out an energy blast at the dwider, but its necklace again flashes dissipating the ball of energy.

The Dwider again starts to cast again. Ink shadows surround the Dwider Obscuring him from sight.

Krippen Archers both take aim at the Dwider one shot hits but again fails to pierce its skin. The Arc Spider again take aim and fire. The two targeting Harley miss. The other four again target Spike. Two of the four hit. One of the Green webs wrapping around the Woof the other strikes another piker.

The twin horns and stabber manage to one of the Shield Spidews and Damage two others. The uncroaked pikers and Woof manage to croak the last Shield Spidew on their side. The return volley dusts another uncroaked and destroys a ditto Twin horn. It damages several other units.

 Subject: Arkum Discussion  Thread 
  Round 3!  

Harley sends out a blast while the attack fails to hit on target but does still croak a single shield spidew and both injured arc spidews. The heavy takes some minor damage but is still up. Dee sends out a hobokin at an uninjured arc spidew the blast rips through the spidew croaking it.
The dwider takes aim at spike a dart of green energy smashes Into spikes mount. Which explodes into a cloud of green mist. When it clears both spike and his mount are  on the ground and you lose your chief warlord bonus!

The remain arc again fire. A single pikers head is removed by the blast and one of the hobbies is injured.

Krippen tries to get to the brood mother, but cant with the two shield spiders still engaging his stack however his stack is able to take down the last two shield spidews blocking his way. Harley stack manage to take down the brood mother. However with out their warlord, spikes stack take heavy losses, losing another piker and a hobby.

 Subject: Arkum Discussion  Thread 
  Round 4!  
 "This is your one chance Spidew-man, surrender now or I swear I will croak you with the rest of your Spidew brethren!” *

 you will feed my brethren!  The dwider yells as it draws two swords off of its back!

Harley flame blasts stack 2 damaging Three arc spidews and croaking a single shield spidew. Dee throws another blast of raw shockamancy at the arc spidews but this time is goes wide.

As Krippen stack rushes to spikes aid. The dwider takes a swing at his Stabber croaking him.

Krippens archer and the remaining arc spiders fire about the same time. The arc spiders send two at spikes stack and one at krippen stack. Krippen mount take a good hit but keeps charging. The hobby in spikes stack is croaked and the woof is badly hurt. Krippens archer each take down an arc spidew. As melee is join.

Krippen orders the second twin horn to the front to join the charge on the last two units in the stack. Stack two is destroyed, however. Spikes woof is croaked in the action. The dwider swings on both the hobby and woof. Dealing damage to both. The woof and hobby try and return the hits but fail to connect.

 Subject: Arkum Discussion  Thread 
 ”You were warned...” 

Harley send out another energy blast, but misses. Dee sends out a hobokken, but the spell again cuts out, the dwiders necklace flashing one last time before going dark. Krippen ignores your order to move forward and attack and hangs back sending the piker forward. He raises his hand over his head and starts to spin it a a rotating disk of energy forming over his hand.

The archers fire but fail to damage the dwider. In the melee one of the pikers manages a critical hit the dwider finally taking damage. And one of the woofs manages to deal a bit of damage. The Dwider again swings twice dusting the last uncroaked piker and damaging one of the twin horns

 Subject: Arkum Discussion  Thread 
Dee and Harley both blast the dwider both attacks hit, but the dwider is still on its feet. Then Krippen lets fly with his disc yelling as he throws it
 Disructo Disc! 

The disc takes the dwiders head clean off. End combat!


 Subject: Arkum Discussion  Thread 

Spike.....

He lives! Shortly after the battle as Bill arrives, Spike and the hobby horse both wake up. Besides a wicked head ache he seems fine.

Collecting up the bodies. You find 1 shield spidew and one arc spidew knocked out with boot marks on them. Both have an upkeep of 40 shmuckers. You also find a living hobby horse. Webbed to the back of the brood mother. It is covered in puncture marks.


The spidews meat smells awful, but Krippen was right that their shells seem to be convertible to shmuckers

Dwider 150 shmuckers
Brood mother 100 shmuckers
×7 shield spiders 40 shmuckers
×5 Arc spidews 40 shmuckers

Worth a total of 730 shmuckers

Bodies

4 pikers
1 woof
2 hobbies

Loot

3 light armor
3 spears
2 swords" magic" dwider
1 amulet "magic dwider
20 units of spidew meat.


 Subject: Arkum Discussion  Thread 

We rebuild the Farm for 1000 shmuckers and Bill manages it

 ”Krippen, Dee you have my thanks. Things could have gone a lot lot worse if the both of you weren’t here”  Harley says sincerely.

They both nod at this. Dee looks pleased. Krippen looks a little pissed. You notice he has the stabber sword on his back.

 ”Spike Welcome back... you gave me a fright there...”  Harley declares as she helps her chief Warlord back to his feet.

"sorry your majesty I don't know what happened."

 ”Well we have our farm back but it was a costly battle.
“  Harley declares as she looks over the bodies of her croaked troops with a sad look on her face.

 ”Well as agreed Krippen a quarter of these shells are yours...”  Harley declares with a wave of her hand.  ”The troops for your stack we will have to arrange back in the capital.” 

Touching each of the shells he seems to think for a moment
 182 shmucker. I have no interest in the spidews meat. 
 ”Now Dee, the Dwider had three magic items I believe we promised that you could have first pick...”  Harley declares as she leads the woman over to the pile of loot.

She doesn't hesitate and picks up the amulet.

 ”Spike could you take two of the hobbys and fetch the cart?”  Harley then asks.

He heads off and returns with the cart.


The lone piker with move is ordered to check on the hex with the croaked Hobby’s to see if anything can be harvested. Then come back


The piker head out and comes back. Finding nothing of use.

 Subject: Arkum Discussion  Thread 
You upgrade the farm. Bill tours the farm then hops onto the wagon to head back.

You manage to get the unconscious feral hobby horse back to the capital

Anna sets to work of the cart. The cart flashes using all 3 spears, 2 dagger, a single axe, one of the chests and a third of the wood collected. There is a flash as the cart seems to grow the cart morphing as you watch. The cart now has room for two units in the front and room for six on the benches in the rear. However this used all the room in the cart. There isn't room for prisoners now without taking room from the other riders. However the seat are hollow leaving room for some cargo.

Ann looks at the materials left
 with whats left I could make a cargo/prisoner cart. That could be pulled by one or two hobbies. Size of the cart depending on how many mounts set to it. 


Krippen holds up both swords seeming to test the balance. He has a puzzled look on his face then.He puts down one sword then picks it back up. Looks to spike and Harley.
 I think the swords are linked. When I wield both they are giving my the two weapon fighting special. Which lets me take two attacks but lowers my total damage by one die step( 1d4) I think these would be better for spike than me. Looking at Harley so 1 piker and one stabber  He looks a little sad when he mentions the stabber. He looks around.

 so your popping stabbers and having one of the existing pikers join me at dawn?  
 Subject: Arkum Discussion  Thread 
 ”Excellent work Anna do you have the juice to make the second cart this turn?”  Harley asks.  ”Would the cargo/prisoner cart be able to take passengers if we needed it to or would it only work for cargo/prisoners?” 
 not sure but I don't think so. Prisoners have different move requirements from what I understand. They don't decrease ships movement for example while a sided warlord would... so I think just prisoners and cargo. That took all my juice and making any cart from scratch would take at least a turns juice. I could make another one like the battle wagon with two turns' juice. 


To Krippen
 ”Hmmm interesting, do the swords raise your combat value as well?”  Harley questions.

 ”I’m sorry about your Stabber, he fought bravely what was his name?”  Harley asks.

 yacta 
 ”Arkum could do with replacing its lost forces as well. If you don’t mind waiting I’d like to pop you a Piker next turn and a Stabber the turn after that. I promise I won’t ask you to take part in any battles outside the city until you have your new stack mates”  Harley offers.

 that will work I guess..... But from now on they join my stack before the battle agreed? The swords boost my combat score, don't think i could parry with them would be another special I guess. 
 ”Dee do you have any juice left?”  Harley questions.  ”What would you be able to put that juice towards?”  She adds.

 used every drop in battle. 
 Subject: Arkum Discussion  Thread 

Spidew rations: you are not sure they look like meat, but the smell may indicate the are not rations meant for humanokd units.


The Hobby horse is carted down to the cell the door closed behind it.


Harley meets with the piker alone.  ”Ah brave Piker Lance, I have a very important mission for you. I am going to ask you to turn to Warlord Krippen’s stack. Please know when you do I will still consider you a member of the side... What I want you to do is try and convince Krippen and his stack to turn to Arkum. Don’t try to force the issue, be subtle about it just every so often hint that you think it would be a good idea. Do you think you can do this?”  Harley asks.

The piker nods to you words. After a short speech the piker B (lance) joins Krippen stack and turns to him.

You end turn with production set for two stabbers.


Later that night Harley hears a knocking at her door. Spike is on the other side. He stumbles a bit and you notice a mostly empty bottle in his hands.

 "Sorry you majesty, but I just shared a drink with Krippen, as a thanks for saving me in the fight and for croaking the dwider.  He said somethings I thought I should bring to your attention. He asked if you always take such commanding role in battles and spoke of a disregard for his units. The stabber that he lost and himself. He seemed concerned that you valued the twin horn more than his units. He said he could understand it, but it didn't look good for a long term relationship." 
 Subject: Arkum Discussion  Thread 
 ”No need to apologise...”  Harley replies with a disarming smile.  ”I value you’re opinion Spike, please speak freely what is you’re opinion on the matter?”  Harley asks.  ”Do not worry I will not be upset if you do not agree with all the decisions I have made or all the actions I have taken...”  Harley adds.

 During the battle you kind of left my stack without support, focusing your spells on the Dwiders stack rather than mine even though I had the weakest stack and was facing twice the number of attacks each round that I could dish out against enemies that were stronger than my units... Krippen mentioned that in addition how you had the archers focus fire on something they couldn't really hurt. He also asked why I wasn't running the battle or at least asked my opinion in planning. I am a warlord and chief warlord at that... 
 ”What do you think of Krippen. He seems a reasonable man does he not?”  Harley then asks.


 Very, and a better warlord than I am. 

When the conversation draws to an end.  "Thank you Spike, go to sleep, you've done your Duty" 
   Turn 9!   

Herring, Dee, And Anna all show up before dawn for their rations

At Dawn the farm rations put aside on turn 4 depop.


1 of your newly popped stabbers joins Krippens stack

The Woof turns up its nose at the Spidew meat.

At dawn the city feels contested and the Prisoner Hobby horse disappears from your ruler sense. You feel your units enter combat. Before Harley can get to the battle it's already over. Spike reports that two Small spiders climbed out of the Hobby horse after croaking it. Inside there were two broken egg shells. Krippen engaged them. He tried to knock them out but smashed them by accident.


Map  https://app.roll20.net/join/4646217/jklS-w 
Upload Map  https://imgur.com/a/AKK3DNd 


00.-06 2 two Mineataurs
-04.-03 Antz
08.03 Ratz
-10.-08 4 Hobby Horses "From hat"
-07.-12 3 Twin Horns " From Hat"
07.-04 Saw some monkeys in the trees

Treas at beg of last tu:2305
Gifts - Expend last tu:-1468
Treas at end of last tu:837
Income 2000 (3000 managed)
Upkeep 1306 (548 after rations)
Treasury 3289


Capital City Arkum 00.00
Level 2 (20000 to upgrade to level 3)
Building Slots 2/4 (Administration center, Walls)
Tower lv 1 100/200 (x4 Flame blast)
Income 2000/ 3000 Managed

  Loot/ Gear  
 Larder 
5 farm rations
20 Spidew Meat

 Armory 
4 Battle Axes
2 daggers
3 suits of light armor
2 magic swords

 Morgue 
4 Piker bodies
2 Hobby horses bodies
1 Woof body

 Other loot 
1 battle wagon (carries 8) 2 mounts
2 chests
1 Tent
100 ft of rope
3 Woof skins
6 twin horn skins
12 Twin horn horns
1 Message hat “linked to Herring hat”
1 Paired message hats (Other with scout H)
1 Candle level Power orb "permanent"
1 Flameball (in fire place)
⅔ of a Cart load of wood


  Units  

Queen Harley Tesla
Shockamancer level 3
XP: 24/36
Juice 300/300
3(4)/2/8/9 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 140 shmuckers
Equipment: Blunted smile 50/100

Warlord Spike
Warlord level 2
XP 16/24
5(6)/5/11/8
Special: leadership, base popped
Upkeep 130
Equipment: +1 Battle axe, critical helm

Bill
Courtier level 1
XP 2/8
0/0/4/8 (1 damage)
Special: Farmer
Upkeep 30
Equipment: Pitch fork

X2 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X1 Pikers
Level 1
 A) 1/8,

X1 Stabber
Level 1

X3 Hobby horse
1/2/8/14
Upkeep 35
Specials: Mount, Passenger

X2 Twin Horns.
2/2/8/14
Upkeep 40
Specials: Charge, Mimic


 Prisoners
X1 shield spider Upkeep 40
X1 Arc Spider upkeep 40



Hex -02.04
X1 Scout A, Level 1, Xp 8/8 move 0/12 “Will level at Dawn”

Hex 00.01
X1 scout B, Level 1 Xp 3/8 move 0/12

Hex 04.01
X1 Scout C lv 1 Xp 4/8 Move 0/12

Hex 05.-03
X1 X1 Scout D lv 1 XP 5/8 Move 0/12

Hex 00.-01
X1 Scout E Lv 1 XP 2/8 Move 0/12

Hex -02.-04
X1 Scout F lv 1 Xp 4/8 move 0/12

Hex -02.01
X1 scout G Lv 1 Xp 2/8 Move 0/12

Hex -04.12
X1 scout H lv 1 Xp 2/8 Move 0/12 “ Still searching for Mine”


Barbarian Contractors

Krippen Lv 3 warlord Move
X2 Archer
X1 Piker ”Lance”
X1 Stabber “New pop”


 Contracts/ Agreements 
 Agreements 
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with dee ceas.
Verbal Also 1 Ration given at start of turn.

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for
Hired work 250 shmucker or loot and popped units
Replace lost units


 Subject: Arkum Discussion  Thread 
”Dee did you by any chance manage to level up from the battle last turn?”*Harley enquires.*

 I did! Sooo.. 300 for my juice like Anna? Did you want me to uncroak units this turn? 
 ”Bill out of curiosity what livestock do we currently have at the farm?” *Harley asks.

"just chickens"


Harley pouts slightly at the increased price.  ”I guess it’s only fair that I pay you at the same rate as I pay Anna...”  Harley replies.

 ”Yes we have the bodies of 3 Hobby horses, a woof and 4 infantry I’d like you to uncroak as many of them at full strength as you can”  Harley explains.[/quote]

 Subject: Arkum Story thread 
 Subject: Arkum Discussion  Thread 

Spike Manages the city, 4 move used

Spike (in a max stack) attempts to tame the Spidews using meat from the farm rations, *one at a time; and do Subdual if one breaks free*
Using two farm rations, spidews take the rations but fail to tame the spidews. They snap at spike as often as they take the rations

Spike and Stabber train in the courtyard
Krippen joins them in training

Bill walks to the farm manages it and walks back 1 hex before being picked up by a hobby and returns to the city.

Harley fills the hammer to full (using 50 juice)

Harley attempts to imbue the blade of a weapon with flames as per the fields meddle research plan (using as much juice as required)
Harley burns through 150 Juice and two Daggers. Before she learns the spell and a secret of the spell:


 Fields Meddle "Fire"
Range: Touch
Juice: 100
Duration: Permanent
Casting time: 5 Rounds

The caster imbues an existing magic weapon with a fiery aura. The weapon does an additional one point of fire damage. Non magical weapon melt under the head of this spell. The wielder is immune to the fire damage of the weapon. Ranged weapons will imbue their ammunition with this aura. 

We hire Herring to tandem cast Create Linked Hat Pair
Herring agrees to cast in tandem with you for 100 shmuckers. As the hat appears on the work desk. It catches on fire. Failed!

 I think its your discipline. Maybe if you watch me a few time before we try again. I have the juice to make another set of hats if you wish.   

Purchase 500s Gem from moneymancers (510s)

Hire Dee to uncroak as many bodies as possible
Dee manages to uncroak the four pikers, 1 woof and 1 Hobby horse. The uncroaked will last 11 turn. Dee says it's a bonus from her levelling up!

11 Turns Each!
X4 Uncroaked pikers
1/2/6/8
Special: Uncroaked

X1 Uncroaked Woof
3/3/8/12
Special: Uncroaked

X1 Uncroaked Hobby horse
1/2/8/14
Special: Uncroaked

Hire Anna to start building a workshop. (300s)
She starts casting selecting a empty room inside of the tower.


 "Herring, do you know if Burtrum taught you all the basic spells of Hattamancy? (If not, do you know what else is left?)" 
 I don't know.. I learned a few spells from him, but I know hat magic has a few attack spells which I don't know. 
 "Do you know of anyone who gained novice on another discipline? :) What do think is needed? (Is it known?)" 
 A few, from what I understand, you need a basic understanding of the Discipline and using the discipline. Exploring the Discipline  
 "Would you like to gain novice in Hat Magic?? =)" How about we pay a teacher for you??"  :D

 At some point, but I think I'm going to focus on becoming an adapt of Carnymancy first. Thank you for the offer, but that's turns and turns of work. using all my juice in failed casting.  
 Subject: Arkum Discussion  Thread 
 "Krippen, good morning. ... *(hesitantly)* I'm sorry, but with all the bustle yesterday I let it slip: I noticed you looking upset yesterday, was it simply grief over your fallen brother? Please speak plainly, air your grievances" *in a comforting tone

 Look, this is your side, I'm not going to tell you how to run it. However giving orders that get my friends croaked, that does concern me. Things happen in battle and the order saved your chief warlord. So it was the right move for your side. Just not for me. 
 "Anna, a 2-hobby Cargo Cart would be a copy of the original Cart? (Or something of your own design?)" 
 What do you want? Tell me what your looking for and I will see what I can do. The plan was the prisoner or loot cart, which could be done with the materials you have on hand. Anything bigger will require more wood and metal. 
 Subject: Arkum Discussion  Thread 

" Want is a strong word"*:D*"I'd like to know how much to replicate the cart we had before (driver+4 passengers or cargo) versus the 2-hobby cargo/prisoner cart you mentioned" 
 I could make the same cart as you had before. It would take more wood than you have right now. While the cargo cart I can make with the materials on hand. I think i can make the cargo cart with slightly less the two turns of juice while the original cart would take atleast two turns of juice. 

Inspecting the Battle wagon: 6 Woofs or 6 TwinHorns can be transported by it but they wont be comfortable.


 Subject: Arkum Discussion  Thread 

 (To Krippen)
 ”First off all let me say how sorry I am about Yacta, as I am also sorry about all the good men that we lost in that battle”  Harley begins in a somber tone.  ”If I could have had my way not a single unit would have croaked”  Harley declares.

 ”That’s true and while we still do not know each other that well I still do have high hopes that one day perhaps we can both call Arkum our side”  Harley continues.  ”However in the meantime I don’t want to make decisions that are just good for me... I want to make decisions that are good for all of us”  Harley continues her voice growing a little stronger.

 ”Arkum may be an old side but it has basically popped anew with the beginning of my reign. We are growing and learning with each turn. Will you help us to continue to do so?”  Harley questions.

 ”I was thinking each turn the three of us yourself, Spike and I should sit down and discuss our plans and strategy. If time allows we could also run some combat drills so that we can better understand how best to work together in battle. What do you think?”  Harley questions.



 I would be happy to show spike and you a few thing and do some combat training. As for talking each turn. Yes we can do that. 
 Subject: Arkum Discussion  Thread 

" Oh no, Dee, the Hobby's didn't keep their specials"*"Do you know why?" 
 The same reason that the woof dont have thier forest capable special. Basic uncroaked dont keep alot of thier specials. Archery, leadership and some other special are kept. I think when I hit adept the uncroaked will keep more of thier specials however. 


Using up the move of:
- 1 living hobby with 10 move (the one that gave Bill a ride),
- 1 living hobby with 14 move,
- 4 uncroaked pikers with 8 move
To forage 50 Plains hexes

The uncroaked head out to gather rations. When they all return the results are mixed. The uncroaked bring back alot, however alot of it is not usable as rations. Tuffs of grass, weeds, sticks are mixed in with the actual rations. Going through everything does net your side 9 full wild rations however. They are a mix of berries, mushrooms, small fruits, and nuts.


 Subject: Arkum Discussion  Thread 

" Anna, we'd love to be able to make walls around our farm and around watch-towers out in the field. Would you be able to do so just as you're able to produce a watch-tower? (If so, how much turns of Juice to do a set of walls around a Watch-Tower?)"
 
  I have never tried it before, but with building the watch tower atleast four turns. Two turns for the farm to be walled. I should say that the wall will not repair at start of turn like a cities would however. They might for the farm but I doubt it. 
 Subject: Arkum Discussion  Thread 

Herring sets to work crafting two paired hats. After a brief flash of juice. Two hats appear. He hands on to spike and the other to Harley. Spike head out with his stack. The turn ends....


Early in the morning harleys hat rumbles.


The shady elves have arrived. Harley feels a new unit join the side! Your treasury is reduced by 1000.



 Shadow " shady elf"
Level 1 chief
Upkeep 120 "paid"
Xp 0/8
4/4/10/8
Gear: bow and sword
Specials: shady, archery, tribal command "shady elfs"
Damage 1d6 bow


Popping a new shady elf will cost 250 shmuckers. Chief must be paid at end of sides turn.


Shady elf
2/2/7/8
Upkeep 35
Specials: shady, archery
Damage 1d4

Specials

Shady: unit is forest capable and gains bonuses to steath and perception while in forests.

Tribal command: unit gives a leadership bonus to natural allies of this type. Unit is also considered a command unit for all allied units. Unit may fight from mounts. New turn will be posted on monday 


 Subject: Arkum Discussion  Thread 
  Turn 10!  


Player Map   https://app.roll20.net/join/4646217/jklS-w 
Upload map  https://imgur.com/a/X99qGXO 

Scout A leveled! gains 2 move and upkeep increases to 14!

Scouting Report
-04.-03 Antz
08.03 Ratz
04.-15 5 large tan cats
-05.00 3 Hobby Horses
09.-01 Woofs not sure how many, but at least three
-03.05 I saw a bear near the Hex boundary


Treas at beg of last tu:3289
Gifts - Expend last tu:-2410
Treas at end of last tu:879
Income
2000 (3000 managed)
Upkeep 1321 (463 after rations)
Treasury 3416


Capital City Arkum 00.00
Level 2 (19000 to upgrade to level 3)
Building Slots 2.5/4 (Administration center, Walls, 1/2 workshop)
Tower lv 1 100/200 (x4 Flame blast)
Income 2000/ 3000 Managed
Production:  4 pikers

  Loot/Gear  
 Larder 
8 farm rations
9 Wild rations
20 Spidew Meat

 Armory 
4 Battle Axes
3 suits of light armor
2 magic swords

 Morgue 
2 Hobby horses bodies

 Other loot 
1 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
3 Woof skins
6 twin horn skins
12 Twin horn horns
1 Message hat (linked to Herring hat)
1 Paired message hats (Other with scout H)
1 Paired message hats ( Other with Spike)
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
⅔ of a Cart load of wood


  Units  
Queen Harley Tesla
Shockamancer level 3
XP: 25/36
Juice 300/300
3(4)/2/8/9 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 140 shmuckers
Equipment: Blunted smile 100/100

Warlord Spike
Warlord level 2
XP 16/24
5(6)/5/11/8
Special: leadership, base popped
Upkeep 130
Equipment: +1 Battle axe, critical helm


Shadow " shady elf"
Level 1 chief
Upkeep 120 "paid"
Xp 0/8
4/4/10/8
Gear: bow and sword
Specials: shady, archery, tribal command "shady elves

Bill
Courtier level 1
XP 3/8
0/0/4/8 (1 damage)
Special: Farmer
Upkeep 30
Equipment: Pitch fork

X2 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X5 Pikers
Level 1
 A) 1/8, B) 0/8, C) 0/8, D) 0/8, E) 0/8

X1 Stabber
Level 1

X3 Hobby horse
1/2/8/14
Upkeep 35
Specials: Mount, Passenger

X2 Twin Horns.
2/2/8/14
Upkeep 40
Specials: Charge, Mimic

X4 Uncroaked pikers (10 turn)
1/2/6/8
Special: Uncroaked

X1 Uncroaked Woof (10 turns)
3/3/8/12
Special: Uncroaked

X1 Uncroaked Hobby horse ( 10 turns)
1/2/8/14
Special: Uncroaked


 Prisoners 
X1 shield spider Upkeep 40
X1 Arc Spider upkeep 40


Hex 07.02
X1 Scout A, Level 2, Xp 9/16 move 2/14
1/1/5/14

Hex 00.01
X1 scout B, Level 1 Xp 3/8 move 0/12

Hex 04.01
X1 Scout C lv 1 Xp 5/8 Move 0/12

Hex 05.-03
 X1 Scout D lv 1 XP 5/8 Move 0/12

Hex 00.-01
X1 Scout E Lv 1 XP 2/8 Move 0/12

Hex -05.-02
X1 Scout F lv 1 Xp 4/8 move 0/12

Hex -02.01
X1 scout G Lv 1 Xp 3/8 Move 0/12

Hex 08.-14
X1 scout H lv 1 Xp 3/8 Move 0/12 “ Still searching for Mine”


Barbarian Contactors

Krippen Lv 3 warlord Move
X2 Archer
X1 Piker ”Lance”
X1 Stabber


  Agreements  

Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.


Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with dee ceas.
Verbal Also 1 Ration given at start of turn.

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units


Natural ally "shady elves Nightshade tribe" contract



  Questions Start of turn  
Krippen
  "Krippen, do you know how much damage should a Minertaur deal with his 6 Combat?" 
 Most heavies deal 1d8, but some deal more and some deal less 
 "Can your archers fight with melee weapons if needed? (dealing the same damage?)" 
 They do not have a Melee weapon if they did. It would be one damage like scouts. Still might be worth giving them one however... 

Dee
 "So it would be in both of our best interests to set aside corpses with specials that you've seen or heard can be uncroaked, but that you haven't. Then we give you tower time and extra time for research to try to Uncroak them specifically with that special.

Best case scenario, you learn more about your art, and Arkum gets a special uncroaked. Worst case scenario, you get paid something for spending juice. Middle case... well you get paid for getting me an average uncroaked."



"  Do you think it would help you to spend extra Juice experimenting with Hobby and Woof corpses? Maybe 'discover' a more advanced Uncroak spell? (that allows specials to be preserved even for non-adept casters; or maybe *reach* Adept in the attempt) Is that appealing?" 
 If that what you want to pay me to do, that fine. I can try to enhance my basic uncroaked spell with more juice, but really adept only comes with time and experience. It wont be a quick proccess to give uncroaked more specials 
  Anna can you  temporarily make a unit a Heavy? 
 I might never tried before, most likely it would be permanent, changing matter and units isn't a temporary thing, but heavy is a special that's different then using my juice to promote a unit. Which I also have never done. 


With your rulers sense you now know you can promote a unit to Heavy for 1000 shmuckers. This will change the units upkeep. Current units that can be promoted. Woofs and Hobby horses

 Subject: Arkum Discussion  Thread 

  To Anna:
Anna! Anna! Is 'Promote' an actual Changeamancy spell? And you know it? (even tho you have never cast it?) 
H ⚡ 

 It is a changeamancer spell, but not one I currently know. 



Herring
 Herring dear, it just occurred to me that a saddle that gave the special Mount to the wearer would be mighty useful.
Would you kindly inquire if that is at all possible, and if so, how much for one? 
 I can inquire it sounds like weirdamancy to me, I only know of one in the Magic kingdom they are very rare. Can I get a price range you are willing to spend on such an item.  
CyperWizWurmD
 Subject: Arkum Discussion  Thread 
" Really, at this point any price. Unless they turn out to be really cheap we won't be able to justify buying them soon (but would definitely buy at least one in the future)" 


Herring takes his time before answering


 Harley... an item like that is going to be atleast 1000 shmuckers probably more. Unless your serious about buying one this turn. Im not going to go looking for one. James and May were rather cross with me for wasting their time last time you were just asking questions. Even if I did get a price for this turn it could change five or ten turns from now.  
 Subject: Arkum Discussion  Thread 

  *blink* *blink*.. Really? They got paid upkeep for their time (Are they really in the right here due to a time limitation I don't know about, and they *do* have a strict time limit each turn to spend searching for contracts?)
In any case, thank you for watching out for my blunders, please keep it up! :D
H ⚡  

  
*Mental order to Spike: Don't move, await contact*  
 ”Thanks Herring a rough estimate of the price really helps with our planning”  Harley replies with a pleasant smile.  ”If something we’re asking about is an item or service we’ve never asked about before and you have an idea of how much they would roughly go for in the magic kingdom I’d trust your experience on the matter so that you don’t have to waste your time making further enquires until we have the funds available”  Harley continues.

 Subject: Arkum Discussion  Thread 
 Look.... I'm going to put it this way. The casters want you to stick to the deal. With James he wants to use his talents not just be given upkeep. Florests and Signamancer make sure the dateamancers have enough to make upkeep each turn. He was happy to have a contract to tame some ferals only to find out you wanted to ask him questions about taming so you could do it. As for May she didn't want a rations she was doing a small contract. A small golem for five skins. In the hopes you would like her work and hire her for a bigger contract. Then you went off asking about battle bear. With no intention of buying one. I will say their are rumors going around about Arkum now after these two incidents. Caster will still be willing to hire on to the side, but not without a price first. That why I'm not going to talk with May.  
 Subject: Arkum Discussion  Thread 
 ”Thank you for letting me know Herring, Arkum’s reputation inside the magic kingdom is very important to me”  Harley replies  ”First of all please pass on my apologies to both James and May for any misunderstandings or inconvenience they have suffered.”  Harley begins.  ”As for May please also tell her that if she is still interested we will take her up on her kind offer of the small golem and pass on that she is always welcome to stop by Arkum’s portal to advertise any wares she thinks we may be interested in”  Harley adds before pausing.  ”If James is still interested in taming please let him know that we currently have an Arc Spidew and a Shield Spidew in our dungeons and we would be willing to pay up to 150 shmuckers for each unit tamed. (Herring please let us know if you don’t think that’s a fair price)”  Harley continues.

Herring nods and writes two quick notes. Before turning back to you.

 ”With that in mind what would you like for two standard NDA and NAP contracts incase they did want to come to Arkum?”  Harley then asks.

 200 shmuckers should cover the costs. 
 ”Out of interest Herring how many casters do you have on your books that you find work for?”  Harley questions.

Herring smiles

 You dont think im going to put all my cards on the table do you Harley 

Herring hat buzzs once then twice. Herring pulls out two notes.

 May says she is contracted out for this turn, but would be willing to make the golem next turn for 6 hides. James says spidew are difficult to tame. He would be willing to charge 150 shmuckers per casting or 500 shmuckers to keep casting until both spidews are tamed. 
 Subject: Arkum Discussion  Thread 
 ”Thank you Herring here let me give you 200 shmuckers”  Harley replies with a polite smile.

Harley then grins  ”Why Herring I wasn’t asking you to put all your cards on the table but merely give me an idea of how large the deck is”  she responds in a light tone.

Herring smiles after taking the 200 and producing the two NAP and NDP

 The deck is large, not as large as I would like. Im friends with alot of the caster. Some of them could make it on thier own rather easy, but dont want the work of finding contracts 
 ”Excellent please tell May that that would be perfect”  Harley answers.  ”Hmmm a little more expensive than I was hoping for but as a gesture of good will we will accept James price of 500 shmuckers for the guaranteed taming. Would James like to come this turn?”  Harley asks in return.


James arrives after the NAP and NDP is signed. Harley and Krippen bring james to the two spidews. After accepting payment. James seems strangely focused. Not talking with anyone as he studies the two spidews. The spidews snaping at james as he stares at them. Harley feels a flash of juices and both spidews calm down. James then approches the shield spidew placing a hand on its head. With another flash of juice. Harley feels the shield spidew join the side. James then moves to the arc spidew he again places a hand on its head. Two more flashes of juice and Harley feels the arc spidew join the side!


 Shield spidew
2/3/8/10
Upkeep 40
Special: crawler, poison
1d4

Arc spidew
3/2/8/10
Upkeep 40
Special: crawler, acid web
1d4

Crawler: unit is able to climb vertical surfaces. Unit can use this to cross zones.

Poison: when attack does five or more damage with a bite it poisons the target lowering it defense by 1

Acid web: able to throw an acidic web as a range attack. The web burns away as it does damage. 

 I have some juice left do you need anything else? 



Harley triggers the upgrade spending 1000 shmucker spikes hobby horse is upgraded to heavy.


 Hobby Warhorse

4/5/12/14
Upkeep 110
Damage 1d6
Special: mount, passenger, heavy 

 
 Subject: Arkum Discussion  Thread 
As turn starts and Spike with the female Chief Elf arrive
 
 "Welcome to Arkum,
I am Queen Harley Tesla.

Chief, come, please join us at the breakfast table, to our daily discussions, that I'd like to start calling 'Wrap-Up Breakfast', and to start beginning with the question 'What could we have done better yesterturn?'

Namely, Krippen, last battle, as Spike went down, I ordered you to change stack-targets, so you'd cover him, this caused your stack to take extra attacks, and led to the loss of Yacta.
How can we change stack-targets and not get extra-attacked? Is that even possible (perhaps by refraining to attack in that same round)?"
 
 A stack that does not attack that round can withdraw with out an AAO that round from one enemy stack. As long as the stack has a leadership unit. without a leadership unit I don't think it can be done.  
 
"If possible, would refraining to attack have been desirable? since you destroyed all remaining 4 spiders with that charge (and thus avoided 4 potential attacks from the next round)" 
 My issue isn't the action, its how it was executed. Having me and my units subject to the AOO, but not your own units. (Damaged twin horn in back and damaged stabber up front with less hits than the twin horn) In the future maybe direct me where you want me to attack and I will handle my own stack layout. 
 "The plan" 
(for routes see roll d20)
Pink route: Battle Wagon
Purple route: Heavy Hobby
Orange route: Hobby tamers
Green route: Wild Ration Courier
All units forage for wild rations while moving (15 Plains, 6 Light Forest, 1 Heavy Forest if Bear tamed);
All units collect easy wood while moving (6 Light Forest, 1 Heavy Forest if Bear tamed) (easy wood = fallen wood, small trees that aren’t a danger to units when cut and trees that are leaning and can be tied off so that they fall in a predictable direction when cut);
1. Promote Spike's Hobby Horse to Heavy (1000s);
 Success 
2. Spike and Stabber on Heavy Hobby; All Spike's units move to -05.02 (1 move);
2b. Woof follows road all the way to farm (8 move)
3. Piker driving Battle Wagon, pulled by 2 Hobbies; With a Battle Axe, Rope, and all non-spider rations; Battle Wagon moves from Arkum to -04.03 (5 move)
4. Driver (Piker) on foot delivers 6 Wild Rations (and 6 backup farm rations) to Spike and returns to Wagon (2 move)

 No encounters on move 

5. Spike, Stabber and Shadow walk to -05,00, attempt to tame feral Hobbies (one at a time using rations), then walk back to -05,02 (4 move)

 Uses 6 wild rations and two farm rations, but all three Hobbies are tamed, however they have no additional move. Spike tames two and shadow tames one.  

6. All Spikes units move to -04,03 (Spike and Shadow riding ) (1 move)
7. Stabber and Piker board Wagon, wagon, heavy hobby (Spike and Shadow riding) and twin horns moves to -02,05 (3 move)
8. Spike leads a stack to -03,05 and attempts to tame the bear using farm rations. (if unsuccessful flee rather than fight leaving ditto’d twinhorns as a distraction)[remain in max stack at all times]. Then returns (3 move) Stack = Spike on heavy hobby( front), Shadow (back) 2xpiker (back) Stabber (back) 2x twinhorn (back)
 
 Battle commences Two ditto Twin horns lost, Hobby War horse takes 3 hits. Battle ends 
9. Heavy Hobby(Spike and Shadow riding) returns to Arkum (6 move)

Spike
 There were three bears all heavies 


Shadow 
Greeting Harley of Arkum, It is my hope we have many profitable turns together 

10. Wagon (2xpiker, Stabber and load of wood riding) and twinhorns heads to farm (6 move)


Anna Finishes casting and the workshop is complete



 Workshop: Provides tools and basic materials for the production of gear and magic items. The facilities also grant a bonus to spell research. Using the workshop uses four move per 200 juice used or four move per crafting session. Up to four units may use the workshop a turn. This uses up thr basic materials which repop the next turn.  (you can not stock pile the materials) 

 "Herring, yesterday I offered to hire you a teacher to help you reach Novice in Hat Magic. Know now that that offer was not a flight of fancy, the offer still stands." she says gently taking hold of his hands. "You have been very good to us, and we don't know if we'll ever have the opportunity to make as much a difference in your life as you made in ours. That offer was a start" smiling with emotion
"And now with this Workshop, perhaps it won't be so costly as you feared!"
Speaking up to all Leaders present
"Let it be known that My House Is Your House, and may you have free use of this Workshop in all your magical endeavours" she finishes smiling hugely 
 Thank you your majesty I will look in to it. I may divide my focus a bit. 

" Dee! You too! For you my fellow Naughtymancer I can be personally helpful! If you decide you want to grow in Shockamancy, I offer my time *and* my Juice to teach you every spell that I know, may us grow together as Sisters." 

Dee looks around the workshop
 This may indeed help, thank you Harley 
 Using a few tools in the workshop. You cast on the battle axe. To your suprise, rather than attach a small globe to the axe, like the dagger did. The head of the axe changes into a crystal like glass with a dim red glow coming from the depths. The crystal is hot to the touch  (4 move used)


100 juice used

+1 Flaming battle axe!

 "Herring!! See! I successfully created a new spell! I ROCK!"  *strikes a Queen pose*
 
*coming down from the hype with a huge smile*
 "But the spell can only be cast on an already magical weapon, so now we need magical weapons! Do you know who is capable of creating the simplest magical weapons (+1 to hit perhaps?) ?" 



Herring
 I know Dollamancers and Changeamancers can make magic weapon and armor. I have heard of some Turnamancy items, but not sure if they are weapons. I suggest you ask May next turn when she comes to make the golem.  



2. 50J: Offer to identify Krippen's Armour


 +1 Resistance armor

Armor boosts the wearers defense by one. Also the wearer takes two less damage from shockamancy based attacks. 


50 Juice used


3. 150J: Research Tazer ( 4 move used)

Not having a live target to test your spell on limits who much you can do, however the workshop has some target dummies. While blasting you sense that by reducing the total damage of an energy ball, you are able to make it deal non lethal damage. You are close to finishing the spell, but are not there yet

Spike manages the city, Shadow was not able to.

Bill head to the farm and manages it, staying at the farm with your units

1/3 a cart load of wood gained.



In a hex boundary we intend to move through, put our hair through the hex boundary to see if the hex boundary's chopping affect hits units too.

The hair is blown by a wind shifting off of the hex boundary toward the hex Spike was moving into.

Spike
 The wood is mostly branches and two fallen trees, we also gathered  twelve wild rations this turn! 
 Subject: Arkum Discussion  Thread 
 ”Shadow if you were to croak what would happen to the rest of your tribe? Would another Shady Elf become the Chief?”  Harley questions.

The tribe would survive, but the contact would end, you would have to make a new contract. To promote a new chief.

 Subject: Arkum Discussion  Thread 
  Turn 11  

The spiders wouldn't take any of the offered rations. - 80 shmuckers

The Woofs wouldn't take the wild rations but would take farm rations - 2 farm rations.

The Hobbies and Heavy hobby all take wild rations -3 wild rations

Twin horns each take a wild ration. -2 wild rations

Leadership units each take a farm rations -7 farm rations


Scouting

05.-15: several large cats
06.-12: A large flock of birds
-04.-03: Antz
08.03: Ratz

  Arkum Side Stats  
 https://app.roll20.net/join/4646217/jklS-w 
Map:  https://www.dropbox.com/s/3srrg2gz6y...ution.png?dl=0 
Treas at beg of last tu:3289
Gifts - Expend last tu:-3250
Treas at end of last tu:39
Income 2000 (3000 managed)
Upkeep 1844 (441 after rations)
Treasury 2598


Herring, Anna, and Dee are standing by in case you need casting

Herring
 May is ready outside the portal if you are ready 
  Loot/Gear  
 Larder 
8 farm rations
10 Wild rations
20 Spidew Meat

 Armory 
4 Battle Axes
3 suits of light armor
2 magic swords

 Morgue 
2 Hobby horses bodies

 Other loot 
1 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
3 Woof skins
6 twin horn skins
12 Twin horn horns
1 Message hat (linked to Herring hat)
1 Paired message hats (Other with scout H)
Set of message hats (Spike and Harley
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
⅔ of a Cart load of wood in capital
⅓ of a cart load of wood in farm (Alot more needed for walls for a unit without fabrication but building knowledge)
1 NAP+NDA contract[/spoiler]


  Units  
Queen Harley Tesla
Shockamancer level 3
XP: 26/36
Juice 300/300
3(4)/2/8/9 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 140 shmuckers “paid”
Equipment: Blunted smile 100/100

Warlord Spike
Warlord level 2
XP 16/24
5(6)/5/11/8
Special: leadership, base popped
Upkeep 130 “paid”
Equipment: +1 flaming Battle axe, critical helm

Hobby War horse
4/5/12/14
Upkeep 110 “paid”
Special: Mount, Passenger, Heavy

Shadow " shady elf"
Level 1 chief
Upkeep 120 "paid"
Xp 0/8
4/4/10/8
Gear: bow and sword
Specials: shady, archery, tribal command "shady elves”

Bill
Courtier level 1
XP 3/8
0/0/4/8 (1 damage)
Special: Farmer
Upkeep 30
Equipment: Pitch fork

X2 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X9 Pikers
Level 1
A) 1/8

X1 Stabber
Level 1

X5 Shady elves
2/2/7/8
Upkeep 35
Specials: Shady, Archery

X5 Hobby horse
1/2/8/14
Upkeep 35
Specials: Mount, Passenger

X2 Twin Horns
2/2/8/14
Upkeep 40
Specials: Charge, Mimic

X4 Uncroaked pikers (9 turn)
1/2/6/8
Special: Uncroaked

X1 Uncroaked Woof (9 turns)
3/3/8/12
Special: Uncroaked

X1 Uncroaked Hobby horse ( 9 turns)
1/2/8/14
Special: Uncroaked


X1 Shield spidew
2/3/8/10
Upkeep 40
Special: crawler, poison
1d4

X1 Arc spidew
3/2/8/10
Upkeep 40
Special: crawler, acid web
1d4



Hex -04.03
X1 Scout A, Level 2, Xp 9/24 move 2/14
1/1/5/14

Hex 00.01
X1 scout B, Level 1 Xp 3/8 move 0/12

Hex 04.01
X1 Scout C lv 1 Xp 5/8 Move 0/12

Hex 05.-03
 X1 Scout D lv 1 XP 5/8 Move 0/12

Hex 00.-01
X1 Scout E Lv 1 XP 2/8 Move 0/12

Hex -02.-04
X1 Scout F lv 1 Xp 4/8 move 0/12

Hex -02.01
X1 scout G Lv 1 Xp 3/8 Move 0/12

Hex 14.-08
X1 scout H lv 1 Xp 5/8 Move 0/12 “ Still searching for Mine”


Barbarian Contractors

Krippen Lv 3 warlord Move
X2 Archer
X1 Piker ”Lance”
X1 Stabber[/spoiler]
 
 Agreements  
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with James.

Nonaggression and Nondisclosure with dee ceas.
Verbal Also 1 Ration given at start of turn.

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units


Natural ally "shady elves Nightshade tribe" contract


  Questions  
 we do not have enough wood for walls. How much wood will we need? Also would we need to provide wood in order to build watch towers? 

Anna
 The watch tower I won't need any material for the basic watch tower, because any given hex normally has enough small trees I can convert without walls. With wall no idea. For the farm since you said wood wall I assumed you would by providing wood. Without seeing the farm its hard to guess. Never done fortification outside a city. It would be faster with materials and cost less juice. 


Our purse at 3rd level is now 2000.


 "Herring, would you tell me how well Luckamancers are regarded in the MK? And how easily they find jobs? It occurred to me for luck based rolls such as James did, perhaps could be helped by Lady Luck (and if Lady Luck frowns later, perhaps we can manage it under a Luckamancers' guidance)
Do you have one on the books?" 
 I do not have a luckamancer on the books and no next to nothing about thier casting. Luckamancer and Carnymancers don't really get along. We tend to do the same contract finding work for other casters since our magic isn't in high demand. 
 Subject: Arkum Discussion  Thread 

To Herring
 ”Yes please have her come through the portal Herring, I have the NAP ready right here!”  Harley replies.

Herring sends the contact by hat after you sign. A short time later it is sent back and and a woman walks through the portal. She is wearing finely made but comfortable dress. She has long blonde hair and intense green eyes. She is carrying a large pair of shears on her back.

 May stitch at your service. 


To Anna
 ”If I brought you to the farm this turn do you think you would be able to estimate how much wood or other resource you would need?”  Harley questions.  ”I’m not entirely set on the walls having to be made of wood I just thought that would be the easiest option...”  Harley then adds.[/quote]

 If you pay my contract rate first. If you decide not to have me work on the farm then we can decide on something else. 
 Subject: Arkum Discussion  Thread 

To May
 ”A pleasure to meet you May, I’m Harley!”  Harley replies with a big smile.  ”So I believe you are going to make me one of your Excellent Golems?”  Harley begins.  ”I have a workshop available if you would like to work there....”  Harley then offers.

 The workshop would be helpful thank you. 

May takes the 6 skins and head off to the work shop. Her work takes a bit of time, but in the end Arkum gains its first golem! The golem is made from one of the woof skin. It has a leather body with bits of woof fur on it arms and back. Its head is a woofs head.

 

 Woof soldier

2/2/8/0
Upkeep 20
Specials: garrison, golem
Damage 1d4 (bite)

Golem special: immune to mind affecting effect and poison. 

 So what ya think? 

To Anna
 ”Oh don’t worry we will have work for you regardless even if the farms not ready to be worked on”  Harley replies with a slight chuckle.

 sign me up then. Am I walking or riding? 


During the meeting of the council of Arkum
 ”It is good to finally have you all around one table”  Harley replies with a big smile.  ”I’d first like to officially welcome Chief Shadow to Arkum and to the Arkum council”  Harley declares happily.

 ”Now our forces are starting to build up nicely and I feel it is about time we turn our attention to securing our borders.”  Harley declares.  ”We currently have three groups of ferals within a turn of the city. A colony of Ratz, a colony of Antz and a large subterranean Bug. I’d like to hear you’re thoughts on dealing with these threats...”  Harley comments.[/quote]


Shadow
 Colonies like ratz and antz need to be taken care of quickly or at least their numbers managed. They can destroy the landscape if not kept in check. The ratz would be a good choice if you want to harvest them for rations. Bugs in general will only eat other bugs. Even then some varieties are poisonous and can croak what ever eats it. 

Spike
 We lack a lot of intel on our targets. Both in numbers and capabilities. Is there anyway we can get this information before we attack? 
 Subject: Arkum Discussion  Thread 

To May
Harley carefully inspects the new unit circling around it as she looks it up and down.  ”Hmmm it’s stats are actually a bit better than I was expecting”  Harley comments with a thoughtful look.  ”I notice that it’s currently a Garrison unit is that something that can be changed?”  Harley questions.  ”Also my knowledge of how golems work isn’t the greatest. Do they autoheal at the start of the turn like any other unit?”  Harley questions.

 well part of that is materials. Harvested or natural materials like the woofs skin makes for stronger base units verses materials crafted from juice. Also your work shop provided a bonus to the crafting. I focused on combat power rather than move you can promote it, but it will double its upkeep. Not sure how much move it will gain. Also golems will auto heal at start of turn. 


To Anna
 ”I’ll see if I can free up a mount but if one is not available it’s only a short walk to the farm and back”  Harley replies.

She nods


At the council
 ”Thank you Shadow that was exactly what I was worried about...”  Harley replies

 ”As for their numbers we can always hire the lookamancer again... As for their capabilities Herring do you know anyone who would know the stats of these units or be able to discern them?”  Harley questions.

 "Herring, *can* we hire Spi today? Would you see if he has Juice for us?" 

Herring sends a message after a short time he gets an answer back.

 He has spent some juice this turn already but he could do a few casting. 400 shmuckers for what is left of his juice. Well a dateamancer might know more about them or a signamancer could read their abilities if they see them. 
 "Herring dear, would it make you uncomfortable to seek out a Luckamancer? (We'd love to talk at length about luckamancy and would gladly offer upkeep for the chance)" 
 I can look around may take a few turns to find someone willing to take that deal. Most casters don't like sharing their secrets on the cheap. 
 "I'm sorry May, I don't want to impose, but do you have the time to talk about magic weapons?"
"I've recently learned a Shockamancy spell to add +1 Fire Damage to a magic weapon, and now are looking for a supplier of simple magic weapons" *

 to make a magic weapon you need masterwork weapons first. Could I see the enchantment your talking about? 


Our purse at 3rd level*is 2000


 Subject: Arkum Discussion  Thread 

To May (golems)
 ”Thanks that was very informative “  Harley replies with a smile.  ”I don’t suppose you have a catalogue of the types of golems you are able to create their stats and their prices?”  Harley then asks.

May laughs
 No I don't have a catalog. Might not be a bad idea for the future. I could make three of the soldier golems a turn. If you provide the materials the golems should be similar to the woof golem. I would charge 200 shmuckers per golem. For heavy golems I can make siege and mount heavies. It would take two turns worth of casting and I would charge 1000 shmuckers per golem. I can also make the small flying golems I mentioned before. 


At the Council
 ”Thanks Herring did Spi mention how many hexes he would be able to scan for that price?”  Harley asks.

 He did not.  (Herring writes a quick note.)  10 mapping scans of a hex, or 1 in-depth scan where he can tell you the exact amount, or one scan that will give most of the units in the hex and display them in a foolamancy image. 
 ”Would James know? And what would he be willing to share that information for if he does?”  Harley then asks.

 he may, lets ask  (writes a quick note. A short time later his hat buzzes)  He says he can give some basic advice on specials, strengths, and weaknesses. He would charge 200 shmuckers for information on the ferals. 


To May (Magic weapons)
 ”I’m not sure yet if I will have the juice spare to show you the casting of the spell this turn but I can definitely show you an already enchanted weapon”  Harley replies before ordering Spike to bring in his axe.

After looking at the weapon.
 interesting, if you every figure out a lighting or cold version I might be interested in one for myself. 
 Subject: Arkum Discussion  Thread 

To May (Golems)
 ”What would the move of the mounts be and how many passengers could they carry? Mobility is something that’s very important to us...”  Harley questions.

 Mount special only and a move of about 16 


To May (Magic items)
 ”On the subject of magic items, are you able to make armour that a caster could wear without it interfering with them casting?”  Harley questions.  ”Ideally I’d like something that makes me look more like a warlord and less obviously a caster...”  Harley adds.


 better off with a signamancer than me for that, but I could make some magic robes. Now you have asked me about three different projects. Do you have something in mind that you want to hire me for? I don't mind talking shop a bit while I work, but i have other clients if you are not going to hire me for the rest of the turn. 
 "Krippen, if ever we have need of you to manage the city, would you be willing to do so?" 
 I would put that in my garrison duties so no charge. 
 Subject: Arkum Discussion  Thread 
 Thank you so much May, for now we’ll take another of your woof soldiers and if they prove as well made as they look I’m sure in the not too distant future we will want to be ordering the fastest mounts that you can make and some of those scouting birds too!”  Harley declares happily.

 ”In the meanwhile I'll put in the work to generalize the plus fire damage spell to cold *and* electricity"  Harley declares with an excited grin.  ”Are you able to make masterwork weapons of enchantable quality yourself though?”  Harley then questions.

May nods and sets to work producing another woof man

-200 shmuckers and 1 woof skin

 I have about a third of my juice left I could create a masterwork weapon or enchant a weapon, not both. Again, I would charge 200 shmuckers. 
 Subject: Arkum Discussion  Thread 


At the Arkum Council
 ”Looking at these maps we should be able to bring our full force against the subterranean bug AND the ratz this turn and wipe them both out”  Harley declares pointing at the map.  ”We will have to leave some forces in the field afterwards but they should be able to camp in sufficient numbers that they will be safe from any wandering ferals...”  Harley adds.

 ”Herring do you think Spi Glass’ price is fair or do you think we could get him to go any lower?”  Harley questions.  ”Either way please let him know that we wish to hire him to scan the Ratz hex this turn and also let James know that we would like to hire him to discuss the strengths, weaknesses and the abilities of the ferals.”  Harley requests.[/quote]

 I had to talk him into that deal. I think he was going to take the rest of the turn off. If you agree, I will let him know. James says he will also head over if you agree to his price.  
 Subject: Arkum Discussion  Thread 
(Luckamancers)
 "Hmm, that's a good point. How about offering upkeep plus 200s for an in-depth discussion on the mechanics and abilities of luckamancy, which we are willing to pinky swear not to share anything he would like kept secret. That’s the equivalent cost for paying for certain spells, do you think it would be enough to get a Luckamancer interested?” 
 I will look but I still think it may take a turn or two to find one. It's not the price its finding one that will trust me and who I trust. 
 Subject: Arkum Discussion  Thread 

To May
 ”That’s Excellent! So you could in theory create three masterwork weapons a turn!”  Harley declares with excitement.  ”Could you please make me a masterwork bow....”  Harley then asks.

May nods then starts looking at the materials you have on hand. She starts to look a little discouraged until she finds the twin horn horns. Grabbing 6 twin horn horns and 1 suit of light armor she begins crafting. After a short time she produces a masterwork twin horn long bow. It grants a +1 to hit.


 Those are really interesting horns. Next turn if you want I could enchant that bow into something really special. My price would be 200 shmuckers and the other 6 horns. 


To Herring
 ”Thank you Herring, then we agree to both their prices. If you could have them come as soon as possible that would be much appreciated”  Harley replies.


James and spi glass arrive at the capital. After hearing what you want. James and spi glass talk for a moment before joining hands. After a bit James opens his eyes.

 Alright we have twenty six pack ratz, eleven sewar ratz, and three fat ratz.

Pack ratz x26
1/2/6/8
Damage 1d3
Specials: infected bite

Sewar ratz x11
2/1/6/8
Damage 1d3
Specials: sprayer

Fat ratz x3
5/5/14/6
Damage 1d8
Specials: heavy, roll over

Filth: units attack has a chance of inflicting an infection. That will persist between turns unless treated.

Spray: unit can has a small area of effect attack. Deals acid damage. Minor burns

Roll over: can deal extra damage unto a 2nd unit if the first is croaked by its attack.
  
These are not the true specials, just what james knows about them.


 ”There’s no rush with the Luckamancer, if you could just keep you’re eye out for one that would be great!”  Harley then declares.

Herring nods


 "Dee, Golems seem to be immune to mind affecting effects and poison; are uncroaked also immune?" 
 Uncroaked are immune to most poison and mind effecting. Unless the poison or effect is designed to harm uncroaked. 
 Subject: Arkum Discussion  Thread 
 "James, when you say 'small area of effect' did you mean 1 target like an archer, or 4 targets like a Fireblast? (and close range, or archer range?)"

"Spi, could you give us a rough description of the underground tunnels you surveyed? (The most important detail would be 'do they extend to the hex borders' so they could attack us from below *next to* the hex border)"

"And James, hm you don't think they have some burrowing specials? (How were the tunnels produced I wonder)" 

Spi glass
 I didn't have enough juice for that, but it seemed more an extended burrow than a tunnel complex. It's centered near the center of the hex. I did see some gems in a large chamber as well.  

James
 It's kind of like a breath weapon so close range, but i think it will only hit two targets. 
 Subject: Arkum Discussion  Thread 
Arkum Council
Harley gives off an impressed whistle.  ”That’s a lot of ratz”  she declares slightly shaking her head.  ”And their varieties sound like a rather nasty combination too...”  Harley adds.

 ”Spike, Krippen what’s your tactical assessment?”  Harley then questions.

 "Also, I can imagine we could put two stacks in that hex, wait stacked by the hex boundary, and if only a few Ratz approach deal with them; if too many come, disengage and step out of hex; Is this tactically sound? (and useful? The goal would be to croak a few without taking *any* losses,*
and the bodies being left near the hex boundary to quickly collect later when the Ratz retreat)" 

[color=#80BF40 ]Tactically, the enemy has five stack vs the three or 4 we could put in the field. Most of their unit have stats equal to pikers. If they were all the smaller ratz I would say go for it. The heavy ratz however change things. I think we could win this, but it would have heavy losses. As for putting two over the hex and having them withdraw. There would still be at least one round of combat. A leadership unit would have to be in each stack. So twenty attack (four in front on their stacks) vs the max of sixteen we could put out for round 1. We could disengage from one stack each with out a problem. But that would leave three enemy stacks open to hit us.

So 32 attacks from the enemy for 16 attacks from us.
[/color]

 "Spi, James, I don't want to impose, but if I may.. did you just.. 'link'?" * *curious innocent eyes* 

They both look at harley like she is crazy
 No just a part of the spell that lets me share what I see. 
 Subject: Arkum Discussion  Thread 
 "I see.. You really think, given the reports that it's expectable for all 5 stacks to stream out and be able to attack us in 1 round of battle.. damn. It's a no go then" 

[color=#80BF40 ]I don't think the ratz would attack piece meal no. They might even wait until we are deeper into the hex. Animals they may be, but that doesn't make them stupid[/color]

 Subject: Arkum Discussion  Thread 
 "Herring, James? Are you familiar with any indirect way to control the Ratz population? Poison from Flower Power perhaps?" 

Herring shrugs

James
 I'm unsure but if your looking at poisons then Hippies are the way to go.
 

and asking to the table in general
 "And how do you think the Ratz are feeding themselves? (partial destructive foraging? If so, I wonder how many rations they will be able to get until the hex is signamantically changed..)"

"And what we've been doing (looking for wild rations, and collecting them if found, not taking anything if not found) is not destructive is it? (At most it will take some turns until a wild ration repops in the same hex, leaving less for ferals in following turns)" 

Shadow
 Without more information it's hard to tell how they are feeding themselves, but Foraging hexes over and over can have a long term effect. My old tribe would stay on the move to avoid this. Ferals in the nearby hexes I'm unsure about, but less rations in the nearby hexes, would probably mean less ferals nearby.  

No one else seems to have anything to add.


We can claim the Farm rations at the farm before being popped in the capital.


Krippen manages the city


Bill manages the farm


We Present new masterwork Twinhorn longbow to Shadow:
 Thank you your majesty 


We pay Anna to start work upgrading tower.


 "Shadow, are you able to fire your bow normally when riding a Hobby?" 
 I don't see why not 


The resistance spell can grant acid resistance


Krippen's Archers have 20 arrows a piece, the same for the Shady elves


 Subject: Arkum Discussion  Thread 
" Ok, so the plan seems to be hit the bug with everything we've got, then forage for wild rations, and get wood, before ending turn in farm. How about this: "

All humanoids forage for wild rations
- Light green: Shadow or Shady elf
- Dark blue: field hobby with 2 capital pikers
- Dark green: capital piker
44 Plains,10 Light Forest hexes foraged for wild rations

Forage for easy wood on 8 Light Forest hexes; then Spike cuts wood with regular BattleAxe to finish filling up cart (1 and a half cart load), one tree at a time after tying it up to another tree, or to hobby horses and having them pull; always cut in the opposite part of the tree
- Orange: Battle Wagon with Spike and Stabber, rope, hat, Battle Axe
 
 Spoiler 
 
 


You combat stacks move to hex 00.02. The Ditto twin horns move up, when they near the center of the hex, A large green insect bursts out of the ground snapping the Twin horn ditto in two. The 2nd twin horn ditto falls to three smaller green insects that follow the heavy out of the ground.

 Subject: Arkum Discussion  Thread 
Harley Fire Bolt on Heavy!
Shadow fires on Heavy!
Rest of archers fires on smaller bugs!

  round 1  
All charge!


Harleys fire bolt slams into the heavy burning a deep hole into the heavies chest. Shadow takes aim. But her arrow fails to punch through its hide. The remaining shadies and arc spidew take aim at the other bugs. Three of the shadys manage to hit their targets. Dealing minor damage to two the the bug and a decent hit to another. As the stacks enter melee range the large heavy breaths onto harley's stack. The acid covers the front rank of the stack. The piker falls. While the twin horns, spike, and his mount take heavy damage. The two twin horns slam in both connect dealing damage to the heavy and one of the smaller bugs. The three smaller bugs and four small palm size bugs ( that were on the heavy bug) attack. The enemy stack is destroyed in the massive pile allied units. However in the melee one of the twin horns is croaked and several other units are damaged.

 end combat 
 Stacks: 
Harley juice 275/300
Arc Spidew
Shady
Shady
Spike on heavy hobby (front)
Twinhorn (front) croaked
Twinhorn (front) 2/8
Piker (front) 0/6 may recover at start of turn

Shadow
Shady
Shady
Shady
Woof (front)
Woof (front)
Uncroaked Woof (front)
Uncroaked Hobby (front) 7/8

Piker
Piker
Piker
Piker
Uncroaked Piker (front) 3/6
Uncroaked Piker (front) 4/6
Uncroaked Piker (front)
Uncroaked Piker (front)

Piker
Piker
Piker
Piker
Stabber (front)
Shield Spidew (front)
Hobby (front) 7/8
Hobby (front)

Enemy stack

Heavy bug croaked
Bug 1 croaked
Bug 2 croaked
Bug 3 croaked
Palm bug croaked
Palm bug croaked
Palm bug croaked
Palm big croaked

 Subject: Arkum Discussion  Thread 

The bug shells are convertible to shmuckers

Heavy 150 shmuckers
X2 bugs 40 shmuckers
X3 palm 5 shmuckers
6 bug meat rations
1 meat twin horn
1 twin horn hide
2 twin horn horns
1 palm bug corpse
1 anhog bug corpse

Total: 215 shmuckers.

 Subject: Arkum Discussion  Thread 

Harley 255/300 juice

Harley creates a powerball, sending it down the hole. After about 10 feet the tunnel banks to the left. We order the Shield Spider to go in and "retreat if detect enemy; Bring back gem or object"

The shield spidew heads down. After a few minutes the spidew comes back with a gem and heads back down the hole. After several trips. The spidew brings back the following.

300 shmuckers in gems
5 chunks of metal (unknown type)
1 staff (magical)
1 ring (magical)

 Subject: Arkum Discussion  Thread 
After the wood and ration run. You have collected 13 wild rations and 1/3 a load of wood.


 "Herring, May said she would be interested in buying our enchanting of her weapon with cold or electricity damage.*
Is this spell we've developed new? Do you know if there are equivalents being offered in the Magic Kingdom?
And given that, would 300s be a reasonable price to ask May for it? (Or perhaps we would be more considerate to just ask for Juice swap?)" 
 sounds like something you should talk with May about. I haven't heard of a shockamancy spell like but the MK and Erfworld is a big place. 
CyperWizWurmD
 Subject: Arkum Story thread 
 Subject: Arkum Discussion  Thread 
Changing how the loads of wood work. Retcon units of wood. The battle wagon can carry 8 units of wood with no passengers aboard.

Collecting easy to grab wood you collect three units of wood you then stop and start harvesting wood. As you are chopping one of the ropes snaps. The rope whip cracks dealing 5 hits worth of damage to a hobby horse. Five units of wood have been collected so far.

Also as spike is looking around the hex he notices a feral watching them. It's a small brown bird. Spike warlord knowledge spring to life. The unit is a pokedamon, a type of natural ally!

 Subject: Arkum Discussion  Thread 
 ”Hello there, do you speak language?” 

The little brown and blue bird hops a little closer.

 Pud, Pud, Pudgie! 
 Subject: Arkum Discussion  Thread 
 “Do you have a Tribe little guy?  
 pud, pub 
 "Are they close to here?”  Spike questions hoping the pokedaemon could at least nod or shake its head.

 gui, gui.... pud 
 ”Here are you hungry would you like some of these nice wild rations?”  Spike then offers.

 gui gui, pud 

It hops a little closer, but doesn't look very hungry

 "We're from Arkum! We’ve got lots of food for many Pokedaemon, would you like to Ally with us?"  

It looks a spike hops closer, then back twice

 pud 
 Subject: Arkum Discussion  Thread 
Spike ***** his head to the side.  ”I don’t think I understand”  Spike declares.

Spike pauses as a thoughtful look crosses his face. He then carefully draws a circle on the ground and a cross a short distance away from it before placing the ration he had been holding on the floor between the two drawings then takes three steps back and sits on the floor.

 ”This circle means yes and this cross means no.”  Spike begins pointing at each drawing  ”I’m going to ask you some questions could you please answer them by hopping over to the relevant drawing”  Spike explains.

 ”Do you understand?”  Spike  asks to begin with.


Fly to the circle lands
 pud pud 
 ”Do you have a tribe?”  Spike then asks before pausing and waiting for an answer.

Fly to the circle lands
 pud pud 
 ”Are they near here?”  Spike then asks pausing once again.

Land briefly in the circle then flies back to his starting point.


 ”Would you like to ally with us?”  Spike then finishes.

Lands between the circle and cross.
 pud, gui! 
 Subject: Arkum Discussion  Thread 
Spike takes a moment to think before beginning a new round of questioning.

 ”Does your tribe have a Chief?” 

Flies and lands in in the circle

 ”Can you’re Chief read?” 

Land between the circle and the X.

 ”If I were to write them a message would you be willing to take it to them?” 

Will hop twice into the circle and fly back to his branch.

 Subject: Arkum Discussion  Thread 
 "Is Chief in this hex?" 

Lands on the X

 Subject: Arkum Discussion  Thread 
(we're in 03.04)
 "Today we'll be sleeping 3 hexes that way"  *points north*  "If you hop on that Wagon we can take you there, and I pinky swear not to hurt you. 

Flies to the x circles it before landing

 If not, will you ask Chief to come visit us? We offer food, gems and alliance." 

Circles the circle before landing and jumping up and down a few times
 pud, pud, pudgie! 
 Subject: Arkum Discussion  Thread 
Spike writes a note for the pokedamon chief and sends a note to harley detailing the encounter.


Harley heads to the workshop, placing the items on the work bench.

Ring - 50 juice


 Ring of slow fall: a non heavy unit wearing this ring will slowly fall to erf three times a turn. 

Staff -50 juice


 Helo staff: +1 to caster level on healomancy spells. Slightly reduced spell cost of healomancy spells. 

Swords -50 juice


 Twin fang swords: both swords are +1. Wielding both sword increases the combat score by one and grants the wielder the two weapon fighting special. 

Harley casts field meddles on the twin fang swords. One of the swords changes to the fiery crystal

Harley spends her remaining 5 juice on researching the tazer spell.

Harley 0/300

 Subject: Arkum Discussion  Thread 
Upgrading the farm -1000. Farm will produce 10 rations a turn (17 with bill managing) the farm will now also produce leather for crafting projects. This leather isn't suitable for trade and refreshes in the capital each turn.

Testing, the heavy hobby can pull the wagon on its own. The battle wagon can load eight units of wood.


Anna after visiting the Farm
 good news and bad news. I will need at least 40 units of wood and four turns of casting to make walls at the farm. Even then the walls won't be that strong. However I have another idea. I could craft a ditch and berm wall at the farm instead. It would offer better protection and only cost 4 turns of juice and 20 units of wood. The wood would be used for sharpened spikes in the berm wall and two gates.  

After looking at the metal
 Interesting, I'm not sure what kind of metal it is, but I can tell it's suitable for making mastercraft weapons. Mastercraft items normally need special materials to make. Like the horns for the bow May made last turn. I can make special materials out of juice, but it'd be expensive juice wise. 

To Herring
  I've recovered two magic items I'd like to show you
H ⚡  

Herring by hat
 interesting I can come by next turn and check them out. I'm currently on assignment. I can tell you that unless you're willing to deal with sides you will have a hard time finding a buyer. If you're willing to trade however I might be able to find a caster in the MK. 
 Subject: Arkum Discussion  Thread 

 
 Originally Posted by WurmD 
  


 No hurries Herring :)
Trade would be awesome, if we got something similar to boost Shockamancy levels.. *drool*
H ⚡ 

 

 


 Costs to build: 
Cargo cart 1 4 units of wood
Cargo cart 2 6 unit of wood
Cart 8 units of wood
Battle wagon 10 unit of wood
  
 

 Subject: Arkum Discussion  Thread 
Before the start of turn scout A reported ferals entering the hex. After what seems like like forever. Scout A reports the ferals have left the hex.

Report from scout A

" a stack of ratz entered the hex I managed to hide from them. The ratz picked everything they could from the hex.

  Turn 12  


Treas at beg of last tu: 2598
Gifts - Expend last tu: -2085
Treas at end of last tu: 513
Income 2000 (3000 managed)
Upkeep 1854 (344 after rations)
Treasury 3169



Two meat rations used on the spiders
Ten Farm rations used for members of the side
Ten Wild rations used on members of the side


Scouting Report
Imgur  https://imgur.com/a/clRaSo2 
Map  https://app.roll20.net/join/4646217/jklS-w 

A number of Hexes have changed! They are now brown with very little growing in them. Including the six hexes around the Capital!

-04.-03: Antz
08.03: Ratz
-02.02: Three Pokedamons ( Small bird, Rat, Lizard)
05.05: Spotted a woof
10.-08: Large Stone bull
04.-10: A flock of Sheep


Capital City Arkum 00.00
Level 2 (17000 to upgrade to level 3)
Building Slots 3/4 (Administration center, Walls, Workshop, .5 Tower)
Tower lv 1 100/200 (x4 Flame blast)
Income 2000/ 3000 Managed
Production:  1 Hobby

Farm level 2 03.01
Produces 10 rations and leather for crafting

  Loot/Gear  
 Larder 
15 farm rations
13 Wild rations
20 Spidew Meat ( Slight Change in Signamancy)
5 Bug rations

 Armory 
4 Battle Axes
1 suits of light armor
2 Twin fang swords
1 Ring of slow fall
1 Helo Staff

 Morgue 
2 Hobby horses bodies
1 Palm bug
1 Anhog

 Other loot 
1 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
2 Woof skins
2 twin horn skins
8 Twin horn horns
1 Message hat (linked to Herring hat)
1 Paired message hats (Other with scout H)
Set of message hats (Spike and Harley
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
11 units of wood in capital
3 units of wood in farm
5 chunks of unknown metal


  Units  
Queen Harley Tesla
Shockamancer level 3
XP: 28/36
Juice 300/300
3(4)/2/8/9 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 140 shmuckers “paid”
Equipment: Blunted smile 100/100

Warlord Spike
Warlord level 2
XP 18/24
5(6)/5/11/8
Special: leadership, base popped
Upkeep 130 “paid”
Equipment: +1 flaming Battle axe, critical helm

Hobby War horse
4/5/12/14
Upkeep 110 “paid”
Special: Mount, Passenger, Heavy

Shadow " shady elf"
Level 1 chief
Upkeep 120 "paid"
Xp 2/8
4/4/10/8
Gear: Master craft Twinhorn bow, Bow and sword
Specials: shady, archery, tribal command "shady elves”

Bill
Courtier level 1
XP 4/8
0/0/4/8 (1 damage)
Special: Farmer
Upkeep 30
Equipment: Pitch fork

X2 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X9 Pikers
Level 1
A) 2/8 D) 1/8

X1 Stabber
Level 1 1/8

X5 Shady elves
2/2/7/8
Upkeep 35
Specials: Shady, Archery

1/8, C) 1/8

X6 Hobby horse
1/2/8/14
Upkeep 35
Specials: Mount, Passenger

X1 Twin Horns
2/2/8/14
Upkeep 40
Specials: Charge, Mimic

X4 Uncroaked pikers (8 turn)
1/2/6/8
Special: Uncroaked

X1 Uncroaked Woof (8 turns)
3/3/8/12
Special: Uncroaked

X1 Uncroaked Hobby horse ( 8 turns)
1/2/8/14
Special: Uncroaked

X2 Woof Soldier
2/2/8/0
Upkeep: 20
Special: Golem, Garrison

X1 Shield spidew
2/3/8/10
Upkeep 40
Special: crawler, poison
1d4

X1 Arc spidew
3/2/8/10
Upkeep 40
Special: crawler, acid web
1d4



Hex 07.02
X1 Scout A, Level 2, Xp 14/24 move 0/14
1/1/5/14

Hex 00.01
X1 scout B, Level 1 Xp 3/8 move 0/12

Hex 04.01
X1 Scout C lv 1 Xp 5/8 Move 0/12

Hex 05.-03
 X1 Scout D lv 1 XP 5/8 Move 0/12

Hex 00.-01
X1 Scout E Lv 1 XP 2/8 Move 0/12

Hex -05.-02
X1 Scout F lv 1 Xp 4/8 move 0/12

Hex -02.01
X1 scout G Lv 1 Xp 4/8 Move 0/12

Hex 14.-08
X1 scout H lv 1 Xp 7/8 Move 0/12 “ Still searching for Mine”


Barbarian Contractors

Krippen Lv 3 warlord Move
X2 Archer
X1 Piker ”Lance”
X1 Stabber[/spoiler]

 Agreements 
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with James.

Nonaggression and Nondisclosure with dee ceas.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with May Stitch.

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

Natural ally "shady elves Nightshade tribe" contract

 Subject: Arkum Discussion  Thread 
Anna begins to cast the tower grows a full story, and seems to have a keener edge to it.


 Tower level 2: +1 to all caster level checks. New spell reserve of 400 juice. 


May begins to cast over the bow.

 Ditto shot bow: +1,  whenever the bow is fired it creates a ditto of the arrow. Allowing two shots on the same target. Both shots use the same attack roll. 


At breakfast
 "Dee, your Preserve Body spell can be used to preserve meat rations right?" 
 never tried before. 
 "Spike, Shadow, Krippen, given our battle yesterday, anything we could have done better? (Maybe have the stabber wield the magical twin swords)" 

[color=#80BF40 ]I would use those swords on a knight or warlord. If used on a stabber he would only deal a d3 damage[/color]

 "Herring, I asked you yesterday to start probing into a Florist to cast poison on some rations, to later drop into the Ratz' hex. There is an additional tact for you to ask about  : the spider meat we have is likely poisonous already, if we could make it look/smell delicious that could do the trick too" 
 maybe a signamancer, but that meat looks pretty bad, not sure they would eat it. Maybe ask a Florist if it is poison? 
 "Shadow, Krippen, Anna, is there anyway to make the arrows deal Subdual damage? Maybe wrap the head in cloth? Or substitute the pointy head by a round head? Or aim at less letal spots?" 

Shadow
 They wouldn't fly right. Maybe we could do some kind of magic arrow? 

" Herring, would you ping your other Changeamancy contact to see if he's free? We have the wood for another Batte Wagon, we need it ASAP and Anna is already tasked with finishing the tower today" 

Writes a note. Gets an answer a little later

 He has a side that might hire him. He would be willing to make a battle wagon, but wants 500 shmuckers and one farm ration 


Hire May to make stronger rope

 out of juice for the turn, but I could make leather rope. Honestly never made rope before. it would help If I knew what you were trying to do. 

" May, units can eat to cover upkeep; what about golems? Any way to cover their upkeep not through shmuckers?" 
 with juice. Charge them up before start of turn. Juice equal to their upkeep. 
 Subject: Arkum Discussion  Thread 
To May
 ”This bow is rather impressive, I think we might want more if we manage to get a hold of any more Twinhorn horns”  Harley comments.

 yes I could. 

To Dee
 ”We claimed some bug corpses last turn would you be willing to check if they are uncroakable?”  Harley asks.

 I think I could do something with it. 

To Herring
 ”Herring did you manage to find a florist that would be willing to discuss poison use this turn?”  Harley asks.

 I did but we would need rations to put the poison on. She quoted my 250 shmuckers per dose of injestable poison that would croak the target. 


To Anna
 ”We currently have an excess of work for you, would you mind if we hire a second Changemancer? Don’t worry it won’t reduce the amount of jobs we will want to hire you for and we will always hire you in preference to any other changemancer...”  Harley asks.

 That fine, I am going to leave before he gets here however. I don't get along with Meta. 


To May
 ”If you’re free next turn we should have more work for you...”  Harley offers.

She nods and begins packing her things.

 Subject: Arkum Discussion  Thread 
" 500s?? Sold!"  :D. " A scroll for an NDA?" 

Herring
 sounds fair. Lets make it an area effect scroll this time. 

Harley - 50 juice

NAP+NDA with meta morf added

Meta
 So I understand you want a battle wagon set up? Care to show me where I will be working. 


To May
" Well, we've already successfully used rope to direct where a tree will fall when cutting it (to harvest wood without a Lumber mill), but it seems the Titan of Numbers demands payment for extracted wood always (and we've been paying in Hits: first with Hits of units getting hit by falling tree; yesterturn by Hits of hobby pulling tree by rope snapping); I'm betting we can pay with Juice, by investing in making it safer. What do you think?"  
 well if the numbers are against you then a stronger rope isn't going to help. The problem isn't the tools its the people. Gaining an item that grants the lumberjack or forester special, popping someone with the special, or just gaining a lumber mill might be a safer bet. 


*order a Woof soldier into the room for inspection* (do we feel we could straightforwardly charge it?)

May
 I can show you next turn when I have juice. It is a spell but an easy one. 
 Subject: Arkum Discussion  Thread 
 "Dee, you're hired this turn if you're willing. We may want to learn the Preserve Body spell, but how expensive is it? How many times can you cast the Preserve Body spell with your current Juice pool?" 
 I could cast it 20 times and the bodies would be preserved for four turns. A casting from you might only last a single turn. 
 Subject: Arkum Discussion  Thread 
 ":( *only* 4 turns? And can we repeat cast? Or is it like the Rewrap spell" 
 I can cast it as many times as I need I can also boost with more juice to preserve it longer. Double the juice, double the length of turns. 
You hire dee -300 shmuckers

You cast tandum with with dee

First cast fail cost ten juice

Second casting success cost ten juice

- 1st hobby horse perserved for two turns

Third casting success cost ten juice

- 2nd hobby horse perserved for two turns

Fourth casting fail cost ten juice

Fifth casting success ten juice

- Anhog perserved for two turns

Harley learns the preserve spell!

Harley juice remaining 200/300
Dee 150/200


 Preserve
Croakamancy
Range: touch
Time: 1 round
Cost: 10+ juice/ 20+ juice

This spell preserves a body stopping the decay of the target body. The spell lasts one turn for every ten juice used. 

 Subject: Arkum Discussion  Thread 

To Herring
 ”Could you ask if something larger could be injected that multiple units could eat? Such as a hobby horse corpse?”  Harley questions.  ”Or if she has any other poisons available such as area of Effect ones that would effect multiple units.”  Harley then questions.

 The caster isn't sure, but maybe? Injestable poisons are not common. This is the 3rd florist I talked to before I found someone with knowledge of them. 


To Anna
 ”Thank you for being so understanding”  Harley replies.  ”There’s not anything we should know about this Meta though is there?”  Harley questions with a slightly concerned look.

 He is an ass and my ex. 


To Meta
 ”Yes of course, we have a workshop in the tower that you can use”  Harley replies before leading Meta there.  ”I will have someone bring you the materials you will need”  Harley then adds.

Uses 3 battle axes and 10 units of wood. New battle wagon made. This battle wagon has slightly different signamancy but functions like the first.


To May
 ”Well If you’re successful in either of those projects please let us know we might be interested in purchasing them or trading for them”  Harley comments.  ”In fact if it helps you you’re more than welcome to stop by at anytime in the future and use our workshop if it’s not already fully occupied...”  Harley offers.  ”It can only house 4 casters a turn so if we have something that’s more pressing it might not always be available”  Harley adds in order to clarify.

 ”I don’t suppose you know how to create such an item that would grant a lumberjack or forester special?”  Harley then asks.

 ”Yes that would be much appreciated if you could show me the spell”  Harley replies with a soft smile.

 thank you for the offer of using the workshop. I may take you up on it. I could make such an axe for you. But I would have to start from scratch. It would take me two turns. I will charge 600 if you provide the materials or 1000 if I provide them. Showing you such a spell would be hard, but doable. It would take several turns I believe since I couldn't cast in tandem with this spell. 
 Subject: Arkum Discussion  Thread 
"Foraging" is a bit of
1. Gathering a little bit of edible materials from each hex, in random increments until they finally add up to a whole 'wild ration' after a few hexes; and
2. Searching each hex for a 'wild ration' and finding one in some random hexes


 "Shadow, your old tribe had a lot of members, more than 24 (I'd venture at least 40), and the forest to the west of here does not seem humongous (we've discovered less than 80 Heavy Forest hexes at present), How were you feeding yourselves (how many hexes would you forage per elf to feed?)? What were the basic rules your tribe followed that avoided overforaging (in particular, how many turns would you leave 1 given hex be at minimum before returning to it?)?" 
 we kept moving and did a lot of hunting. Also forest hexes tend to be richer in forage so harder to damage maybe? 
 *mental order a spider meat ration put into a container (a bag, a bucket, whatever is available) and be brought to us* 
 "Herring, after breakfast would it be possible for you to take this spider meat ration and have it confirmed if it is is poisonous? (And if so, then ask a signamancer if its possible to disguise 20 such meat rations as 'delicious'? Basically 250 to poison 1 ration and croak 1 rat, when there are over 20 is not helpful, we don't have the 10x that price to start to make it helpful, thus we're hoping a spell to simply disguise something as other will be cheaper, but just as effective at croaking ratz)" 
 I can but same problem as last time I may need to grease some wheels. If all I am doing is asking questions. 
 "Dee!"  :D  "I never showed you what my Hammer does did I? It currently has 100 Juice stored in it and I can use it to power my spells!"  :D  "I think I may ask you to make a Mass Uncroak scroll, and if you use the Juice in the Hammer you can finish it today!"  :D  "Here, wanna feel it's heft?"   *hand it over to her* 

She takes a hold of it.
 I think i can. 
 Subject: Arkum Discussion  Thread 
To May
" Please, take a look at our inventory. What materials would be needed for an item to provide Lumberjack or Forester special? (Do we have them?)" 
 I could do it with two chunks of that metal and 1 unit of wood 
 Subject: Arkum Discussion  Thread 
May
" Great success. Thank you so much May, will you be able to come tomorrow and start work on that?" 
 I will be here. 


All
" How many meat rations should we be able to harvest from each Hobby horse body?" 

maybe two or three rations.

Herring
"[b]How about this Herring: we hire that Florist for two castings, 500s, in the MK, so no NDA's needed.
Would that be enough for you to get him to identify if the spider meat is poisonous on the side?"


Herring nodds grabs a few spidew meat and head into the MK. When he returns he hands two green vials and the spidew meat to spike.

 The spidew meat is poisonous, but not lethal. The florist thinks it will cause the target to be sick and maybe reduce their defence score in combat. 
 Subject: Arkum Discussion  Thread 
" Herring, would you confirm with her the speed of the poison?. Eat and croak or be incap on the same turn? Have to wait 1 turn start for it to croak/incap?

And for future hires, can we choose the time? And the effect? Would an incapacitation poison, or a poison that doesn't always croak but sometimes incapacitates instead be easier to cast?

And finally, what would happen if we pour a poison vial on a Hobby horse corpse (given that it is large enough for multiple meat rations) "

 I can tell you what he told me. Each dose would take an hour to become effective. One dose per ration. Finding him again would be difficult and not sure he would be in a state to answer questions, but I can try.  
 "What about signamantic disguising the meat? Would that be workable?" 
 However I did find a signamancer while I was in the glade. He said the signamancy of the rations is very poor. Made worse by how old they are. Improving their signamancy could be done, but would be expensive juice wise. I could do six rations a turn and would charge 100 shmuckers per ration.  


Dee will take the hammer in hand and spending her remaining juice and half the hammer juice. She produces a scroll of mass uncroak.

 Subject: Arkum Discussion  Thread 

Orange = Capital Wagon with 6 units (the stack will be filled with Uncroaked Hobby and Ditto)
Yellow  = Wagon + Uncroaked Hobby
Blue = 4 Hobby with 8 riders
Red = walking
- 7 Light Forest and 1 Heavy Forest easy wood collection, stored on Yellow wagon (yellow units displaced have the move to walk back to farm)
- Stabber switches place with a Capital Piker, and arms himself with Twin Fangs
- Spike after Woof, switches to Blue to be present at Pokedamon's meeting
- 3 Stacks and both Wagons end turn at Farm
 
 Spoiler 
 
 

 Subject: Arkum Discussion  Thread 
Your stacks move into hex 05.05 you don't spot the woofs from the edge of the hex, but hear howling from deeper into the hex. As you move into the hex, you can see why your scout might have a hard time spotting units in such heavy underbrush. As you near the center of the hex.

  Surprise round!  

Shadow lets out a warning cry and fires her bow just as a stack of woofs lead by a large black woof slams into her stack. She manages to hit one of the woofs and croak it, but in the surprise attack two of her pikers are dusted and the rest of her front line is damaged.


Woof  (front)
Uncroaked Woof (front)
Uncroaked Piker (front)
Shield Spidew (front)
Harley
Shady Elf
Shady Elf
Arc Spidew


Spike on Hobby Warhorse (front)
Stabber (front)
Woof (front)
Twinhorn ditto (front)
Piker
Piker
Piker
Twinhorn


Uncroaked Hobby (front) 3/8
Uncroaked Piker (front) dusted
Uncroaked Piker (front) dusted
Uncroaked Piker (front) 4/6
Shadow
Shady Elf
Shady Elf
Shady Elf

Enemy stack

Dire woof (front)
Woof 1 croaked
Woof 2 (front)
Woof 3 (front)
Woof 4 (front)
Woof 5
Woof 6
Woof 7

 Subject: Arkum Discussion  Thread 

Cold Shot on Dire Woof!
Shadow fire on Dire Woof!
Ranged units except Shadow don't target Dire Wolf
Shady's in front draw swords!

All units charge!


Harley spell slams into the dire woof. Both of shadows arrow hit each dealing some damage to the dire woof. The supporting fire from harleys stack as well as all three stack slam into the woofs stack destroying it. A single uncroaked piker from harleys stack being the only loss on your side.


Woof (front)
Uncroaked Woof (front) 6/8
Uncroaked Piker (front) dusted
Shield Spidew (front)
Harley
Shady Elf
Shady Elf
Arc Spidew


Spike on Hobby Warhorse (front)
Stabber w/ Twin Fangs (front)
Woof (front) 5/8
Twinhorn ditto (front)
Piker
Piker
Piker
Twinhorn


Uncroaked Hobby 3/8
Uncroaked Piker dusted
Uncroaked Piker dusted
Uncroaked Piker 4/6
Shadow
Shady Elf (front) 2/7
Shady Elf (front)
Shady Elf (front)[/quote]

Loot:
1 dire woof body
7 woof bodies

 Subject: Arkum Discussion  Thread 
 "Spike, Shadow, what happened in that surprise round? How did we take so much damage?
Did more than the 4 front Woofs bite?
Did all attacks hit because we were surprised (flat-footed) ?" [/quote]

 No, but shadow's uncroaked didn't have a leadership bonus. Just like your stack didn't have a leadership bonus for the uncroaked Piker you lost. Comes down to number and the woofs have better stats than pikers and that dire woof might have been giving them a leadership bonus. Maybe a surprise round grants a bonus to hit? 
 Subject: Arkum Discussion  Thread 
 "OOoh the Scout Knights have the special Sneak attack: unit deal double damage when it catches a unit by surprise; You think it was something similar? Shadow! You can be stealthy, what happens when you surprise someone? (Shall we mock battle?)"


"And even better! It just occurred to me, You *can* be stealthy in forest! You could have been on a Shady-only stack and lead the way stealthily, the only missing detail is how would you communicate your findings without alerting the hidden foes. Shadow, can you mentally order us, as you can your stack mates? (let's try, so then you'd be the one ordering us to move noisily, while you moved stealthily a bit ahead, and when you would find your foe, you'd order us to be ready for attack, and surprise attacked them! Revealing both's positions"
 

Shadow
 how could we surprise you in a mock battle if you know we are there? Also we have no training arrows or weapons.  


Shadow stares at you and spike for a moment
 Did you feel that? I don't sense a link to you like I do with my squad mates. 


Spike
 even if she could sense and send orders. I don't think you could send info that way. It would be like the information we get from the scouts spotted an enemy, engaging, ect. There is no detail. Maybe we could set up something with the hats, but in a combat situation I would rather have my axe in hand than a quill and paper. 


Loot
1 dire woof corpse
7 woof corpses
3 light armor
3 spears
8 unit of wood

The loot is heading back to the capital/farm.

 Subject: Arkum Discussion  Thread 

Your stack walks into the Poke's hex after leaving the hobbies behind

Three pokedamon stand near the center of hex.


The first is the same small bird you saw last turn. It quickly takes wing flying up as you enter the hex

The 2nd is a small grey and purple rat standing near the third pokedamon

The third is a red lizard standing on its hind legs. Its tail a small burning flame. It steps forward as you draw near


 emb, embar emb! 
 Subject: Arkum Discussion  Thread 
Spike waves  "Hi pudgy" 

Harley speaks  "Hello"  :)
 "I am Queen Harley, a Shockamancer and my Capital is just over there, 3 hexes away" 

She then draws to her right a large X, and to her left, a large O

 "Just to help us communicate more clearly, would you point at the X for 'no' and to the O for 'yes'?" 

---

 "You have an awesome signamancy. You deal with Fire. So do I."   *puts her and up and attempts to make a bit of flames dance on it* 

A small spark of flame dances along your hand 5 juice used

120/300

 "We are looking for allies. Are you looking for allies?" 

The pokedamon stares at the circle for a moment

 emb 

It walks to the circle stands in it for a moment then walk directly between the two circles. It then points to the other two pokedamons and itself. Before bring its arms together and spreading them wide.

 embar! 

It says with feeling.[/quote]

 Subject: Arkum Discussion  Thread 
Harley looks at the fiery lizard for a moment as a look of concentration spreads across her face.  ”You’d like to help your tribe grow bigger? Is that right?”  Harley questions.

The pokedamon thinks for a moment then looks around. It grabs several stone placing them into a pile. It then take out three stones and places them on the ground. It points to the first stone and then its self. Then the second stone and points to the pudgie. Then to the 3rd stone and points to the rat.

The pokedamon then picks up several other stone. placing two stones with each of the stones on the ground making three small piles. It then places a fourth stone on the ground making a fourth pile.


 ”Well we’d like to help you do that. But would you be willing to ally with us to do so?”  Harley then questions.

It motions to the stones then steps into the circle

 ”Are you the chief of your tribe?”  Harley then asks just to be sure.


It steps into the circle and jumps

 embar! 
 Subject: Arkum Discussion  Thread 
" Lets Ally then!"  says she with a big smile while she kneels to the lizards height and extends her hand to shake

 embar! 

The little pokedamon take your hand!

Natural ally tribe gained pokedamon Ash

-1000 shmuckers

Tribe pokedamon types 3

Embar
Pudgie
Rattika

Current cost to pop a new pokedamon 360 shmuckers. For each new pokedamon added to the tribe the cost to pop a new pokedamon is reduced by 40 shmuckers. When shmuckers is paid to pop new pokedamons which pokedamon that pops is random among the tribes types. If a tribe loses all the pokedamons of a that type you lose that breed of pokedamons and the cost goes up.

Feral pokedaemons will cause ritual combat with Chief. If the tribes chief loses combat that pokedamon joins the new tribe. Not the whole tribe. In this case the next highest level pokedamon would become chief at no cost to the side.

Agreement: side of Arkum will agree to pop more pokedamons and expand the tribe.


 "Ash"
Embar
ChiefLevel 2
4/4/10/8
Damage d6
Special: breath weapon fire 1d6 (4), fire immunity, tribal leadership
Upkeep 120 

Pudgie lv 1

Rattika lv 1


  Tribal stats 

Embar
2/2/8/8
Upkeep 40
Specials: breathweapon fire 1d4 (4), fire immunity
Damage 1d4

Pudgie
0/3/5/20
Upkeep: 40
Specials: flight, scout, natural thinkamancy
Damage 1

Rattika
1/2/5/10
Upkeep 40
Specials: mini sized
Damage 1d4


Specials

Breathweapon: unit has a breathweapon attack. This attack may be used two time a turn per level. The damage type is noted in the special stat block. The number of target is (#). Must be used in the front rank of a stack or it will hit the stack mates.

Fire immunity: target takes no damage from fire but takes extra damage from cold attacks

Flight: unit can fly. Ignoring terrain penalties

Natural thinkamancy: unit can share what it sees with the tribal leader or an allied command unit. The unit must be within 10 hexes of the leader. just shows what the unit is seeing


Mini sized: unit does not count against the max number of units in the stack or on the front lines. Unit can not screen for other units 

The embar is out of move for the turn, the rattika has two move remaining, the pudgie has three move remaining.

 Subject: Arkum Discussion  Thread 
" Spike, Shadow, Krippen, how will walls at the Farm change a battle to defend it?" 

They all look at you
 they would have to breach or bypass the walls.... 
 Subject: Arkum Discussion  Thread 
To Shadow
" You can hide now, and surprise the Heavy Hobby that will remain unstacked for this purpose. And I was thinking you wouldn't need to actually attack to feel what bonus you'd have, but if you think you do, have a single shady deal subdual." 

Shadow looks at you
 ya not going to do that. Besides the fact that we wouldn't feel a bonus like that, we are allied and I think that would count as breaking the alliance... 


Leadership goes home and leaves Stabber and 2 Pikers with the Pokedaemons in the field

Then 2 Capital Pikers come join them with 3 Farm rations

 Subject: Arkum Discussion  Thread 
Once back in capital

1- cast fields meddle on shadows bow 100 juice

Harley begins casting fields meddle on shadows bow. Rather than the whole bow changing a small knob of crystal forms right over when shadows hand would rest when drawing rhe bow.

2- Research Tazer in the workshop ?

70 juice used for research into tazer. Tazer spell unlocked


 Tazer
Shockamancy (adept)
Juice 50
Range same hex
Casting time 1 round (single target)
Damage 1d6+ 1 every two levels


The tazer spell deals electrical damage. If the damage would croak a unit. It is instead knocked out for the rest of the turn. If the spell would not croak a target the spell deals no damage. The spell has the added effect of reducing a targets defense score by two and combat score by two if it deals no damage for one round. 

You feel your knowledge of shockamancy grow after finishing this spell. Its your first real step towards adept status in shockamancy.

 Subject: Arkum Discussion  Thread 
Scouting for new 4 Scouts in pink 
 Spoiler 
 
 
 

 Subject: Arkum Discussion  Thread 
  Turn 13!  


12 farm rations are used to pay your units upkeep
the remaining 13 wild rations are used to pay unit upkeeps
2 bug meat rations are used on the spidews

May stitch, Master Herring, Anna Meta, and Dee Ceas show up at the capital just before the start of turn.


Rain starts pouring down at start of turn. While it doesn't seem to hamper your scouts movement. It does make spotting more difficult.

Scouting

-08.06 Ferals spotted

12.-10 Ruined city spotted!

Message from scout H by hat
" I still have the move to enter the city but not the move to escape. Do you wish me to enter?"

Link
 https://app.roll20.net/join/4646217/jklS-w 

Map
 https://imgur.com/a/exiUXx6 

Treas at beg of last tu:3169
Gifts - Expend last tu:-2800
Treas at end of last tu:369
Income 2000 (3000 managed)
Upkeep 2207 (290 after rations)
Treasury 3079



Capital City Arkum 00.00
Level 2 (16000 to upgrade to level 3)
Building Slots 3/4 (Administration center, Walls, Workshop, Tower level 2)
Tower lv 2 100/400 (x4 Flame blast)
Income 2000/ 3000 Managed
Production:  4 scouts


Farm level 2 03.01

Produces 17 rations and leather for crafting


  Loot/Gear  
 Larder 
20 farm rations
20 Spidew Meat ( Major  Change in Signamancy)
3 Bug rations

 Armory 
1 Battle Axes
1 suits of light armor
2 Twin fang swords 1 fiery
1 Ring of slow fall
1 Helo Staff
2 vials of poison
1 scroll of mass uncroak

 Morgue 
2 Hobby horses bodies ( preserved 1 turns)
1 Palm bug ( preserved 1 turns)
1 Anhog
1 dire woof
7 woofs

 Other loot 
2 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
2 Woof skins
4 twin horn skins
1 Message hat (linked to Herring hat)
1 Paired message hats (Other with scout H)
Set of message hats (Spike and Harley
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
1 units of wood in capital
3 units of wood in farm
5 chunks of unknown metal


  Units  
Queen Harley Tesla
Shockamancer level 3
XP: 31/36
Juice 300/300
3(4)/2/8/9 “Combat/defense/hits/Move”
Specials: caster “Shockamancy”, Noble
Upkeep 140 shmuckers “paid”
Equipment: Blunted smile 50/100

Warlord Spike
Warlord level 2
XP 20/24
5(6)/5/11/8
Special: leadership, base popped
Upkeep 130 “paid”
Equipment: +1 flaming Battle axe, critical helm

Hobby War horse
4/5/12/14
Upkeep 110 “paid”
Special: Mount, Passenger, Heavy

Shadow " shady elf"
Level 1 chief
Upkeep 120 "paid"
Xp 5/8
4/4/10/8
Gear: +1 Fiery Twinhorn bow, Bow,  and sword
Specials: shady, archery, tribal command "shady elves”

Bill
Courtier level 1
XP 4/8
0/0/4/8 (1 damage)
Special: Farmer
Upkeep 30
Equipment: Pitch fork

X2 Woof
3/3/8/12
Upkeep 35
Special: Forest capable

X9 Pikers
Level 1
A) 3/8 D) 1/8 E) 1/8

X1 Stabber
Level 1 2/8

X5 Shady elves
2/2/7/8
Upkeep 35
Specials: Shady, Archery

1/8, B) 1/8 C) 1/8

X6 Hobby horse
1/2/8/14
Upkeep 35 “Paid”
Specials: Mount, Passenger

X1 Twin Horns
2/2/8/14
Upkeep 40 “Paid”
Specials: Charge, Mimic

X4 Uncroaked pikers (7 turn)
1/2/6/8
Special: Uncroaked

X1 Uncroaked Woof (7 turns)
3/3/8/12
Special: Uncroaked

X1 Uncroaked Hobby horse ( 7 turns)
1/2/8/14
Special: Uncroaked

X2 Woof Soldier
2/2/8/0
Upkeep: 20
Special: Golem, Garrison

X1 Shield spidew
2/3/8/10
Upkeep 40 “Paid”
Special: crawler, poison
1d4

X1 Arc spidew
3/2/8/10
Upkeep 40 “Paid”
Special: crawler, acid web
1d4

Ash"
Embar
ChiefLevel 2
4/4/10/8
Damage d6
Special: breath weapon fire 1d6 (4), fire immunity, tribal leadership
Upkeep 130 “paid”

Pudgie
0/3/5/20
Upkeep: 40 “paid”
Specials: flight, scout, natural thinkamancy
Damage 1

Rattika
1/2/5/10
Upkeep 40 “paid”
Specials: mini sized
Damage 1d4

Hex -05.03
X1 Scout A, Level 2, Xp 18/24 move 0/14
1/1/5/14

Hex 00.01
X1 scout B, Level 1 Xp 3/8 move 0/12

Hex 04.01
X1 Scout C lv 1 Xp 5/8 Move 0/12

Hex 05.-03
 X1 Scout D lv 1 XP 5/8 Move 0/12

Hex 00.-01
X1 Scout E Lv 1 XP 2/8 Move 0/12

Hex -02.-04
X1 Scout F lv 1 Xp 4/8 move 0/12

Hex -02.01
X1 scout G Lv 1 Xp 4/8 Move 0/12

Hex 11.-10
X1 scout H lv 1 Xp 9/8( Will level at start of turn) Move 1/12 “ Still searching for Mine”

Hex -12.-03
Scout I Lv 1 XP 0/8 0/12

Hex -08.04
Scout J XP 2/8 Move 0/12

Hex 10.04
Scout K XP 1/8 Move 1/12

Hex 10.-02
Scout L XP 0/8 Move 0/12

Barbarian Contractors
Master Heering carnymancer "140 upkeep"
Anna Meta Changeamancer " Upkeep 120"
Dee Ceas Croakamancer "Upkeep 120"
Krippen Lv 3 warlord "150 upkeep"
X2 Archer "14 upkeep"
X1 Piker ”Lance” "12 upkeep"
X1 Stabber "14 upkeep"

 Agreements 
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with James.

Nonaggression and Nondisclosure with dee ceas.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with May Stitch.

Nonaggression and Nondisclosure with Meta Morf.

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

Natural ally "shady elves Nightshade tribe" contract

Natural Ally “ Pokedamons Ash tribe” contract
Current forms: Embar, Pudgie, Rattaka (3) 360 shmuckers new pop
“Agreement to expand the tribe and pop more pokedamons”


To scout H:

  "no.

Hide within sight of it and keep a lookout. Report any movement. Only if no spottings, next turn you're to go in and do a very cautious light scouting.

PS: It's raining here. Is it raining there too?"  

 Subject: Arkum Discussion  Thread 
Scout H:
Yes

 Subject: Arkum Discussion  Thread 
 ”May we’d like to hire you this turn to create the wood chopping axe”  Harley declares.

 ”I just so happen to know of a way to transfer juice between casters for spell work. How much juice are you short of being able to create the axe in a single turn?”  Harley then questions.

 I'm about 300 juice short to finish it this turn. 
 Subject: Arkum Discussion  Thread 
Anna begins her casting in the capital.  The basic dirt paths in the capital. Become cobble stone roads. Easing travel inside the capital. Anna then walks out of the capital forming a cobble stone road along the path to the farm. Travel along the road now cost half movement.

-300 shmuckers

 I should be able to finish the road to the farm next turn if you hire me. 


Roads on plains, light forest, and badland hexes will cost .5 movement.
Road in forests, hills, and swamps will cost 1 move.


May takes the last unit of wood and two of the metal pieces and begins to enchant. Her result at the end of the turn is a large two handed woodsmen axe. The metal is silvery in color.

-600 shmuckers

 I have started the enchantment but it is not complete the metal has some interesting properties I could unlock the abilities for a price. I would be willing to take two of the pieces of metal in trade or two woof skins. Otherwise I could just finish the basic enchantment next turn. 


Dee

Looking over the woof bodies she begins casting on the basic woofs. After using her juice your side has five new uncroaked woofs at your sides command. That will last 13 turns.

-300 shmuckers

 My juice is now dry, did you want me to use the hammer to uncroak any more? 
 Subject: Arkum Discussion  Thread 

" Dee, How much Juice is uncroaking these Woofs taking you?"*(and if more than 30)*"Why is it more than 30?"
 

Dee

 40 Sire. It's taking a little extra juice to uncroak the Woofs. I thought you were aware the fact the non humaniod bodies can take a little more juice.  

Harley then charges the hammer and hands it to Dee.

Dee then uncroaks the last two woofs

Harley then takes back the hammer fully charging it again

Harleys juice 170/300
Dee juice 0/200


Turning to May
" 2 Woof skins? Definitely!" ^_^ "In the meanwhile, May, we are pondering research around traps. Are you able to make Dollamancy traps?"
 

May smiles and nods

 I will pick up the woof skins next turn, when I finish the axe. Sorry, traps are outside of my skill set. 

Plan to collect wood and spread the spidew meat:

 - Collect safe wood
- Scatter Spidew rations around the borders of the ratz hex (they’re about to depop very soon)

-Wagon from capital pulled by Hobby 1+2, transport axe and Spidew rations to farm. ?2.5 move used
-Hobby 3+4 pull wagon with Spike, Piker, axe and Spidew rations to 08,04 -&gt; 09,02 -&gt; 07,02 -&gt; back to farm (ie circling the ratz hex) dropping Spidew rations and collecting safe wood along the way 13 move used (offload wood at farm)
- Hobby 1+2 pull wagon from farm with Spike, Piker and axe 05,-03 -&gt; 04,-03 -&gt; Arkum collecting safe wood 11 move used
- Hobby 5+6 pull wagon from Arkum with Spike, Piker and axe to -04,04 and back collecting safe wood
- Hobby Warhorse pull wagon from Arkum with Spike, Piker and axe to 05, -04 and back collecting safe wood 

The wood collect project leads to collecting nine total safe wood. Eight is brought to the capital with one being left in the farm. Spike drops the spidew meat.


-1000 shmuckers to upgrade the farm to level 3


The pokedamons arrive in the capital. After accepting the shmuckers embar and the other move to an empty building. After a while embar emerges with two eggs.

 em bar! 

-720 shmuckers to pokedamons tribe
CyperWizWurmD
 Subject: Arkum Discussion  Thread 
 "Herring, would you let Meta know, if he's willing, we'd like him to make another wagon for us tomorrow?" 

Herring nods  "meta will stop by next turn" 

- all units train !

- Farm was upgraded to level 3 costing 1000 shmuckers. Farm will now produce 15 rations a turn. Also the farm will produce one Masterwork quality leather a turn, popped along side the rations. This leather can be used for crafting magic items.

Harley then heads to the work shop and start work on the trap spell. Harley makes good progress on the spell and leaves several scorch marks on her work table and one sizable hole in the middle. Harley feels she need a little more time and juice on the spell.


Juice spent Harley ends turn. The night passes uneventfully. As morning dawns. Harley and the side eagerly await the start of turn. Which does not come at dawn!

 Subject: Arkum Discussion  Thread 

Arkum's turn does not begin at Dawn, but shortly afterwards


  Turn 14!  

The Farm Produces 23 ration!

The Two pokedamon eggs begin to Shake shortly after dawn! As they Hatch Harley feel two new pokedamons join the side. A new Pudgie and a new Rattika join the side.

25 farm rations used
2 bug rations used

Scout report

01.-05 large force spotted Darfs, Mineotaurs, and barbarians. The darfs seem to be melee fighters, some armed with crossbows, and a few mounted on goats. The hills block line of sight so couldn't get a firm count. But at least 20 darfs, 2 Minetaurs, and 2 barbarian archers.

Some scouts have not moved yet.

-04.-03 Antz
08.03 Ratz

Map
  https://app.roll20.net/join/4646217/jklS-w 

Treas at beg of last tu:3079
Gifts - Expend last tu:-2920
Treas at end of last tu:159
Income 2000 (3000 managed)
Upkeep 2207 (382 after rations)
Treasury 2777

Capital City Arkum 00.00
Level 2 (16000 to upgrade to level 3)
Building Slots 4/4 (Administration center, Walls, Workshop, Tower level 2)
Tower lv 2 100/400 (x4 Flame blast)
Income 2000/ 3000 Managed
Production: hobby horse


Farm level 3 03.01

 Loot/Gear 
 
 Spoiler 
 Larder 
18 farm rations
1 Bug rations

 Armory 
1 Battle Axes
3 Piker spears
4suits of light armor
2 Twin fang swords 1 firey
1 Ring of slow fall
1 Helo Staff
2 vials of poison
1 scroll of mass uncroak

 Morgue 
2 Hobby horses bodies ( preserved 0 turns)
1 Palm bug ( preserved 0 turns)
1 Anhog

1 Dire woof body

 Other loot 
2 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
2 Woof skins
4 twin horn skins
1 Message hat (linked to Herring hat)
1 Paired message hats (Other with scout H)
Set of message hats (Spike and Harley
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
9 units of wood in capital
3 units of wood in farm
3 chunks of unknown metal
 

  Units  
Queen Harley Tesla
Shockamancer level 3
Juice 300/300
3(4)/2/8/9 “Combat/defense/hits/Move” 34/36xp / 140s “paid”
Specials: caster “Shockamancy”, Noble
Equipment: Blunted smile 100/100

Warlord Spike
Warlord level 2
5(6)/5/11/8 / 21/24xp / 130s “paid”
Special: leadership, base popped
Equipment: +1 flaming Battle axe, critical helm

Hobby War horse
4/5/12/14 / 110s “paid”
Special: Mount, Passenger, Heavy

Shadow " shady elf"
Level 1 chief
4/4/10/8 / 6/8xp / 120s “paid”
Gear: +1 Fiery Twinhorn bow, Bow,  and sword
Specials: shady, archery, tribal command "shady elves”

Bill
Courtier level 1
0/0/4/8 (1 damage) / 4/8xp / 30s
Special: Farmer
Equipment: Pitch fork

Woof A
3/3/8/12 /  35s “Paid”
Special: Forest capable

Woof B
3/3/8/12 / 35s “Paid”
Special: Forest capable

Piker A
Level 1
1/2/6/8 / 3/8xp / 12s

Piker C11A
Level 1
1/2/6/8 / 0/8xp / 12s

Piker C11B
Level 1
1/2/6/8 / 0/8xp / 12s

Piker C11C
Level 1
1/2/6/8 / 1/8xp / 12s

Piker C11D
Level 1
1/2/6/8 / 1/8xp / 12s

Piker F
Level 1
1/2/6/8 / 0/8xp / 12s

Piker G
Level 1
1/2/6/8 / 0/8xp / 12s

Piker H
Level 1
1/2/6/8 / 0/8xp / 12s

Piker I
Level 1
1/2/6/8 / 0/8xp / 12s



Stabber A
Level 1
2/2/6/8 / 2/8xp / 14s

Shady elf C11A
2/2/7/8 / 1/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C11B
2/2/7/8 / 1/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C11C
2/2/7/8 / 1/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C11D
2/2/7/8 / 0/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C11E
2/2/7/8 / 0/8xp / 35s “Paid”
Specials: Shady, Archery

Hobby horse A
1/2/8/14 / 35s “Paid”
Specials: Mount, Passenger

Hobby horse B
1/2/8/14 / 35s “Paid”
Specials: Mount, Passenger

Hobby horse C
1/2/8/14 / 35s “Paid”
Specials: Mount, Passenger

Hobby horse D
1/2/8/14 / 35s “Paid”
Specials: Mount, Passenger

Hobby horse E
1/2/8/14 / 35s “Paid”
Specials: Mount, Passenger

Hobby horse C12
1/2/8/14 / 35s “Paid”
Specials: Mount, Passenger

Hobby horse C14
1/2/8/14 / 35s “Paid”
Specials: Mount, Passenger

Twin Horn
2/2/8/14 / 40s “Paid”
Specials: Charge, Mimic

X1 Uncroaked piker (6 turn)
1/2/6/8
Special: Uncroaked

X1 Uncroaked Woof (6 turns)
3/3/8/12
Special: Uncroaked

X7 uncroaked woofs (12 turns)
3/3/8/12
Special: uncroaked


X1 Uncroaked Hobby horse ( 6 turns)
1/2/8/14
Special: Uncroaked

Woof Soldier 1
2/2/8/0 / 20s
Special: Golem, Garrison

Woof Soldier 2
2/2/8/0 / 20s
Special: Golem, Garrison

Shield spidew
2/3/8/10 (1d4) / 40s “Paid”
Special: crawler, poison

X1 Arc spidew
3/2/8/10 (1d4) / 40s “Paid”
Special: crawler, acid web

“Ash"
Embar “Pokedamon
Chief Level 2
4/4/10/8 (d6) / 130s “paid”
Special: breath weapon fire 1d6 (4), fire immunity, tribal leadership

Pudgie A
0/3/5/20 (1 damage) / 40s “paid”
Specials: flight, scout, natural thinkamancy

Pudgie B
0/3/5/20 (1 damage) / 40s “paid”
Specials: flight, scout, natural thinkamancy

Rattika A
1/2/5/10 (1d4) / 40s “paid”
Specials: mini sized

Rattika B
1/2/5/10 (1d4) / 40s “paid”
Specials: mini sized

Hex 07.03
X1 Scout A, Level 2, 1/1/5/14 / 18/24xp  move 0/14


Hex 00.01
X1 scout B, Level 1, 4/8xp move 0/12

Hex 04.01
X1 Scout C, Level 1, 5/8xp Move 0/12

Hex 05.-03
 X1 Scout D, Level 1, 5/8xp Move 0/12

Hex 00.-01
X1 Scout E, Level 1, 2/8xp Move 0/12

Hex -05.-02
X1 Scout F, Level 1, 4/8xp move 0/12

Hex -02.01
X1 scout G, Level 1, 4/8xp Move 0/12

Hex 11.-10
X1 scout H lv 1 Xp 9/16( Will level at start of turn) Move 14/14
Hex -12.-03
Scout I, Level 1, 0/8xp Move 12/12

Hex -08.06
Scout J, Level 1, 2/8xp Move 12/12

Hex 10.04
Scout K, Level 1, 1/8xp Move 12/12

Hex 10.-02
Scout L, Level 1, 0/8xp Move 12/12




Barbarian Contractors
Master Heering carnymancer "140 upkeep"
Anna Meta Changeamancer "Upkeep 120"
Dee Ceas Croakamancer "Upkeep 120"
Krippen Lv 3 warlord “Upkeep 150”
X2 Archer Upkeep 14
X1 Piker ”Lance” Upkeep 12
X1 Stabber “Upkeep 14”


  Agreements  
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with James.

Nonaggression and Nondisclosure with dee ceas.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with May Stitch.

Nonaggression and Nondisclosure with Meta Morf.

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

Natural ally "shady elves Nightshade tribe" contract
250 shmucker new pop

Natural Ally “ Pokedamons Ash tribe” contract
Current forms: Embar, Pudgie, Rattika (3) 360 shmuckers new pop
“Agreement to expand the tribe and pop more pokedamons”

 Subject: Arkum Discussion  Thread 

May arrives and heads to the workshop.

Finishing the project you see a flash of light from her work area. She presents the axe to you for inspection.


  Lumberjack axe .

+1 two handed weapon
Grants wielder the lumber jack special and forest capable special.

If the wielder is a command unit it grants the forest capable special to the entire stack. 

 So what do you think?  she asks as she collects the two woof skins.


Meta then arrives and  so same deal as last time? One battle wagon for 500 shmuckers and 1 farm ration? 
 Subject: Arkum Discussion  Thread 

Harley smiles looking a bit in awe, and eyes aglow with the possibilities  "Wooow May, that's some amazing work.. :D We still have 3 other chunks of that metal, do you feel it would always yield Forest-related enhancements? Or it's more 'it enhances the item being made', and because we were going for Lumberjack it have that bonus of applying it to the whole stack?" 

May replies  I think it has to do with the base enchantment. For example a mining pick might grant mountain capable, but I'm not sure. 

Harley then turns to Meta
 "Yes thank you Meta. Do you feel these items contain enough metal for a Battle Wagon?"  she says as some pikers bring in 1 Battle Axes, 3 Piker spears, 4 suits of light armor and 2 chests

Meta gathers up the battle axe, two spears, and two light suits of armor and says  This should be enough. 

Meta sets to work and finishes the battle wagon in short order. -8 wood, 1 battle axe, 2 spears, 2 armor, 500 shmuckers, 1 farm ration.

 Subject: Arkum Discussion  Thread 

Anna then arrives and goes to finish the road to the farm -300 shmuckers

Then to try verify why Scout B gained 1 XP, Pudgy A flies scout B route. But does not spot anything new.

 Subject: Arkum Discussion  Thread 
 

4 Full stacks (one with an extra Rattika, one with an extra Heavy Hobby),
and 3 reserve units
and 7 reserve Hobbies
are available to meet the Darfs.

The troops march in from the farm and as the wagons and troops assemble Ash and the twin horn both spot each other! They call out to each other! Both pokedamons spread out.

 Round 1 
Ash and the twin horn suddenly go neutral and attack each other. The twin horn dittos as it charges and Ash breathes as they charge. One of the twin horns deal a savage blow to ash.

 Round 2 
Ash breathes again damaging both twin horns. Ash takes a second blow from the twin horn but manages to stay on his feet.

 Round 3 
Ash bites one twin horn causing it to drop to the ground stars spinning around its head while the ditto depops.

A few rounds later the twin horn stands up undamaged and Ash's wounds heal. Both pokedamons return to the side.

Ash tribe expands! The twin horn joins the tribe! New pop cost 320!

Both pokedamons are uninjured and able to use their full abilities.

At the Capital, as the fight finishes  "Ash! What?! Congrats!?"  Smiling widely with a bewildered expression

 Em bar!  the cute fella hops in place smugly



The army then marches to 01.-04

As the army moves forward. The darfs and minataurs drop back and stack up. When Harley forces arrive at the edge of the hex. You only see 3 stacks of darfs at the top of the nearest hill.

 Zark, Arak! And you brought friends! Howdy! 

The darfs look  back and forth and seem to be talking to someone on the other side of the hill but do not move forward or respond to Harley.

 ”Warlord Breach”  Harley replies with a polite nod of the head.  ”That’s Queen Harley Tesla the  Shockamancer  though I will forgive your mistake as magic is not your speciality.”  Harley counters.  ”I must say I am surprised to see you again so soon I was under the impression that you would be heading away from my lands. What brings you back here?”  Harley questions.

Harley then looks away and offers a polite nod of the head towards the two minertaurs.  ”Zark, Arak it is a pleasure to see you both again!”  she declares with a genuine smile.

 ”And my good darfs, I do not believe we have been introduced. I am Queen Harley Tesla of Arkum it is a pleasure to meet you all.”  Harley declares with another smile.  ”I must say that is an impressive number of mouths to feed. Is there anyway that Arkum can help you?”  Arkum then questions as she looks towards the Darf on the large ram.
WurmD
Note: we'd not have moved out of the Capital without waiting for the Scouts to finish moving: viewtopic.php?f=23&amp;t=16550&amp;p=257877#p257833
Namely, Scout H, as we'd like to know the position of the Mine to use in this conversation with Darfs
WurmD
move orders for Scouts:
 
 
 
 
_Wiz_
(Thread looks weird on a different site, just checking in and confirming my log on works)
Cyphermancer
Not sure how often I can post but lets continue...



The Mine it at 10. -12 the scout says there is a stone wall blocking most of the mine from view

Breach

The warlord rolls his eyes

" Shockamancer or croakamancer it doesnt really matter. You uncroak your own units rather than allowing them to rest. As to why im back. Im responding to the request of my allies here"

Zark and Arak

The minotaurs look rather put out seeing you again.

" yes replacing our losses after our brothers failed to return. You never did tell us what happen to them so we went searching for infomation. Warlord Breach was happy to fill us in on what happen"

Darfs

The chief looks you up and down before staring at the pokedamons and shady elfs. He then looks at Warlord Breach before noding and moving away from the edge of the hex.
WurmD
 https://app.roll20.net/join/4646217/jklS-w  map up to date
_Wiz_
Does that mean the scout is not sure whether there are units in the mine?
Cyphermancer
Correct he doesnt see any from the edge
WurmD
Would you process the other scout's movements? :)
What did they report, if anything? (the terrain types)

Plus, Scout H has 8 move left, not enough to enter city and leave it. So I say he goes back to initial spot, and tomorrow enters city and walks away
Yes?
 

EDIT: W72. Does a unit of wood take as much space as a medium unit, as in Erfman, when carried in the back of a Wagon?
_Wiz_
(Ok suggested responses below)

 ”An Uncroaked unit lasts for but a handful of turns but during their time they may prevent the croaking of many of their former stack mates. Is that not a sacrifice you would be willing to make?”  Harley questions with a frown.  ”If it were me I know what choice I would make to save my side.”  Harley declares before spinning on the spot and turning to look away from Breach.

 ”As I told you my large friends this all happened before I was fully popped. You knew just as much if not more than I for before I met you I did not even know that my side had allied with your kin”  Harley declares.  ”What I find suspicious however is how Warlord Breach could know all the details... unless Ofcourse he was somehow involved?”  Harley declares throwing a suspicious look in the Warlords direction.

 ”Know this the side of Arkum is friends to all whether they be pokedaemon, elf, darf or minertaur but with that said I can not allow such a large mercenary force to head towards one of my cities without insurance. I must insist that you all agree to a non aggression pact before proceeding any further”  Harley then declares with a serious look.  ”But Zark, Arak, I would like us to be friends. You are always welcome in the city of Arkum. Ally with Arkum and I can guarantee you upkeep far better than warlord Breach ever could and I promise to replace the numbers that you lost...”  Harley offered.  ”Likewise good darfs Arkum could be a home for your people aswell”  Harley called out raising her voice.
WurmD
Nice nice nice!
Great response. I was already in the mindset of "Come. And be croaked. (And then Uncroaked)"
But that is much better!

I agree with the above.

What about Scout H moving back to 11.-10? Do you cuncurr?
_Wiz_
Sure why not let’s move Scout H to there
Cyphermancer
Updated scouting report


9.-11 : 3 sheep
08.-05 : 3 or more woofs( had to run)
12.01: 3 or more deer
-04.01: 1 large humanoid ( heavy)

Light forest: -13.-02, 09.-06, 09.-05, 09.-04, 10.-05, 10.-04, 11.-05, 11. -04, 12.-04, 12.-03

Heavy forest: -12.-01, 08.-06, 08.-05, 08.-04
WurmD
Map  https://app.roll20.net/join/4646217/jklS-w  up to date ^_^
Cyphermancer
 
 Originally Posted by _Wiz_ 
 (Ok suggested responses below)

 ”An Uncroaked unit lasts for but a handful of turns but during their time they may prevent the croaking of many of their former stack mates. Is that not a sacrifice you would be willing to make?”  Harley questions with a frown.  ”If it were me I know what choice I would make to save my side.”  Harley declares before spinning on the spot and turning to look away from Breach.

 ”As I told you my large friends this all happened before I was fully popped. You knew just as much if not more than I for before I met you I did not even know that my side had allied with your kin”  Harley declares.  ”What I find suspicious however is how Warlord Breach could know all the details... unless Ofcourse he was somehow involved?”  Harley declares throwing a suspicious look in the Warlords direction.

 ”Know this the side of Arkum is friends to all whether they be pokedaemon, elf, darf or minertaur but with that said I can not allow such a large mercenary force to head towards one of my cities without insurance. I must insist that you all agree to a non aggression pact before proceeding any further”  Harley then declares with a serious look.  ”But Zark, Arak, I would like us to be friends. You are always welcome in the city of Arkum. Ally with Arkum and I can guarantee you upkeep far better than warlord Breach ever could and I promise to replace the numbers that you lost...”  Harley offered.  ”Likewise good darfs Arkum could be a home for your people aswell”  Harley called out raising her voice. 
 


Zark and Arak listen to you before they respond.
Arak steps forward and bellows at you.


" You didnt tell us everything queen Harley! You were the new ruler! That seems pretty obvious that something bad had happen to our tribe mates. We stayed in the near by hills for several turn. Waiting, you never came. As for warlord Breach he told us about his old NAP and how it ended. He has offered us a side and a chance for revenge. Assuming your old ruler still lives."
_Wiz_
(Suggestion)


 ”I told you that I feared that they had failed and that I feared that they would not return”  Harley retorts with a frown.   ”What more could I have said? I knew nothing more...”  Harley continues.  ”I have been busy building up my side, only a handful of turns has passed since we last spoke. Yes I planned to speak with you again however I hopped to do it when I had something to offer you such as gems to rebuild your tribe”  Harley continues.

 ”As for Warlord Breach he has no side to offer you, he is a barbarian and unless I am much mistaken based on the units that I see with him he has been steadily getting his own units croaked. Do you really wish to share that same fate?”  Harley questions.  ”And revenge? Revenge against who? It was not the king who croaked your tribe mates...”  Harley adds.
WurmD
Good one. Better than I was imagining
Cyphermancer
 
 Originally Posted by _Wiz_ 
 (Suggestion)


 ”I told you that I feared that they had failed and that I feared that they would not return”  Harley retorts with a frown.   ”What more could I have said? I knew nothing more...”  Harley continues.  ”I have been busy building up my side, only a handful of turns has passed since we last spoke. Yes I planned to speak with you again however I hopped to do it when I had something to offer you such as gems to rebuild your tribe”  Harley continues.

 ”As for Warlord Breach he has no side to offer you, he is a barbarian and unless I am much mistaken based on the units that I see with him he has been steadily getting his own units croaked. Do you really wish to share that same fate?”  Harley questions.  ”And revenge? Revenge against who? It was not the king who croaked your tribe mates...”  Harley adds. 
 


Aark snorts at you.

" words words words. You like man with funny hat. Talk to much. All talk no action. We take action. Smash your walls smash your people!."

With that he turns around and they make thier way back to Breach


Warlord Breach smiles at you.


" i dont suppose you would care to surrender? I can offer very good terms. Let you be my chief caster and make the big guy there my chief warlord. We would have to get ride of the elves, but that isnt a real loss. Or.... well you can find out just how many trooop I have here in this hex.

You notice several (six) darfs up on the hill holding crossbows.
WurmD
When we decide to leave we'll be going to cut wood

The living below will walk or ride home to save on Move
The uncroaked will go with Spike and the lumberjack axe to cut wood.

Go cut 3 Cart-loads of Wood [8 units each, 7 for wagon with wood-cutter] (units being transported in back of Wagons walk to Capital to make room; Wagon that started in Farm can only cut in 04.-03; Other two Wagons can cut in 04.-05 and 04.-04 as well); Load up dead wood first; Only cut at most half the trees; If half the trees in an hex is cut, evaluate how many units of wood that was
 
_Wiz_
(I may disagree with that, will confirm after looking a few things up and making some rough plans)
_Wiz_
Suggestion: We have a pudgie fly out and circle the six hexes that surround Breach’s hex from the air. This should give us an accurate count of his force right?
WurmD
.............+1
Cyphermancer
Pudgie B takes off from the capital. Seeing through its eyes is a bit strange. The lack of sound making it even stranger. you see forces assembled below as the pudgie flys past. As the pudgie loops around the enemy hex you are able to get a sense of the forces you face. A large number of darfs are stacked just below the edge of the hill. With the rest of breach's stack and two more minotaurs

Enemy forces

Warlord breach mounted on large bull
Lancer knight mounted on hobby horse.
1 stabber
2 pikers
3 archers
4 minotaurs
1 darf chief mounted on goat
7 darf riders monuted on goats
40 darfs equiped with axe and shield
20 darfs equiped with cross bows

Your pretty sure this is everything in the hex

Pudgie B 10/20 move used as it returns to the capital.

As Harley sight returns she notices that warlord and the rest of the enemy have returned to the top of the hill. Taking your silence as a end of the negotiation.
_Wiz_
Does the Pudgie have enough move to scout the heavy humanoid in -04,01 aswell?
Cyphermancer
Yes and will have 2 move to spare
_Wiz_
2 move after returning to city? If so I say do it.
WurmD
. ...........+1
Cyphermancer
Pudgie B flys out as it arrives Harley sees a large humaniod sitting near a small fire. The humaniod is sitting on a large log. It has a club and backpack leaning against the log. The humaniod is a twoll. It looks up at the pudgie and waves. The pudgie returns to the capital with no problems ( assuming you have no other actions for it.


Pudgie B 2/20
WurmD
W75. Can the Garrison be seen from the Tower? Can units visible in the Garrison be targetable from the Tower? With Tower spells?
SomeGuy411
Can natural allies claim a site? Can non command units? The way I see it, if breech wants to make this a fight we just need to croak him to break his command. I doubt the naturals want to croak for nothing once the contract ends.
WurmD
 Innate knowledge:  W76. Can non command units claim a site?

 "Shadow, can natural allies claim a site? If we croak Breech, what value could there be for the Chief Darf to continue attacking our Capital?"  Harley flippantly says, imagining a myriad of ways of croaking the insufferable Warlord
Cyphermancer
 
 Originally Posted by WurmD 
 W75. Can the Garrison be seen from the Tower? Can units visible in the Garrison be targetable from the Tower? With Tower spells? 
 


Most of the garrison can be seen from the tower. If the enemy moves inside building inside the garrison or gets to close to the tower. You lose the ability to target them.
Cyphermancer
 
 Originally Posted by SomeGuy411 
 Can natural allies claim a site? Can non command units? The way I see it, if breech wants to make this a fight we just need to croak him to break his command. I doubt the naturals want to croak for nothing once the contract ends. 
 


No and a big no
Cyphermancer
 
 Originally Posted by WurmD 
  Innate knowledge:  W76. Can non command units claim a site?

 "Shadow, can natural allies claim a site? If we croak Breech, what value could there be for the Chief Darf to continue attacking our Capital?"  Harley flippantly says, imagining a myriad of ways of croaking the insufferable Warlord 
 

Shadow looks at you funny before answering. No natural allies cant claim a city or farm site. However we could raze it. Also there might not be a formal alliance between Breach, the darfs, and the mineotaurs. They could just be working together. And no croaking thier chief wont end the tribe.
WurmD
Shall we do this?


 
 Originally Posted by WurmD 
 When we decide to leave we'll be going to cut wood

The living below will walk or ride home to save on Move
The uncroaked will go with Spike and the lumberjack axe to cut wood.

Go cut 3 Cart-loads of Wood [8 units each, 7 for wagon with wood-cutter] (units being transported in back of Wagons walk to Capital to make room; Wagon that started in Farm can only cut in 04.-03; Other two Wagons can cut in 04.-05 and 04.-04 as well); Load up dead wood first; Only cut at most half the trees; If half the trees in an hex is cut, evaluate how many units of wood that was
  
 
SomeGuy411
Err on the side of caution. If anything slows up to a point where we could barely return, everyone gets back to town. other than that, I'm in favour of the plan. we could use the parts
WurmD
In parts

1. Spike, 6 uncroaked Woofs, uncroaked piker on 2 wagons to 04.-05
1.1 Collect dead wood, cut wood up to 2 wagons filled (15 total, 1 space for Spike)

2. 6 uncroaked Woofs, uncroaked piker on foot; Spike on wagon; 2 wagons to 04.-03
2.1 2 uncroaked Woofs on 3rd wagon to 04.-03
2.2 Collect dead wood, cut wood up to 3rd wagon full (8 total)

3. Spike on wagon, rest on foot, to 01.-02

4. Harley, Shadow, and 4 Elves mounted, rest on foot, all to 01.-02

5. All to Capital
_Wiz_
(What’s the plan with Harley shadow and the elves? Why are they moving separately?)
WurmD
Editted and clarified

4. Harley, Shadow, and 4 Elves mounted, rest on foot, all to 01.-02
_Wiz_
Sounds good and then I presume our next destination is to visit the twoll?
WurmD
Yup, the 3 horses have the move to go and back to Twoll

Spike, Shadow, Harley and 3 Elves  go meet Twoll?
_Wiz_
If we’re waiting for Spike to come back with the wagons we could hook up one to two of the horses and take a full stack.


Also not sure if we have asked this previously but can a heavy unit be pulled in the wagon?
WurmD
&gt;Yup, the 3 horses have the move to go and back to Twoll
from the Capital [so after Spike cuts wood, and we meet up]

&gt; Also not sure if we have asked this previously but can a heavy unit be pulled in the wagon?
We asked, can't
Cyphermancer
Spike heads out on the wood harvest. A short while later spike returns but with only 16 units of wood.

" your majesty it seems harvesting wood using the axe uses move. I had no hat to contact you with....

However 16 more wood at no risk, but I am now out of move.


Retcon: battle wagons can transport heavies. Each heavy takes up 6 slots in the wagon.
WurmD
So Wagon can bring the Twoll back :D

Unhitch tired Hobbies, and hitch 2 of the enough Move Hobbies to Wagon,
Then Wagon and 1 Hobby and Harley, Spike, Shadow and 1 Elf go meet Twoll :)
Cyphermancer
As your group enters the hex the twoll stands up grabbing his club. He gives you a little wave. But seems wary.
WurmD
 "Hello hello!"  Harley waves with a big smile  "We're the side with the little bird you just saw!"  :D
Cyphermancer
He gives a little nodd


" wht you wantz little ones? Looking for fight or ya wantz a little of mez craft?"
_Wiz_
(Expand that to)


 "Hello hello!"  Harley waves with a big smile  "We're the side with the little bird you just saw! I’m Harley, this is Spike, Shadow and Ellie (the random elf)”  Harley introduces.  ”Whats your name?”  she questions.

 ”Oh no we don’t want any trouble!”  Harley declares holding her hands up in a non threatening way.  ”I’m not sure if you know but your quite close to my city Arkum and we spotted that you were close so I thought we’d come out and say hiya!”  Harley declares enthusiastically.  ”Were always looking for interesting units... did you say you can craft?”  Harley questions.
WurmD
..................+1
Cyphermancer
He smiles a big silly grin at you


" i'm Crud. I make thing or make things better!"

Holding up his club you see that the club has several rings of iron wrapped around the head
_Wiz_
 ”Pleased to meet you Crud!”  Harley declares with a wide smile as she lightly bounces on the bells of her feet.  ”That’s very impressive, where ever did you get the metal from?”  Harley then questions.

 ”Where do you live Crud? As I said earlier were always looking for units with useful skills... I’d like to offer you a home. Come live with us and be part of our family, I’ll make sure your upkeep is paid or you have delicious rations to eat and you can make wonderful things for us...”  Harley then declares.  ”What do you say? Would you like to join our side?”  Harley then asks.
WurmD
+1 with pauses to let him reply between each question
Cyphermancer
Crud stares at you seeming to get a little lost as you speak. He starts to drool a little before catching on the last thing you say. He nodds and jumps a little. As you feel a new unit join the side


Crud
Level 2 twoll (9/16)
5 (6)/ 5/ 13/8
Upkeep 110
Specials: heavy, Fabrication
Gear: mastercraft club, bag of junk
WurmD
Does he have move?

If not, load onto Wagon and All home
Cyphermancer
He has no move but crud will hop in the back of the wagon. The five of you return to the capital with no problems.


As crud enters the capital Harley is struck with a choice. She can change the heavy her capital can pop from mineotaurs to twolls. Once this choice is made it will be permanent.
WurmD
On the road before arriving to the Capital Harley turns to Crud  "You're level 2! Big man!"  she belts out grinning  "What stats did you gain when you leveled?" 
Cyphermancer
+1 defense and hit
_Wiz_
Question: if we were to get a second city could we set one to pop twolls and one to pop minertaurs?

Edit: also does this choice have to be made immediately?
Cyphermancer
You are unsure on if a 2nd city built from the ground up would have the same unit, but you belive that it would be the same. You may delay the choice but must pick before start of next turn.
_Wiz_
 ”Crud what kind of things can you build with your fabrication special?”  Harley questions.  ”Do you think you could build a wagon like we brought you back on? What about traps?”  Harley asks.
WurmD
I'm voting Twoll

Harley lacks fabrication
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Crud what kind of things can you build with your fabrication special?”  Harley questions.  ”Do you think you could build a wagon like we brought you back on? What about traps?”  Harley asks. 
 

Crud take a look at the wagon. Walking around it several times. Even lifting it up to look under and spining the wheels before. Walking back to Harley.


" Could meke one. Take a feew turns. Can maka better weapons and aror. Many many thing! Need better tools only.

Giving his bag a little nudge.
_Wiz_
(I think we’re agreed on Twoll)

 ”Better tools huh... I’ll see about getting you some!”  Harley declares with a smile.  ”Whats in the bag Crud?”  she then asks.


 ”Are you able to build anything this turn Crud or do you need to rest?”  Harley then questions.
Cyphermancer
Fab taks mov and Im out of mov for the turn.


Inside of the bag is rough tools, coils of rope, and general junk. ( nothing of real use for the side)
_Wiz_
Now back in the capital Harley sits down and writes a note to Master Herring (unless Ofcourse he is currently in Arkum in which case she just speaks to him)


 Dear Master Herring,

We believe we’re going to have a capital fight next turn. We’re looking for a Shockamancer to charge Arkum’s tower with 300 juice worth of spells in preparation. Do you have a contact that could do such? Also do you have any other contacts that you could recommend with spells that could help us prepare for a capital fight?

Thanks

Harley 
WurmD
Adept! Adept!

 PS: If you could find us an Adept Shockamancer, I believe it would make a world of difference 
Cyphermancer
Master Herring is not in the capital when you arrive

[QUOTE=_Wiz_;24387213]


 Dear Master Herring,

We believe we’re going to have a capital fight next turn. We’re looking for a Shockamancer to charge Arkum’s tower with 300 juice worth of spells in preparation. Do you have a contact that could do such? Also do you have any other contacts that you could recommend with spells that could help us prepare for a capital fight?

Thanks

Harley 
PS: If you could find us an Adept Shockamancer, I believe it would make a world of difference/QUOTE]

" a capital fight you say. Well I have a few options.

First is a caster team that call themselves the rangers. They tend only to take contracts that hire them all. Its a team of six. All of them wearing custom shockamancy armor. I know thier team has a shockamancer, however they are very expensive. At least 6k for the team. However they enjoy a reputation of never losing a fight.

2nd Is a shockamancer hes an adept, but has  a bad reputation. I dont work with him normally, because he has abandoned contracts in the past and has broken pinky swears. Will probably over charge you for tower charging. 1500 shumckers at least But hes the best option for higher tier shockamancy im likely to find on short notice. Also a known info broker.

3rd option: is one of my contract and someone I have hired as a body guard in the past. I trust her. She should be able to fully charge your tower. But she is only a novice in shockamancy last time I checked. I checked and she will do the job for 1000 shmuckers.


As for other caster as I said I have a number of caster. On contract, but depends on if your looking for support during the battle or pre battle.
WurmD
That's no good

Lets read back and see what was the price Dee took for battle pay

EDIT:
&gt; Give me first dibs on any magic items on top of the 250 hazard pay and you have a deal.
500s + first dibs

So of our 1977 treasury we only have 1477 to spend

EDIT2: Suggestion, let wiz or Someguy agree with it first

  Herring my friend, sorry for asking to talk to casters without having a definite yes for them :(, this looming Capital fight has me forgetting what you taught me about being tactful with MK people.

We only currently have 1977s in the treasury. And we'd like to hide Dee for the battle, she was invaluable last time, and this time she should be even more useful (against easy to uncroak humanoids). But last time she asked for 500s plus loot, so I'm thinking we may only have 1477s leeway.

Do you have an NDA scroll on hand you'd trade for one of my shockamancy scrolls?
If yes, your second option may be the most appealing. We'd only ask him to charge the tower (so no contract or pinky swear to break), and we require an NDA signed of all that come, so that could somewhat safeguard the information brokering part.

I, as a Shockamancer can discharge 2 tower spells at once per round. Can you visualize how more effective discharging 2 high tier Shockamancy spells a round would be, vs 2 of the basic spells?

If you could haggle him down to 1400s or 1450s by throwing in Farm rations that would make *that* world of a difference

Thank you,
H ⚡
  
_Wiz_
 ’These prices are higher than I expected. Can you please confirm if these prices are for purely charging the tower prior to the battle (when there will be no risk to the caster) or if they are for the Shockamancer to actually be present during the battle?’  Harley scribbles back before shoving the note back through the hat.
WurmD
...............+1

 Innate knowledge!  W76. Can two casters discharge spells from the tower at the same time, or can only 1 caster control the tower per round?
Cyphermancer
Herring

" yes those are the prices, keep in mind its not just the no risk. Its also all thier juice for the turn. Caster try to earn enough shmuckers or rands. So they dont have to live turn to turn all always at risk of depoping. Also our upkeep isnt our only expense, there is also housing, clothing, healing, ect"

The deal with anna, dee, and myself. Is because we know we have a steady source of upkeep. So we can worry a little less."


Only one caster can draw power from it a turn. However several caster can get the casting bonus of the tower level.
WurmD
  
Herring my friend, sorry for asking to talk to casters without having a definite yes for them :(, this looming Capital fight has me forgetting what you taught me about being tactful with MK people.

We only currently have 1977s in the treasury. And we'd like to hire Dee for the battle, she was invaluable last time, and this time she should be even more useful (against easy to uncroak humanoids). But last time she asked for 500s plus loot, so I'm thinking we may only have 1477s leeway.

Do you have an NDA scroll on hand you'd trade for one of my shockamancy scrolls?
If yes, your second option may be the most appealing. We'd only ask him to charge the tower (so no contract or pinky swear to break), and we require an NDA signed of all that come, so that could somewhat safeguard the information brokering part.

I, as a Shockamancer can discharge 2 tower spells at once per round. Can you visualize how more effective discharging 2 high tier Shockamancy spells a round would be, vs 2 of the basic spells?

If you could haggle him down to 1400s or 1450s by throwing in Farm rations that would make *that* world of a difference

With that said, if your novice contact knows a spell more damaging than Fire Blast or Energy Shot then she's hired!

Thank you,
H ⚡

  

.............
_Wiz_
Question 1: As a third level Shockamancer how many spells can we fire from the tower in a round?

Question 2: What is the caster bonus of our tower?



My counter suggestion;



  Herring my friend. I trust your opinion and as such I would prefer to hire someone that you trust rather than someone that you do not. If your novice contact knows any spells more damaging than Fire Blast or Energy Shot then consider her hired!

Thankyou

Harley
  
Cyphermancer
Question 1: As a third level Shockamancer how many spells can we fire from the tower in a round?


As Harley examines the tower she learns a few things.

She could release every spell stored in the tower in one round. However for each spell beyond the first that is released there is a reduction in accuracy. Also it seems she cant target the same target more than once a round.

Question 2: What is the caster bonus of our tower?

+2 on caster level check


Since two of you seem divided I will wait for a consences or for some guy to make the call.
WurmD
Well f*k

We were assuming 2 spells per round at the same target

Then we don't need tower charging at all. What we need is another caster throwing hobokens (or better) at the same target.

What we need is battle pay.


  
Herring my friend, sorry for asking to talk to casters without having a definite yes for them :(, this looming Capital fight has me forgetting what you taught me about being tactful with MK people.
Not only that, I just realized I'm already flush for Juice! What I need is more casters willing to accept battle pay.

We only currently have 1977s in the treasury. And we  need  to hire Dee for the battle, she was invaluable last time, and this time she should be even more useful (against easy to uncroak humanoids). But last time she asked for 500s plus loot, so I'm thinking we may only have 1477s leeway.

She does not know us, so she can't trust us. But does she trust  you ? (Can you help her believe that we're good on our word?)

We're willing to have her (and others) on permanent contract similar to you, Dee and Anna:

- Upkeep for all turns while we may live
-  250s if lvl1, 300s if lvl2  for all turns where she wishes to be hired and we have need of her

If she accepts that, then we'd pay whatever we can in battle pay. Double pay and a share of the loot (there is a Barbarian warlord and a Chief Darf coming) would be ideal, but you have all our treasury and larder (18 farm rations) [and 2 shockamany scrolls] as leeway.

You may slot some of that for Signamancy contracts if helpful.

hug,
H ⚡

PS: (It occurs to me that I should also guarantee we won't block exit to the MK at any time. Battle pay casters we trust have the trust to make their own judgement in regards to when the risk to their persons has become too great)

  

Hopefully Herring truly likes us, and believes our survival is in his best interest

And with the Hammer to transfer Juice between casters, extra Juice in slow turns will always be useful

EDIT: W77 Harley imagines herself targeting a tower spell at a mount, and another at the mounted unit, at the same time. Does she feel she could pull that off, or does she feel the targets would be too close together for the needed fine tower control?
Cyphermancer
 
 Originally Posted by WurmD 
 EDIT: W77 Harley imagines herself targeting a tower spell at a mount, and another at the mounted unit, at the same time. Does she feel she could pull that off, or does she feel the targets would be too close together for the needed fine tower control? 
 

Harley is unsure it more an overload of firing arcs than a targeting problem. She is leaning towards no but will only really know at the time of battle.

Harley to master Herring

Herring my friend, sorry for asking to talk to casters without having a definite yes for them :(, this looming Capital fight has me forgetting what you taught me about being tactful with MK people.
Not only that, I just realized I'm already flush for Juice! What I need is more casters willing to accept battle pay.

We only currently have 1977s in the treasury. And we need to hire Dee for the battle, she was invaluable last time, and this time she should be even more useful (against easy to uncroak humanoids). But last time she asked for 500s plus loot, so I'm thinking we may only have 1477s leeway.

She does not know us, so she can't trust us. But does she trust you? (Can you help her believe that we're good on our word?)

We're willing to have her (and others) on permanent contract similar to you, Dee and Anna:

- Upkeep for all turns while we may live
- 250s if lvl1, 300s if lvl2 for all turns where she wishes to be hired and we have need of her

If she accepts that, then we'd pay whatever we can in battle pay. Double pay and a share of the loot (there is a Barbarian warlord and a Chief Darf coming) would be ideal, but you have all our treasury and larder (18 farm rations) [and 2 shockamany scrolls] as leeway.

You may slot some of that for Signamancy contracts if helpful.

hug,
H ⚡

PS: (It occurs to me that I should also guarantee we won't block exit to the MK at any time. Battle pay casters we trust have the trust to make their own judgement in regards to when the risk to their persons has become too great)


Well Harley I talked with Dee she is will to accept a contract of 500 shmuckers, 3 rations and her choice of 1 loot. However since your fighting a warlord she is unsure if there will be loot she would want. In that situation she would like for you to pay for a custom item made by May or Anna for her. If you can agree to that she is willing to accept the contract assuming it isnt a hopeless battle.


As for Lee Bolt the shockamancer I told you about she is unsure of taking a combat role on such short notice. However she mentioned she has a few spells she could teach you ( I mentioned that the sides caster is a shockamancer) that could help with the up coming battle she is firm on the 1k however. ( I did the best I could, but could only push so far without knowledge of what your facing)

I also have a few spell that may assist in the battle if your intrested
WurmD
W78. What level will a Fireblast in the tower have? The caster level at charging, or caster level at discharging?

W79. Will a Fireblast cast by Harly in tower deal 1d6+5 on hit?
Cyphermancer
W78. What level will a Fireblast in the tower have? The caster level at charging, or caster level at discharging?

The stored tower spells seems to be at the level of when it was stored.

W79. Will a Fireblast cast by Harly in tower deal 1d6+5 on hit?

Yes
WurmD
In the meanwhile

 "Crud, where did you get the metal in your club from? Can you fabricate raw materials?"  Harley offhandedly asks
Cyphermancer
 
 Originally Posted by WurmD 
 In the meanwhile

 "Crud, where did you get the metal in your club from? Can you fabricate raw materials?"  Harley offhandedly asks 
 


"Croaked so green guis took thier axes" to the second question he shrugs. Like maka iron? No need stuf to maka stuf"
WurmD
  
Okay, shall we meet Lee? And plan the battle with Dee?

Come along with them both and bring a NDA for Lee, will you Herring?

⚡
  

...........
SomeGuy411
Given we can't get direct firepower...what about other options? Mass buffs? debuffs? I still would like to know if we can simply make all dorfs in hex a little weaker with a hex rule. A rhyme or change for squad or hex wide buffs to us would be pretty good too
_Wiz_
Question: If Dee was to use her juice now would she get it back at dawn and therefore have her juice back ready for the barbarian’s turn?


I’d suggest;



  We’d like to hire both Dee and Lee and we would also like discuss what spells you personally have to offer (and maybe other options). Could the three of you meet us in Arkum to discuss preparations and plans for the battle.

Thanks

Harley  
WurmD
+1

We asked before, when do their turn starts, and they said they can *choose* to start their turn with ours
 https://forums.erfworld.com/viewtopi...254909#p254909 

W79. A missed Fireblast by Harley on tower will deal 1d3+2 or +3?

It would be nice to know more about Rhymeomancy options, but how to find out given the present conversation?
Cyphermancer
You get a message frok Herring

Coming through now. I will take a scroll or 3 rations for the NDA.

Both Dee and Herring walk through giving you a small bow. Behind them is a young looking woman with short electric blue hair. Her clothes almost seem to be armored. She is carrying a large spear.

Herring

" Queen Harley may I present Shockamancer Lee Bolt"

Lee also gives you a small bow.


W79. A missed Fireblast by Harley on tower will deal 1d3+2 or +3?

Damage is rolled normally then rounded down to half.

It would be nice to know more about Rhymeomancy options, but how to find out given the present conversation?

Seems like something you should ask Herring about :)
WurmD
W80. Do you confirm that Harley felt, that when she unleashes more than one spell from the tower, *the first spell is accurate* while the rest have accuracy penalties?

-  50 Juice or 3 rations for the NDA?  I say Juice
-  Do we give 1 free ration to Lee, as if she had taken our contract?  I say yes

We only have 18 rations and we might not get farm rations tomorrow, and we have
ten &gt;100s upkeep units,
five 40s units
and then a boat load of 35s units


 "Greetings!"   Harley steps forward to clasp Lee's forearm " A pleasure to finally meet another member of team Shock!"  she then motions backwards to the 'breakfast' table " Come everyone, let us make ourselves comfortable. Thanks for coming Dee, Herring " Harley says with a nod and a smile of gratitude for each while looking each in the eye

" First things first! " She then claps her hands as Farm rations are brought up " Here are your daily rations Dee, Herring. " she continues passing 1 ration to Dee and another to Herring

She then slowly slides one ration to Lee stating solemnly while holding her eyes  "And this is for you, no strings attached. As long as we stand, you shall find upkeep with us. Do you accept my offer of a Non Aggression Pact?"  she pauses

" And Herring, here " she gives him the NDA payment " The NDA if you will " she says ready to sign


As Lee signs she immediately turns upbeat again " Okay! Now to the FUN stuff " she belts smiling widely " Me in my short 3 levels have researched a spell to give Fire damage to magical arms, and a Lightning jolt that gives no damage just incapacitates my foe! " eyes twinkling with excitement for her accomplishments " And I've been ruminating on how to make a stronger Fire Blast. What about you!? What do you have for me?"  smiling widely with expectation
_Wiz_
Missed Question: If Dee was to use her juice now would she get it back at dawn and therefore have her juice back ready for the barbarian’s turn?

If all goes well we will have goat rations next turn and what ever the enemy army were paying their own upkeep with. But I guess we could spare 50 juice if you really don’t want to spend the rations to pay for the NDA.

(I’m pretty sure we already gave Dee and Herring their daily rations at the beginning of the turn unless these rations are for them in advance for next turn? Other than that I’m happy with what Wurm has put)
WurmD
In the side stats

Running expenses for the turn

Minus
2 woof hides
-500 shmuckers meta
-300 shmuckers anna
1 farm ration

We didn't give them rations

In the turn above, we haven't talked with Dee or Herring today
_Wiz_
It’s calculated as part of our upkeep here;

Master Heering carnymancer "140 upkeep"
Anna Meta Changeamancer "Upkeep 120"
Dee Ceas Croakamancer "Upkeep 120"
Krippen Lv 3 warlord “Upkeep 150”
X2 Archer Upkeep 14
X1 Piker ”Lance” Upkeep 12
X1 Stabber “Upkeep 14”


And at the end of last turn we specified;

Assign rations to all units of 35s and above.
WurmD
This is confusing
Cyphermancer
Dee and herring have already given thier rations. As for the questions so far it been ideas with no comfirms from the other facets.

Dee juice:

But yes you think that trick might work with Dee. But it might not as well. The rules of erfword are mystery and trying to get around the rules.... well thats up to you to try.
WurmD
Clarifying:
- if we stockpile rations the turn before, and assign them, there is no question that at the start of turn those units need not receive upkeep in shmuckers
- we may assign farm rations that are about to pop
- we assigned farm rations to our caster friends last turn (and had them discounted from the larder at turn processing)

However, at turn start it was not described that the casters came and collected and left again, so it's fine to describe as that happening now
Cyphermancer
I have stated that herring and the others arrive before the start of turn. However a moot point. So what are you asking or just going with the statements from before
WurmD
Going with this, also, missed question
W80. Do you confirm that Harley felt, that when she unleashes more than one spell from the tower, *the first spell is accurate* while the rest have accuracy penalties?


 
 Originally Posted by WurmD 
  "Greetings!"   Harley steps forward to clasp Lee's forearm " A pleasure to finally meet another member of team Shock!"  she then motions backwards to the 'breakfast' table " Come everyone, let us make ourselves comfortable. Thanks for coming Dee, Herring " Harley says with a nod and a smile of gratitude for each while looking each in the eye

" First things first! " She then claps her hands as Farm rations are brought up " Here are your daily rations Dee, Herring. " she continues passing 1 ration to Dee and another to Herring

She then slowly slides one ration to Lee stating solemnly while holding her eyes  "And this is for you, no strings attached. As long as we stand, you shall find upkeep with us. Do you accept my offer of a Non Aggression Pact?"  she pauses

" And Herring, the NDA if you will? Let me know what spell you'll want scrolled" " she says ready to sign


As Lee signs she immediately turns upbeat again " Okay! Now to the FUN stuff " she belts smiling widely " Me in my short 3 levels have researched a spell to give Fire damage to magical arms, and a Lightning jolt that gives no damage just incapacitates my foe! " eyes twinkling with excitement for her accomplishments " And I've been ruminating on how to make a stronger Fire Blast. What about you!? What do you have for me?"  smiling widely with expectation 
 
_Wiz_
(I’d suggest modifying to as follows;)



 "Greetings!"   Harley steps forward to clasp Lee's forearm " A pleasure to finally meet another member of team Shock!"  she then motions backwards towards a large table where Spike, Krippen and Shadow are already sitting.  " Come everyone, let us make ourselves comfortable. Thanks for coming Dee, Herring " Harley says with a nod and a smile of gratitude for each while looking each in the eye  ”Lee this is my Chief Warlord Spike, Chief Shadow chief of the Nightshade Shady elf tribe and Krippen a trusted warlord.”  Harley introduces before taking a seat.

" First things first! " Harley then claps her hands as Farm rations and a single scroll are brought up " Herring here is your scroll as agreed for the NDA and the promised rations for your service next turn Dee " Harley continues passing 3 rations to Dee and a rolled scroll to Herring.

Harley then slowly slides one ration to Lee stating solemnly while holding her eyes  "And this is for you, no strings attached. As long as we stand, you shall find upkeep with us. Do you accept my offer of a Non Aggression Pact?"  she pauses

" And Herring, " she adds as she holds her hand out.  " The NDA if you will " she says ready to sign


As Lee signs she immediately turns upbeat again " Okay! Now to the FUN stuff " she belts smiling widely " Lets start with Lee. When we have more time I’d love to discuss some Shockamancy research I have been doing with you but for now if you wouldn’t mind sharing the details of the spells that you can offer us so that between us we can pick the best spells to hang on our tower.”  Harley declares.
WurmD
sure
......+1
Cyphermancer
 "Greetings!"   Harley steps forward to clasp Lee's forearm " A pleasure to finally meet another member of team Shock!"  she then motions backwards towards a large table where Spike, Krippen and Shadow are already sitting.  " Come everyone, let us make ourselves comfortable. Thanks for coming Dee, Herring " Harley says with a nod and a smile of gratitude for each while looking each in the eye  ”Lee this is my Chief Warlord Spike, Chief Shadow chief of the Nightshade Shady elf tribe and Krippen a trusted warlord.”  Harley introduces before taking a seat.

" First things first! " Harley then claps her hands as Farm rations and a single scroll are brought up " Herring here is your scroll as agreed for the NDA and the promised rations for your service next turn Dee " Harley continues passing 3 rations to Dee and a rolled scroll to Herring.

Harley then slowly slides one ration to Lee stating solemnly while holding her eyes  "And this is for you, no strings attached. As long as we stand, you shall find upkeep with us. Do you accept my offer of a Non Aggression Pact?"  she pauses


Dee accepts the rations with a smile and Herring accepts the scroll.

" And Herring, " she adds as she holds her hand out.  " The NDA if you will " she says ready to sign


Lee signs the NDA and accepts the NAP

As Lee signs she immediately turns upbeat again " Okay! Now to the FUN stuff " she belts smiling widely " Lets start with Lee. When we have more time I’d love to discuss some Shockamancy research I have been doing with you but for now if you wouldn’t mind sharing the details of the spells that you can offer us so that between us we can pick the best spells to hang on our tower.”  Harley declares.

Lee smiles.

  A caster ruler those are rare enough, only heard of one of those....

Well moving. Well I work mostly as a body guard. However I have created three unique spells. While I wont give the full details of the spell I can give a basic run down of them.

The first is a direct attack spell I call tri beam. It fires a  blast of fire, cold, and electric shockamancy at a single target. While each shot is weaker than a normal energy shot spell the over all damage is higher. Designed it to overload a targets defenses. Uses 50 juice

The 2nd spell is an upgraded version of resistance. I use to defend my contracts. It protects against all forms of shockamancy rather than one. Uses 40 juice

The 3rd is an area spell i call frost nova. Does the same damage as fire blast, but also slows the target and affects thier stats. Uses 50 juice 
SomeGuy411
Frost nova sounds rather useful for this fight. Slows just move, or does it reduce combat and defense as well, due to reduced effective agility? Given the wording, I'd expect the latter, but I still feel the need to ask.
Cyphermancer
 
 Originally Posted by SomeGuy411 
 Frost nova sounds rather useful for this fight. Slows just move, or does it reduce combat and defense as well, due to reduced effective agility? Given the wording, I'd expect the latter, but I still feel the need to ask. 
 

" A direct hit will slow thier movement and reduce thier stats. An indirect hit will only reduce thier stats slightly.
WurmD
" That is very good Lee, now we must plan around our Juice limitations. How much Juice can you give us?"  she asks pointedly, thinking of the Tower, Hammer and scrolls
Cyphermancer
Lee

 Well 350 for 100 juice, 700 for 200 juice, and 1000 for 300 juice. However if you want scrolls of my custom spells I would want scrolls of a custom spell in return. I would be fine getting the scrolls next turn if need be however 
_Wiz_
 ”Do you have any scrolls already made? we’d want our tower to be fully charged so I wouldn’t want to spend your juice for the turn on scrolls”  Harley replies.
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Do you have any scrolls already made? we’d want our tower to be fully charged so I wouldn’t want to spend your juice for the turn on scrolls”  Harley replies. 
 

She shakes her head

 Sorry I only really make scrolls to sell 
WurmD
 Harley nods  "Very well, then please charge up the tower with all Fire Blasts"  motioning towards the stairs and mentally ordering the nearest Piker to escort her 

EDIT: Pause, planning further

missed question
W80. Do you confirm that Harley felt, that when she unleashes more than one spell from the tower, *the first spell is accurate* while the rest have accuracy penalties?
Cyphermancer
 
 Originally Posted by WurmD 
  Harley nods  "Very well, then please charge up the tower with all Fire Blasts"  motioning towards the stairs and mentally ordering the nearest Piker to escort her 

EDIT: Pause, planning further

missed question
W80. Do you confirm that Harley felt, that when she unleashes more than one spell from the tower, *the first spell is accurate* while the rest have accuracy penalties? 
 



For each spell fired that round a penalty ia applied more spells fired highee the penalty. This penalty is appliee to ALL shots. Also you decide how many spells to use that round all at once. All spells are fired at the same time.
WurmD
Harley nods  "Very well, then please charge up the tower with all Fire Blasts"  motioning towards the stairs and mentally ordering the nearest Piker to escort her
_Wiz_
+1 To that
Cyphermancer
Lee heads up. Spending atleast an hour up top. Harley slowly feels the tower fill up. Until the tower seems to be briming with energy

Tower 400/400 (16 fire blast spells stored)

Lee bolt returns to Harley giving her a grin

  I hope this helps cover your needs and that we can work together in the future  she accepts her payment - 1000 shmucker and returns to the magic kingdom


977 shmuckers left
WurmD
(let Wiz chime in)

In the meanwhile " Okay, now battle planning. Dee, this is what we have coming for us:


Warlord breach mounted on large bull
Lancer knight mounted on hobby horse.
1 stabber
2 pikers
3 archers
4 minertaurs
1 darf chief mounted on goat
7 darf riders monuted on goats
40 darfs equiped with axe and shield
20 darfs equiped with cross bows

So 10 stacks."

"We have 6 stacks. 7 stacks  with the 5 bodies we already have to uncroak. 16 fire blasts in tower, 1 mass Uncroak scroll, 100J in Hammer, and both our own Juice pools"

"I'm thinking we unleash 8 Fire Blasts in round 1 and 2, while you fire Hobokens, and then Round 3 there might be enough bodies to justify a Mass Uncroak"

"Thoughts everyone?"

EDIT: "Also, we just finished the road to the farm this morning, so they don't know about it, and without it a 8-move unit of theirs cannot go to Farm and then Capital. Do you think they would attack the Farm and let us prepare for another turn? (If so, we should raze our Farm preemptively)"

 
_Wiz_
(+1 to Wurm and the following)

 ”Thanks Lee it’s gonna be a great help!”  Harley declares confidently.  ”Oh don’t worry we definitely will there’s much I want to discuss with you in future turns. I’ll have Herring contact you when it’s a better time. You take care now!”  Harley replies as she waves goodbye to the other Shockamancer.

 ”Ok Master Herring now let’s talk about what help you can personally give? You said you had some spells that would be useful...”  Harley declares as she turns to look at the carnymancer.
WurmD
(+1 to that, and add more :D )

 "Tell us, how far can your power go”  she tantalizingly smiles  “Could you affect a city zone, such as ‘Walls are immune to Sapper special’?, or could you affect all units of a type in an hex? Like ‘All Darfs feel bumbly are deal 1 less damage’?”  she waggles her eyebrows

 “OOor, more close to home, can you make *me* and Dee immune to crossbow bolts and arrows?”  she says seriously

 “Or more exotic! Making Spike be able to cast a particular scroll?”  she burst grinning at Spike
_Wiz_
(+1 to Wurm’s add on)
Cyphermancer
 
 Originally Posted by WurmD 
 (let Wiz chime in)

In the meanwhile " Okay, now battle planning. Dee, this is what we have coming for us:


Warlord breach mounted on large bull
Lancer knight mounted on hobby horse.
1 stabber
2 pikers
3 archers
4 minertaurs
1 darf chief mounted on goat
7 darf riders monuted on goats
40 darfs equiped with axe and shield
20 darfs equiped with cross bows

So 10 stacks."

"We have 6 stacks. 7 stacks  with the 5 bodies we already have to uncroak. 16 fire blasts in tower, 1 mass Uncroak scroll, 100J in Hammer, and both our own Juice pools"

"I'm thinking we unleash 8 Fire Blasts in round 1 and 2, while you fire Hobokens, and then Round 3 there might be enough bodies to justify a Mass Uncroak"

"Thoughts everyone?"

EDIT: "Also, we just finished the road to the farm this morning, so they don't know about it, and without it a 8-move unit of theirs cannot go to Farm and then Capital. Do you think they would attack the Farm and let us prepare for another turn? (If so, we should raze our Farm preemptively)"

  
 

Dee

  So you want me to cast this turn and align the start of my turn to the norm for the mk? That might work... However I should remain in the mk until my juice returns. So I might be late to the action. So 300 shmuckers for this turn and 500 shmuckers, 3 rations, and a choice of magic item from the battle. 

Spike

  Hmmm well something we should consider. However Breach knew of the farm. Wouldnt he have hit it already. However those mounted darfs could hit the farm and still hit us. Well what would Breach do. Would he raze it or leave it for when he takes it. 
WurmD
 "Dee, any particular reason you'd stay in the MK until Dawn? Couldn't you come before Dawn and await your Juice return here?" 
 "Spike, I'm inclined to think Breach wants to be King here, and thus capture the Farm intact after taking the Capital, so I'd gamble on it and let the Farm be empty" 
Cyphermancer
[QUOTE=_Wiz_;24391656](+1 to Wurm and the following)

 ”Thanks Lee it’s gonna be a great help!”  Harley declares confidently.  ”Oh don’t worry we definitely will there’s much I want to discuss with you in future turns. I’ll have Herring contact you when it’s a better time. You take care now!”  Harley replies as she waves goodbye to the other Shockamancer.

 ”Ok Master Herring now let’s talk about what help you can personally give? You said you had some spells that would be useful...”  Harley declares as she turns to look at the carnymancer.

Tell us, how far can your power go” she tantalizingly smiles “Could you affect a city zone, such as ‘Walls are immune to Sapper special’?, or could you affect all units of a type in an hex? Like ‘All Darfs feel bumbly are deal 1 less damage’?” she waggles her eyebrows

“OOor, more close to home, can you make *me* and Dee immune to crossbow bolts and arrows?” she says seriously

“Or more exotic! Making Spike be able to cast a particular scroll?” she burst grinning at Spike/QUOTE]

Herring


  well my art involves the rules of erfworld. Bending or breaking those rules. However the rules dont like being broken so there is backlash. Bigger the rule bigger the backlash. Make you and dee immune to ranged weapon yes I could do that but for every arrow that misses you during the battle is one melee hit that will hit you. Now if no melee combat happen no problem. For spike casting scrolls again I could do that, but nothing could protect him from the surge of magic running through his mind. Effecting you whole wall no I doubt all the carnys in the mk have that much juice, but affecting the gates or doors to the tower. That I could do. Now minor rule breaks are what I would recommend. For example having non knight or commander units ride mounts in combat. no real backlash there. Making it so a unit cant croak from melee damage again can be done. Carnymancy is a art its all about creativity.  
Cyphermancer
 "Dee, any particular reason you'd stay in the MK until Dawn? Couldn't you come before Dawn and await your Juice return here?" 
 I could I think there is a better chance of my juice returning if im in the mk. And master Herring would have to recast any buff since my turn has just started. Dateamancy and signamancy are beyond my understanding. Were trying to trick erfworld here and we are not being subtle about it.Im trying to let my turn start early so I have juice again for a battle. Im allied with you. Do you think this would work if a sided caster went Barbarian off turn to get juice at dawn? Feels a bit like that. I will do as you want however, so here or the MK? 
 "Spike, I'm inclined to think Breach wants to be King here, and thus capture the Farm intact after taking the Capital, so I'd gamble on it and let the Farm be empty" 
  understood, should we send Bill out then? 
_Wiz_
 ”First of all Dee let’s see if it’s worth you spending you’re juice this turn... how many of the bodies that we have in the morgue do you think you will be able to uncroak?”  Harley questions.

 ”I don’t think we’re trying to trick erfworld were merely obeying the rules that barbarians get their turn at dawn...”  Harley replies with a slightly thoughtful look.  ”And yes if a sided caster went Barbarian I would expect their juice to be restored at dawn”  Harley answers.  ”If we do do this you and Herring would have to be waiting at our portal in the MK before dawn so I could immediately send you a message as soon as I see Breach approaching”  Harley then declares.


 ”Spike correct me if I’m wrong but I presume in a siege the city gates are usually breached far before the walls?”  Harley asks her chief warlord.  ”If so I would think having the city gates carnyed against siege would be extremely useful!”  Harley declares.


 ”No point taking a bigger gamble than necessary, we will recall Bill to the capital just in case they do make a move on the farm!”  Harley then replies.  ”We should also collect any wood and other items left at the farm if we have enough mounts with move left aswell...”  Harley then adds.
WurmD
+1

Specially interested on the knowledge of Siege

Does the gate have less HP than a random section of the wall?
Cyphermancer
 ”First of all Dee let’s see if it’s worth you spending you’re juice this turn... how many of the bodies that we have in the morgue do you think you will be able to uncroak?”  Harley questions.

 looking at the bodies

  well good news and bad news I can uncroak the Hobby horses and the anhog for 40 juice each to bring them to full strength. The palm bug will take 30 but based on its stats I dont think ita worth uncroaking. The dire woof will take 80 to bring to full. I only have 200 juice. So what am I uncroaking if any? 
 ”I don’t think we’re trying to trick erfworld were merely obeying the rules that barbarians get their turn at dawn...”  Harley replies with a slightly thoughtful look.  ”And yes if a sided caster went Barbarian I would expect their juice to be restored at dawn”  Harley answers.  ”If we do do this you and Herring would have to be waiting at our portal in the MK before dawn so I could immediately send you a message as soon as I see Breach approaching”  Harley then declares.

She nodds

 ”Spike correct me if I’m wrong but I presume in a siege the city gates are usually breached far before the walls?”  Harley asks her chief warlord.  ”If so I would think having the city gates carnyed against siege would be extremely useful!”  Harley declares.

The gates are a weak point generally half the strength of the walls...

(Your current gates have 100 hp while the walls have 200)

 ”No point taking a bigger gamble than necessary, we will recall Bill to the capital just in case they do make a move on the farm!”  Harley then replies.  ”We should also collect any wood and other items left at the farm if we have enough mounts with move left aswell...”  Harley then adds.

Spike nodds
_Wiz_
 ”Hmmm if you uncroak the Dire Woof, the Anhog and the two Hobby horses that should bring you to exactly 200 juice! Let’s do that!”  Harley replies with a smile  ”We’ll leave the Palm bug to be Uncroaked during the mass uncroak”  she then adds.

 ”Spike on the subject of walls am I right in assuming that while our units are behind it they receive a defence bonus?”  Harley questions.

 ”Herring would you be able to make Dee and I immune to ranged attacks and Carny the city gates aswell? How much juice would that take you?”  Harley then asks.
WurmD
+1
.,........
SomeGuy411
ugh. equivalent exchange on carnymancy is a real drag. I look forward to him realizing thats not necessary. Dee is a real artist, being able to get so many non humanoids up. Thats usually a nightmare for croaks (and necromancy in most things) so it's real nice to have her. That said, I have no issues with the suggested course of action. Just a shame we couldn't get a rhyme to play from the tower too, but only so many shmuckers to go around
Cyphermancer
 ”Hmmm if you uncroak the Dire Woof, the Anhog and the two Hobby horses that should bring you to exactly 200 juice! Let’s do that!”  Harley replies with a smile  ”We’ll leave the Palm bug to be Uncroaked during the mass uncroak”  she then adds.

Dee has the uncroaked carried to the top of the tower. Taking her time she inspects each body before casting

Uncroaked hobby horse ( 14 turns) x2
1/2/8/14
Specials: uncroaked
Damage 1d3

Uncroaked anhog ( 14 turns)
3/3/10/8
Specials: uncroaked
Damage 1d4

As dee casts on the dire woof you see a flash of light as it rises to its feet

Uncroaked dire woof (14 turns)
6/5/13/12
Specials: heavy, mount, forest capable
Damage 1d6


 ”Spike on the subject of walls am I right in assuming that while our units are behind it they receive a defence bonus?”  Harley questions.

+2 defense on the walla

 ”Herring would you be able to make Dee and I immune to ranged attacks and Carny the city gates aswell? How much juice would that take you?”  Harley then asks.

 I can do both gates and one of you. 
_Wiz_
 ”Dee Whats was that light? Did you just learn how to uncroak a unit with more of it’s specials intact!”  Harley exclaims in surprise.

 ”Master Herring, since Dee is going to wait for the start of the MK’s turn for her juice to renew could you carny the gates and make me immune to ranged attacks now and then do the same as Dee and when the MK’s turn begins and your juice renews make her immune aswell with all castings still being active for the battle?”  Harley questions.
Cyphermancer
 ”Dee Whats was that light? Did you just learn how to uncroak a unit with more of it’s specials intact!”  Harley exclaims in surprise.

  More like a critical success, however I think im closer to adept now! 
 ”Master Herring, since Dee is going to wait for the start of the MK’s turn for her juice to renew could you carny the gates and make me immune to ranged attacks now and then do the same as Dee and when the MK’s turn begins and your juice renews make her immune aswell with all castings still being active for the battle?”  Harley questions.


  I am unsure they may fade at the start of my new turn.  
WurmD
To Herring: " Very well " she says nodding " Dee and I will be very visible the whole battle, casting spells changing the veritable course of the fight. We can't risk not being immune to ranged. We'll ask you to make us both immune then, and the gate will just have to be our weak point."
 

" Now, let's discuss positioning" 
 Innate Knowledge!  W81. How many ranged stacks can stand at the top of the Tower and fire normally?
How many can be in windows/balconies of our lvl2 tower?

EDIT: " Hmm I wonder if we can use the wood we have to manually barricade the gates, increasing its hits that way"  she muses
Cyphermancer
To Herring: " Very well " she says nodding " Dee and I will be very visible the whole battle, casting spells changing the veritable course of the fight. We can't risk not being immune to ranged. We'll ask you to make us both immune then, and the gate will just have to be our weak point."
 

Herring nodds
[B] Very well Harley I can do that. Now I hate to bring it up... but about the manner of payment.

" Now, let's discuss positioning" 
 Innate Knowledge!  W81. How many ranged stacks can stand at the top of the Tower and fire normally?
How many can be in windows/balconies of our lvl2 tower?

The top of the tower can hold a full stack. Your tower isnt set up for defense. However 4 of the windows could hold an archer or other unit but they be single stacks or a eight stack with only one able to fire.

EDIT: " Hmm I wonder if we can use the wood we have to manually barricade the gates, increasing its hits that way"  she muses

Well you might be able to do some rough reforcement but your unsure how effective it will be.
WurmD
In response to Herrings tentative request Harley motions him aside for a private word.
 "Thank you so much for your trust in us, we could not be here without your investment in us. You've made a real difference"  she smiles gratefully touching his arm
 "You are privy to all our details, you know how much we've been paying for full Juice pools at the varying levels. Name what you think will be a fair price and that shall be the first expenditure of our next turn."  she asserts still smiling wide  "Will those two spells take your full Juice pool? And I just remembered, look at this"  she suddenly reacts as something tickles her mind taking out the small piece of paper with Herring's handwriting

  yes those are the prices, keep in mind its not just the no risk. Its also all thier juice for the turn. Caster try to earn enough shmuckers or rands. So they dont have to live turn to turn all always at risk of depoping.  

 "What's a rand?"  she asks smiling with a quizzical look
Cyphermancer
[QUOTE=WurmD;24396162]In response to Herrings tentative request Harley motions him aside for a private word.
 "Thank you so much for your trust in us, we could not be here without your investment in us. You've made a real difference"  she smiles gratefully touching his arm
 "You are privy to all our details, you know how much we've been paying for full Juice pools at the varying levels. Name what you think will be a fair price and that shall be the first expenditure of our next turn."  she asserts still smiling wide  "Will those two spells take your full Juice pool?


Herring

  It will use about half my juice pool. For that I would charge 500 shmuckers. However while I belive you will win you never know what could happen. Do you have somthing I could take as collateral. In place of payment for the turn? 


And I just remembered, look at this"  she suddenly reacts as something tickles her mind taking out the small piece of paper with Herring's handwriting
 "What's a rand?"  she asks smiling with a quizzical look[


 Rands are a MK currency one rand equals upkeep for any casters. They are made by moneymancers or by other casters coverting rations to rands. Using juice. 
_Wiz_
 ”I was going to suggest that you take some magic items from our armoury as collateral though I am confident we will still be here to pay you next round”  Harley replies.

(ie ring of slow fall, helo staff)
WurmD
+1 to that

Multi-tasking Harley calls to Krippen  "Krippen! Care to stretch your legs? Would you please take your men and help Bill bring back the 3 wood at the Farm?"  asks Harley thinking that with the new road, the round trip only takes 3 Move, and Krippen still has 4.

EDIT:
Then she turns back to Herring again  "Oooh rations into Rands? And 1 Rand pays for 1 upkeep, just like a ration, but it doesn't go bad? (like a ration)"  she inquisitively asks

(after reply)  "Hmm, I don't think I will spend my whole Juice in the battle tomorrow, I could try and make some, is it hard?"  she asks scratching her head

(after reply)  "And how much are these Rands worth? If instead of 500s you wanted Rands, how many would you ask?"  wide eyed
_Wiz_
Order Bill home (after managing farm if he has not already done so) [Also collect the wood at the farm with hobby horse and wagons if we have the move to do so or Wurms suggestion of Krippen and his men carrying it]

Edit: our newly Uncroaked dire woof likely has the move to pull the wagon.

Once Bill and everyone is in the capital;

Summon Crud to join the discussion.  ”Crud I realise you are out of move and can therefore not use fabrication for the turn but do you think if you had as many units as you need to help you and used the wood in our stores you could reinforce the city gates somewhat? It would only have to be a temporary reinforcement that lasts the turn...”  Harley asks.
WurmD
+1
.............
Cyphermancer
 
 Originally Posted by WurmD 
   I was going to suggest that you take some magic items from our armoury as collateral though I am confident we will still be here to pay you next round”Harley replies. 
  Herring will take the helostaff as collateral 

Multi-tasking Harley calls to Krippen  "Krippen! Care to stretch your legs? Would you please take your men and help Bill bring back the 3 wood at the Farm?"  asks Harley thinking that with the new road, the round trip only takes 3 Move, and Krippen still has 4.

Krippen will nodd he heads out returning a short while later will bill and the 3 woods.

EDIT:
Then she turns back to Herring again  "Oooh rations into Rands? And 1 Rand pays for 1 upkeep, just like a ration, but it doesn't go bad? (like a ration)"  she inquisitively asks

  They do not go bad, but have to be used in the mk to pay upkeep 

(after reply)  "Hmm, I don't think I will spend my whole Juice in the battle tomorrow, I could try and make some, is it hard?"  she asks scratching her head

  Nope just eat an extra rations and convert it into a ration while using 10 juice 

(after reply)  "And how much are these Rands worth? If instead of 500s you wanted Rands, how many would you ask?"  wide eyed 
 

  three Rands would cover 
Cyphermancer
Summon Crud to join the discussion.  ”Crud I realise you are out of move and can therefore not use fabrication for the turn but do you think if you had as many units as you need to help you and used the wood in our stores you could reinforce the city gates somewhat? It would only have to be a temporary reinforcement that lasts the turn...”  Harley asks.

He shruggs
   could try 
WurmD
 "WoooooOooooOoh, really??"  She exclaims slack jawed,  "That's a much more efficient use for the rations than what we've doing so far! Awesome! 500s or 3 Rands tomorrow! No doubt about it!"  She finishes beaming ^_^

EDIT:
Then she turns to everyone else, " Okay! We're all here, and  have no more places to be this turn, so I think all of us with Move can pitch in and help barricade the gates under Crud's direction! " she bellows, and immediately sets the example by going to get a Wood unit with the help of one of the Woof soldiers.
SomeGuy411
A ration a rand? thats pretty nice. I wonder how much juice it costs to convert, if it does here.

Another question for herring-"You said half your pool....I don't suppose you could, say, make it so I personally can't miss with spells, but be entirely unable to hit with anything else for the rest of the turn? Also, if immunity causes vulnerability, could the inverse also be true? Could you make a unit vulnerable to something in exchange for resistance to other things? Would that be easier or harder than just making them immune?"
_Wiz_
(Cypher said it’s 10 juice to make a rand the same as in Erfman)

+1 to Wurm and Someguys question.
Cyphermancer
[QUOTE=WurmD;24396357] "WoooooOooooOoh, really??"  She exclaims slack jawed,  "That's a much more efficient use for the rations than what we've doing so far! Awesome! 500s or 3 Rands tomorrow! No doubt about it!"  She finishes beaming ^_^

Herring nodds

EDIT:
Then she turns to everyone else, " Okay! We're all here, and  have no more places to be this turn, so I think all of us with Move can pitch in and help barricade the gates under Crud's direction! " she bellows, and immediately sets the example by going to get a Wood unit with the help of one of the Woof soldiers.

You start barricading both of arkums gates ( one on each road) the work is slowly and crud is obviously frustrated that it isnt going better. The wood is piled up against. You think it will add some hp to the gates but not alot.
Cyphermancer
 
 Originally Posted by SomeGuy411 
 A ration a rand? thats pretty nice. I wonder how much juice it costs to convert, if it does here.

Another question for herring-"You said half your pool....I don't suppose you could, say, make it so I personally can't miss with spells, but be entirely unable to hit with anything else for the rest of the turn? Also, if immunity causes vulnerability, could the inverse also be true? Could you make a unit vulnerable to something in exchange for resistance to other things? Would that be easier or harder than just making them immune?" 
 

Herring

  always hitting is more a form of luck or predictamancy than carny. It hard to explain its not immunity to archery its more your not a valid target for archery. ( only reason i did the arrows is because its in cannon) I could for example break the rule that says infantry cant fight from a mount, that a heavy cant be screened by a non heavy, that a heavy cant ride a monut, or that archers provoke when in melee combat. 
WurmD
" Okay, I think we're almost ready to end turn."  She declares thinking up if anything else needs doing

" Tower is full.."  she says raising one finger
" Hammer is full.. " while raising another finger
" Dee is to wait turn start next to portal.. " third finger going up, but she pauses, looks at Dee and Herring " Lets recap the plan to see if it makes sense spoken out loud."  she says with a small nod and frown " So Dee, since we expect you to be refreshed at dawn, and that might clear Herring's spell, you two agreed to be near our Portal before Dawn, so that Dawn comes, Dee yells 'I got Juice!' prompting Herring to cast, and then you run into the Portal and all the way to the top of the tower where I'll be waiting. Sound okay? Do you see any holes?"  She then asks


" If you don't regain Juice at Dawn, then this  (straightforward application of a barbarian's turn start ability)  failed, and you don't want to wait until you get Juice (our own turn start), so you're to run here anyway, you'll have 4 combat rounds of Hoboken from the Hammer and 1 casting the Mass Uncroak scroll, yeah?" 

" Which means, Herring, as soon as you see Dawn break, and thus your experience as a barbarian tells you your turn would have started if you were not with us, cast. No waiting for Dee's prompt." 
 "If we were in battle it would be:
- Round 1! Dawn breaks! Herring casts! Dee runs!
- Round 2!"  She chants with a enthusiastic smile " we'll see how far Dee can run"  she finishes with a wink
Cyphermancer
Alright


There are seven zones or areas of the city

North walls
East walls
West walls
South walls
Garrison
Tower bottom
Tower top

Decide where your troops will be stationed and stack order.


It will take atleast one round to move between zone. The gates are on the east and west walls. The top of the tower can see the entire. Ferals and heavies can not be moved  on or off the walls quickly.
WurmD
Walls connected to each adjacent wall and to garrison
Garrison connected also to tower bottom
tower bottom also connected to tower top

What's our expectation of travel time in battle between portal room (tower bottom) to tower top?
What's our expectation of travel time in battle between tower top and Garrison (2 zone crossings) ?
And 3 zone crossings (Tower top to a wall section)?

EDIT:
 "Hmm, if the Juice refresh at dawn doesn't happen, perhaps we should have more Hoboken scrolls at hand.. Herring, with half your Juice pool how many Hoboken scrolls could you write up?" 
_Wiz_
(Conferring with Wurm over stack positions)


Question: Does a hobby count as a feral?
WurmD
Or, instead of Feral, did you mean to say "Quadruped" ?
_Wiz_
And I presume spidews don’t count as they should be able to climb on and off walls quickly
Cyphermancer
[QUOTE=WurmD;24397684]Walls connected to each adjacent wall and to garrison
Garrison connected also to tower bottom
tower bottom also connected to tower top

What's our expectation of travel time in battle between portal room (tower bottom) to tower top?
What's our expectation of travel time in battle between tower top and Garrison (2 zone crossings) ?
And 3 zone crossings (Tower top to a wall section)?

If a unit takes no other action ( attacking, casting, ect) it take one full round to cross a zone. If the unit casts attacks ect it takes two round to cross a zone

EDIT:
 "Hmm, if the Juice refresh at dawn doesn't happen, perhaps we should have more Hoboken scrolls at hand.. Herring, with half your Juice pool how many Hoboken scrolls could you write up?" 

I could make four scrolls if you dont want my juice for other options. However I should point out that My juice will be set to refresh at start of your turn otherwise. You may lose any buff I place on you.


Quadraped or heavies take take twice the time to cross the walls. Spwiders can move right down the walls.
WurmD
As the gates are barricaded, she claps Crud on the arm " It is what it is big man. If it stops 1 extra hit, and lasts 1 extra round, it will have been worth it."
 
Then Harley inspects the difference in the precarious stairs up to the wall battlements comparing to the hallway stairs of the tower that don't impede quadruped movement.  "In a future turn, do you think we can make better stairs to the walls so that you and the Woofs  can climb up and down as quickly as me?"  she asks Crud and ponders it herself
_Wiz_
(While were continuing to plan stack composition and positions can I ask if the poison that we have is any good for coating arrows?)
WurmD
" Okay! So positionings! I think in the top of the tower we'll have:" 

(Tower top)
Harley (front)
Dee (front)
Uncroaked Woof (front)
Krippen
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof

" Krippen, having you with me maximises the caster's to hit. The front uncroaked woof will screen you. They have high Def plus they get +3 from you, +2 from Dee and +1 from Spike's CW bonus, and we'll cycle the damaged Woof each round. For the first few rounds you should also be firing your Ki blasts with us while you can. We shall see if we deal a decisive blow in the first 3 rounds" 
SomeGuy411
A question for Herring: "Are you able to cast on non units? Say...removing the penalty for firing multiple shots in one round from the tower itself? It has it's own juice stores, and it's own spells, just waiting on orders to guide it, so in theory it should be doable..." A pause, then "Alternatively, would the penalty be applied to the directing unit, and could it be removed from me instead?"
Cyphermancer
 
 Originally Posted by WurmD 
 " Okay! So positionings! I think in the top of the tower we'll have:" 

(Tower top)
Harley (front)
Dee (front)
Uncroaked Woof (front)
Krippen
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof

" Krippen, having you with me maximises the caster's to hit. The front uncroaked woof will screen you. They have high Def plus they get +3 from you, +2 from Dee and +1 from Spike's CW bonus, and we'll cycle the damaged Woof each round. For the first few rounds you should also be firing your Ki blasts with us while you can. We shall see if we deal a decisive blow in the first 3 rounds"  
 

Only thing units can only get one command bonus so they wpuld only get the +3 from krippen and the chief warlord bonus.
_Wiz_
(I’m pretty sure in canon the croakamancy was a caster bonus and it stacked with leadership bonus. I am looking for the relevant page)
SomeGuy411
(I thought in canon cwl stacked with regular warlord bonuses too. gotta find the battle of the pass page to verify)

edit:

 https://archives.erfworld.com/Book%201/125 

chief bonus stacks on top of warlord bonus

edit2: Aren't caster bonuses just leadership bonuses for specific unit types?
WurmD
Are we following canon? In which the CWL bonus in-hex is half?
 https://archives.erfworld.com/Book%202/12 

In that link, Wanda's caster bonus to  decrypted  stacks with the Warlord's. So not conclusive for generic Croakamancer and Uncroaked. Perhaps in Book 0

EDIT: "And Wanda's Fellows did benefit from a powerful combination of bonuses when she and Tommy led them together. "
 https://archives.erfworld.com/Book+0/11 
K, found it :)
Cyphermancer
I was going to have the system be one leadership bonus per stack plus chief warlord. But with a little cannon back up here what i will put in place

1 warlord/ NA chief bonus per stack
1 caster bonus per stack
And chief warlord bonus

Novice caster 1/2 level
Adept full level
Master can dance fight with unit types

Casters that can grant bonus

Croakamancer: uncroaked
Dirtamancy: dirtamancy golems
Turnamancy: turnamacy constructs
Hat magic: hat magic golems
Dollamancy: dollamancy golems
Dateamancy: natural allies
Flower power: plants
Cyphermancer
 
 Originally Posted by SomeGuy411 
 A question for Herring: "Are you able to cast on non units? Say...removing the penalty for firing multiple shots in one round from the tower itself? It has it's own juice stores, and it's own spells, just waiting on orders to guide it, so in theory it should be doable..." A pause, then "Alternatively, would the penalty be applied to the directing unit, and could it be removed from me instead?" 
 

 I think its the focus of the caster not the limit of the tower. The caster is aiming at several targets in short order. So that not really a rule I could effect. This is where a luckamancer would thrive make half the shot hit and half miss. And I would advise not casting on towers. Tower are special building in a city. I have heard of great and scary results of actions like that. I could for example  make it so you could target one stack with several shots from the tower. What I cant effect is why that rule is in place. I could just let the tower fire. 
WurmD
" Oy!? " Harley visibly perks up " Make it so I could target one stack with several shots from the tower? " She says almost visibly salivating at the idea, and with a glint in her eye that you can almost see the world burning behind them
She then shakes herself and focuses " One stack? One  particular  stack? Wouldn't you have to cast on that stack to make it so?
Or you mean casting on me, so that I have the option of releasing several tower blasts 1/stack normally  OR  release several blasts at a single stack, per combat round."  She grills him

EDIT: Are we following canon? In which the CWL bonus in-hex is half?
 https://archives.erfworld.com/Book%202/12 

MISSED: Then Harley inspects the difference in the precarious stairs up to the wall battlements comparing to the hallway stairs of the tower that don't impede quadruped movement. " In a future turn, do you think we can make better stairs to the walls so that you and the Woofs can climb up and down as quickly as me?"  she asks Crud and ponders it herself
Cyphermancer
[QUOTE=WurmD;24398845]" Oy!? " Harley visibly perks up " Make it so I could target one stack with several shots from the tower? " She says almost visibly salivating at the idea, and with a glint in her eye that you can almost see the world burning behind them
She then shakes herself and focuses " One stack? One  particular  stack? Wouldn't you have to cast on that stack to make it so?
Or you mean casting on me, so that I have the option of releasing several tower blasts 1/stack normally  OR  release several blasts at a single stack, per combat round."  She grills him

 
Thats a limit built into the tower a rule of the tower. So it would be cast on the tower
 However  i dont know why that rule is in place. How to explain this...  Herring ponders for a moment then snaps his fingers

  Alright aquatic units cant leave water hexes. This rule is in place. Because they will croak because they breath water. Now I could break the rule that allows the unit to leave the hex, but the unit would still croak because it cant breath. Understand I could break the rule that allows more than one shot on a stack. But if that rule is there for a reason.... 



EDIT: Are we following canon? In which the CWL bonus in-hex is half?
 https://archives.erfworld.com/Book%202/12 

Yes all units will have a +1/+1

MISSED: Then Harley inspects the difference in the precarious stairs up to the wall battlements comparing to the hallway stairs of the tower that don't impede quadruped movement. " In a future turn, do you think we can make better stairs to the walls so that you and the Woofs can climb up and down as quickly as me?"  she asks Crud and ponders it herself

Crud nods   sre it jst stairs 

Right now its ladders up to the walls rather than stairs
WurmD
 "Ah..!"  she exhales clearly deflated  "We can't test that in a Capital battle.. Titan's testes! Do you have a Mathamancer contact Herring? Next turn we need to have a chat and pay for a Mathamancer's Juice answering questions, this is beyond vexatious! Bah!"  she expletes

She then focuses and tries again  "How about, could you make Shadow, or Shadow's bow ignore the Damage Reduction given by the Heavy special?" 
 "And People! It just occurred to me that we don't have a developed dungeon zone in this hex, do you know if Sappers can come from underground and pop directly into the Garrison? Don't the walls extend underground?"  she prompts everyone
Cyphermancer
 "Ah..!"  she exhales clearly deflated  "We can't test that in a Capital battle.. Titan's testes! Do you have a Mathamancer contact Herring? Next turn we need to have a chat and pay for a Mathamancer's Juice answering questions, this is beyond vexatious! Bah!"  she expletes

She then focuses and tries again  "How about, could you make Shadow, or Shadow's bow ignore the Damage Reduction given by the Heavy special?" 

Herring shakes his head   No the heavy rule I would have to cast on the heavy 
 "And People! It just occurred to me that we don't have a developed dungeon zone in this hex, do you know if Sappers can come from underground and pop directly into the Garrison? Don't the walls extend underground?"  she prompts everyone

Spike, Krippen, and the other casters shrug.

Spike
  The wall does extend below ground but not forever... no experience with sappers. But it seems they would have to come through the wall. If the dont have a tunneling special or something 
WurmD
 “Okay, more positioning! On the walls we could have: 
(Walls)
Shadow - Hobby (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Shady elf
Shady elf
Shady elf
Shady elf

Uncroaked woof (front)
Woof soldier (front)
Woof soldier (front)
Shield Spidew (front)
Shady elf
Archer
Archer
Arc Spidew

 “The archers being screened by strong yet expendable units. Shadow will maximise most elves attack and all get Def bonus from the wall”  she asserts confident

EDIT:
 "Putting all these quadrupeds up in the walls will be a pain, but since their reason to be there is to protect the archers, and the archers can fire at everywhere from the top of the walls, those stacks should stay in the walls the whole fight. If the enemies want to stop our archers, let them climb up and engage the quadrupeds"  she sounds off her train of thought

EDIT2:
 "And since it's easy to walk between each section of the walls, the two stacks will position themselves in the section of the walls facing the enemies, as we first spot them out of hex"  she finishes nodding

EDIT3:
 "And then hiding behind the gates waiting for them to be breached: 
(Garrison)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

 "This would be our most powerful melee stack, and will likely be responsible for delaying the enemy at the gates. Do you think as long as your stack stands at the breached gates it would be impossible for units to pass by you? And how many stacks would be able to engage you at once? Only 1, or could 2 squeeze?"  She asks speaking to Spike
Cyphermancer
I should make it clear that the you should pick which walls your units are on and which gate you are posting spike at. Also shadow is unsure she should ride a hobby on the walls. If the hobby falls she is worried she would go tumbling off the wall

As for holding the gate a single stack should be able to hold the gate however as units fall and units shift out. The stack will start giving ground allowing more of the enemy in
_Wiz_
Given Shadows aversion to riding on the walls I would suggest the following;

(On tower - top)
Harley (front)
Dee (front) - equipped with ring of slow fall
Uncroaked Woof (front)
Krippen
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof

(Having Krippen in this stack maximises our to hit. The uncroaked woofs are to screen Krippen they have high Def plus they get +3 from Krippen, +1 from Dee and +1 from spike CW bonus. Rotating damaged woof. )

(On the walls)

(East wall)
Uncroaked hobby (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Uncroaked woof (front)
Shadow
Shady elf
Shady elf
Shady elf

(West wall)
Woof soldier (front)
Woof soldier (front)
Shield Spidew (front)
Arc Spidew (front)
Shady elf
Shady elf
Archer
Archer


(Screened archers being screened by expendable units (good for our reputation with our living unit) Shadow maximises the elves attack and we get Def bonus from the wall)

(Hiding behind the wall waiting for the gates to be breached)

(Behind west gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

(This is our most powerful melee stack lead by spike and will likely be responsible for delaying the enemy at the gates)

(Behind east gate)
Stabber (with twin fang swords)
Piker
Piker
Piker
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

(Behind east gate)
Stabber
Piker
Piker
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse



(Reserve stack -Inside garrison)
Piker
Piker
Piker
Piker
Ash
Twinhorn
Rattika
Bill



Also missed question from earlier. Is the poison that we have any good for coating our archer’s arrows?
Cyphermancer
Where are the two pudgies

The poison you have is an injestable poison. It might work your not sure
_Wiz_
Pudgies would be in the garrison
WurmD
On top of tower out of sight

Also, lets put Embar and Twin horn in front, so if they ever enter combat embar breathes and twin horn dittos and charges Round 1, and then they switch and go back to back row

 

EDIT:
Can a unit on top of the tower choose to be out of sight? (out of stack kneeling? Pudgie on floor?)

Also, we can have only Harley and Dee in front, with that formation facing the enemy archers
Cyphermancer
lso, we can have only Harley and Dee in front, with that formation facing the enemy archers

One thing I should say about this the formation will work as long as you are facing fire from only one direction
_Wiz_
We may shift formations based on enemy positions. I presume from our position on top of the tower we will see from what direction they are approaching before the enemy are in range of firing at us.
WurmD
Sounds great for the starting position

  
 Spoiler 
OK, final version agreed

(Tower top)
Harley (front)
Dee (front)
Uncroaked Woof
Krippen
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof

Pudgie [hiding]

(East Wall)
Uncroaked woof (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

(West Wall)
Woof soldier (front)
Woof soldier (front)
Shield Spidew (front)
Arc Spidew (front)
Shady elf
Shady elf
Archer
Archer

(Garrison, West Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

(Garrison, middle)
Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

Pudgie [hiding]
 
 

EDIT
 "There! What do you think of those starting positions guys? We should see them approaching on the adjoining hex and respond before they cross the hex right?" 
_Wiz_
Maybe add in brackets (hiding) next to the pudgies but other than that I agree

+1
Cyphermancer
Is herring holding his juice or making scrolls
WurmD
" Final question Herring, did you mention making so that ranged attacks don't provoke Attacks of Opportunity? How much Juice would that take in comparison with the "invalid ranged target" rule breaking?" 
 
 Spoiler 
 (Tower top)
Harley [ranged immune] (front)
Dee [ranged immune] (front)
Uncroaked Woof
Krippen
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof

Pudgie [hiding]

(East Wall)
Shady elf [ranged immune] (front)
Shady elf [ranged immune] (front)
Uncroaked woof (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

(West Wall)
Woof soldier (front)
Woof soldier (front)
Uncroaked hobby (front)
Shield Spidew (front)
Archer
Archer
Uncroaked hobby
Arc Spidew

(Garrison, West Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

(Garrison, middle)
Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

Pudgie [hiding] 
 
WurmD
(after he replies with Yes, and  it costs half)

" Okay Herring, we've decided. Please make these 2 Elves also invalid targets to ranged fire, and then we can end turn"  she states with finality

(Tower top)
Harley [ranged immune] (front)
Dee [ranged immune] (front)
Uncroaked Woof
Krippen
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof

Pudgie [hiding]

(East Wall)
Shady elf [ranged immune] (front)
Shady elf [ranged immune] (front)
Uncroaked woof (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

(West Wall)
Woof soldier (front)
Woof soldier (front)
Uncroaked hobby (front)
Shield Spidew (front)
Archer
Archer
Uncroaked hobby
Arc Spidew

(Garrison, West Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

(Garrison, middle)
Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

Pudgie [hiding]
Cyphermancer
Okay Herring, we've decided. Please make these 2 Elves also invalid targets to ranged fire, and then we can end turn" she states with finality


Herring shrugs

" If your sure...."

He moves over to the first elf and casts.

He casts on the the first elf. A strange look passes over the elfs face and she starts flexing her hands and moving her feet before looking at shadow

" feels weird chief something off but im not sure what"

Do you wish to continue?
WurmD
Harley looks sternly at Herring  "... did something feel off to you? Or do you think this is just a feeling of not being used to being under a Carny spell?"  she then questions
Cyphermancer
 
 Originally Posted by WurmD 
 Harley looks sternly at Herring  "... did something feel off to you? Or do you think this is just a feeling of not being used to being under a Carny spell?"  she then questions 
 

Herring shrugs

  spell went the same as when I cast it on you. Only broken this rule a few times in the past. I only know the negative results because of what happen to a warlord I cast it on. 
WurmD
" Hm. I don't feel odd. Shady, lets test you firing an arrow. Aim for that wooden beam over there, near the roof of the building"  (a moderately hard shot, but usual for an archery unit)
_Wiz_
 ”Hmmm my good Elf, could you please fire a practice shot with your bow... I’m very much hoping it hasn’t adversely affected your archery special...”  Harley asks.
Cyphermancer
The elf reaches back to grab and arrow. As she comes forward in a practiced motion to fire. You notice she isnt holding an arrow she repeats this several times each time she come up empty handed
_Wiz_
 ”Well that’s just great...”  Harley curses.  ”I suspect this won’t be affected but draw your sword and give it a few practice swings...”  Harley then instructs.
WurmD
*Harley facepalms* " Whatever else may happen Herring, we have helped you become a better spellcaster.. Now you know this rule break interferes with the Archery Special. Please then make this Uncroaked Woof invalid target to archery. " She says with resignation in her voice


and after this development we end up with

(Tower top)
Harley [ranged immune] (front)
Dee [ranged immune] (front)
Uncroaked Woof
Krippen
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof
Uncroaked Woof

Pudgie [hiding]

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

(West Wall)
Woof soldier (front)
Woof soldier (front)
Uncroaked hobby (front)
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, West Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

(Garrison, middle)
Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

Pudgie [hiding]

EDIT: and set popping order to Archers
Cyphermancer
Alright Herring returns to the mk

What are you popping

Also minotaurs or twolls for the sides heavies?
WurmD
Archers

Twolls

EDIT: B]"Stabber 'A' Jab, here"[/B] Harley says as she solemnly hands over the Twin fang swords  "We entrust onto you these fine cutting instruments. Use them well in the battle to come and you may find yourself the permanent bearer of them, and perhaps even promoted to Knight (we need a Cutter in our ranks)"  she says with a smile

MISSED EDIT
"There! What do you think of those starting positions guys? We should see them approaching on the adjoining hex and respond before they cross the hex right?"
Cyphermancer
[QUOTE=WurmD;24400035]Archers

Twolls

EDIT: B]"Stabber 'A' Jab, here"[/B] Harley says as she solemnly hands over the Twin fang swords  "We entrust onto you these fine cutting instruments. Use them well in the battle to come and you may find yourself the permanent bearer of them, and perhaps even promoted to Knight (we need a Cutter in our ranks)"  she says with a smile

Jab nodds bows and smiles

MISSED EDIT
"There! What do you think of those starting positions guys? We should see them approaching on the adjoining hex and respond before they cross the hex right?"

You will have a little warning but due to how time passes differntly in other hexes it wont be much of a warning ( 4 rounds) and you will just get direction and number of stacks.
Cyphermancer
Harley ends the turn. The night passes slowly. With everyone taking up thier position before dawn. The sun rises. Dee arrives in the capital rushing to the top of the tower only to wait and wait some more. Harley then feels the farm become contested. Then it is lost. Harley can see movement coming in from the east, west and north. The attack from the east looks the largest.
_Wiz_
 ”Glad you could make it...”  Harley declares with a somewhat strained smile as Dee arrives.  ”Do you have your juice?”  She then questions.

 ”Warriors of Arkum to your positions!”  Harley then bellows while sending out mental orders as she spots the enemy approaching.  ”Time to make the Titans smile...”  Harley then declares as she prepares to unleash the spells stored in the tower.

(Only changes to positions are the uncroaked woofs move to surround Krippen on all sides with Dee and Harley at the front facing east.

Spike’s stack moves to east gate other two stacks move to west gate)

 
 Spoiler 
 (Tower top)
Harley [ranged immune] (front)
Dee [ranged immune] (front)
Uncroaked Woof (surrounding Krippen)
Krippen
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)

Pudgie [hiding]

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

(West Wall)
Woof soldier (front)
Woof soldier (front)
Uncroaked hobby (front)
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

(Garrison,West Gate)
Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

(Garrison, middle)
Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

Pudgie [hiding]
 
WurmD
+1 but also

Heh, Harley is going to bet the gates last more than 1 Combat round, thus Spike could have stayed where he was and still have time to change during the battle

It would be great if we could focus fire with *all* our pitiful 8 archers, so Harley calls and orders both wall stack to move North IF they can target East forces from North wall, ELSE both go to East Wall
 
 Spoiler 


(Tower top)
Harley [ranged immune] (front)
Dee [ranged immune] (front)
Uncroaked Woof (surrounding Krippen)
Krippen
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)

Pudgie [hiding]

(North Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

Woof soldier (front)
Woof soldier (front)
Uncroaked hobby (front)
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

(Garrison,West Gate)
Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

(Garrison, middle)
Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

Pudgie [hiding]
 


Ah!!

" Krippen! Get ready! Charge up your disk so you can fire it Round 1!"  she yells taunt as a bowstring
_Wiz_
(Sure I can support this)


+1
WurmD
Ah!!

" Krippen! Get ready! Charge up your disk so you can fire it Round 1!"  she yells taunt as a bowstring
Cyphermancer
Archers can only fire on thier side
 East to east west to west.

Krippen: need to wait, I need a target to create it off turn.
Cyphermancer
Your infantry stacks switch side and all your archers stacks move to the move to the east wall.


Updating my battle system and making final notes round 1 will begin shortly.
_Wiz_
Exciting. Can’t wait!
Cyphermancer
  Round 1!  

The forces of Arkum stand ready. Grim determination on thier face thier first real battle as a side. Harley feels the hex become contested! Looking around she is momentary confused. Until she spots a single darf riding a goat it. The goat has enter from the west side. Riding hard for the southern edge of the wall.

West: 2 stacks
North: 3 stacks
East: 8 stacks

Enemy

West

1 darf rider mounted on a goat


Allied stacks


(Tower top)
Harley [ranged immune] (front)
Dee [ranged immune] (front)
Uncroaked Woof (surrounding Krippen)
Krippen
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)

Pudgie [hiding]

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

Woof soldier (front)
Woof soldier (front)
Uncroaked hobby (front)
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

(Garrison,West Gate)
Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

(Garrison, middle)
Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

Pudgie [hiding]
WurmD
Harley slowly smiles  "(Thank you for the free kill) Dee Hoboken the Dorf"  she says calmly as she begins to weave an Energy Shot (Electricity) and also fires it at the Dorf

EDIT:  "Krippen! Can you see them now in the East?? Charge your Disk if you can!"  she repeats
_Wiz_
 ”Hmmm I feel like we’re being tested... well let’s see how tough these dorfs are. Dee join me and hit him with a Hoboken”  Harley declares as she begins to gather her juice. Forming her juice in to a rough ball the Shockamancer begins converting it in to electricity before launching it at great speed straight towards the charging dorf. The bolt of lightning would hopefully vaporise the foolish dorf on the spot.


- Harley Energy shot (Electricity) on Dorf Rider.
- Dee Hoboken on Dorf Rider.
SomeGuy411
A test all right. unless they have foolamancy we arent aware of or some kind of detpack its just a probe. lets keep our forces concentrated to the areas our intel said they're coming from for now
Cyphermancer
Dee and Harley both begin to focus drawing on thier juice. Dee sends her hoboken out slightly before Harleys own energy shot. Dee blast hits the goat dead center almost tearing it in half. Harleys own blast goes through the hole Dees own blast had created taking the Darf right the chest frying the poor rider. Harley thinks she smells burt hair from her post on top of the tower

As the round nears its end entering from the west Harley sees the two stacks enter of large Antz! Its hard to see from the tower but four of the antz look slightly larger than the other ( not heavies just bigger) The antz make for the city barely breaking stride.




  Round 2!  




Enemy

West

Antz stack 1

Worker ant 1 (front)
Worker ant 2 (front)
Solder ant 1  (front)
Solder ant 2 (front)
Work ant 3
Worker ant 4
Worker ant 5
Worker ant 6

Antz stack 2

Worker ant 7 (front)
Worker ant 8 (front)
Solder ant 3 (front)
Solder ant 4 (front)
Worker ant 9
Worker ant 10
Worker ant 11
Worker ant 12

Allied stacks

Tower 400/400 ( 16 fire blasts)

(Tower top)
Harley [ranged immune] (front) juice (225/300)
Dee [ranged immune] (front) Juice (175/200)
Uncroaked Woof (surrounding Krippen)
Krippen
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)

Pudgie [hiding]

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

Woof soldier (front)
Woof soldier (front)
Uncroaked hobby (front)
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

(Garrison,West Gate)
Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

(Garrison, middle)
Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

Pudgie [hiding]
WurmD
W83. Assuming antz come and climb up West Gate into West Walls zone. Can archers at East Wall fire onto Antz in West Wall?

W84. Assuming antz climb down from West Walls down to "Garrison, West Gate". Can archers at East Wall fire  onto Antz in "Garrison, West Gate"?
Cyphermancer
 
 Originally Posted by WurmD 
 W83. Assuming antz come and climb up West Gate into West Walls zone. Can archers at East Wall fire onto Antz in West Wall?

W84. Assuming antz climb down from West Walls down to "Garrison, West Gate". Can archers at East Wall fire  onto Antz in "Garrison, West Gate"? 
 


No to both maybe with better walls right now the buildings in the city block the line of sight
WurmD
W85. Does top of North Walls have line of sight to top of West Walls?
Cyphermancer
 
 Originally Posted by WurmD 
 W85. Does top of North Walls have line of sight to top of West Walls? 
 

Not enough to be very effective so no
WurmD
W86. We're in a lvl 2 city, with a dedicated build slot to walls. What are the known options to getting better walls (for the future)?
Cyphermancer
 
 Originally Posted by WurmD 
 W86. We're in a lvl 2 city, with a dedicated build slot to walls. What are the known options to getting better walls (for the future)? 
 



I have an idea for next level walls will have to wait and see.
WurmD
W87. Are Pudgies faster, or they take 1 round to cross a city zone as well?
Cyphermancer
 
 Originally Posted by WurmD 
 W87. Are Pudgies faster, or they take 1 round to cross a city zone as well? 
 

Yes pudgies are faster we will say that they can cross a city zone and still act in the same round or cross two zones in one round. We will add that same effect to quadrapeds as well ( makes sense mounts and woofs would be faster in battle than infantry but only if thier the only ones in the stack.)
WurmD
Are the Antz semi-humanoids? Or just big ants?
_Wiz_
Question: When a unit is Uncroaked in combat does it gain an action that same combat round?
WurmD
- Dee Uncroak Goat with 25J (not full power)
- Goat attempt to run to North and then East zone
- Tower Pudgie flyes straight line from us at Antz, but banks up when near to stay out of Embar's Firebreath range
- Harley fires Fireblast (self Juice) parallel to Pudgie
Cyphermancer
Are the Antz semi-humanoids? Or just big ants?

Just big antz


Question: When a unit is Uncroaked in combat does it gain an action that same combat round?


Uncroaked are pretty slow getting to thier feet you think any uncroaked would need the rest of the round to get to thier feet
Cyphermancer
Dee casts uncroaking the goat she had just ended. As pudgie A flys out of the tower heading for the west wall. As the goat gets to its feet antz stack 2 decends on the uncroaked dusting it. They also seem to tear into the slain darf. Antz stack 1 rushes the wall arriving just at the edge of the walls. Harley again drawing on her own juice hits antz stack 1 with a fire blast head on damaging the front rank but not dropping any. The antz seem to have some resistance to fire.

From the North comes three stacks of darfs. Two full melee stack. That seem to be carrying some climbing gear and one stack with four melee and 4 crossbowmen.

The East army consists of eight full stacks. The first stack is the darf chief mounted on a large ram ( heavy), a knight on a hobby horse, and six more darfs mounted on goats. The second stack seems to be warlord Breach mounted on his large bull. Four minotaurs up front. Three archers make up the rest of the stack. The third stack is five melee darfs, one stabber, and two pikers. This stack seems to be sticking very close to Breaches stack. The last five stack are a mix of melee and crossbow darfs.

  Round 3  

Enemy

 East 
 Stack 1 
Darf chief w/mount
War goat
Lancer knight w/ mount
Hobby horse
Darf rider 1 w/ mount ( front)
Goat
Darf rider 2 w/ mount ( front)
Goat
Darf rider 3 w/ mount (front)
Goat
Darf rider 4 w/ mount (front)
Goat
Darf rider 5 w/ mount
Goat
Darf rider 6 w/ mount
Goat

 Stack 2 
Mineotaur (front)
Mineotaur (front)
Mineotaur (front)
Mineotaur (front)
Warlord Breach w/ mount
Stone bull
Archer 1
Archer 2
Archer 3

 Stack 3 
Darf warrior 1 (Front)
Darf warrior 2 ( Front)
Darf warrior 3 (Front)
Darf warrior 4  (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2

 Stack 4 
Darf warrior 6 (Front)
Darf warrior 7 ( Front)
Darf warrior 8 (Front)
Darf warrior 9 (Front)
Darf crossbow 1
Darf crossbow 2
Darf crossbow 3
Darf crossbow 4

 Stack 5 
Darf warrior 10 (Front)
Darf warrior 11 ( Front)
Darf warrior 12 (Front)
Darf warrior 13 (Front)
Darf crossbow 5
Darf crossbow 6
Darf crossbow 7
Darf crossbow 8

 Stack 6 
Darf warrior 14 (Front)
Darf warrior 15 ( Front)
Darf warrior 16 (Front)
Darf warrior 17 (Front)
Darf crossbow 9
Darf crossbow 10
Darf crossbow 11
Darf crossbow 12

 Stack 7 
Darf warrior 18 (Front)
Darf warrior 19 ( Front)
Darf warrior 20 (Front)
Darf warrior 21 (Front)
Darf crossbow 13
Darf crossbow 14
Darf crossbow 15
Darf crossbow 16

 Stack 8 
Darf warrior 22 (Front)
Darf warrior 23 ( Front)
Darf warrior 24 (Front)
Darf warrior 25 (Front)
Darf crossbow 17
Darf crossbow 18
Darf crossbow 19
Darf crossbow 20


 North 
 Stack  9 
Darf warrior 26 (Front)
Darf warrior 27 ( Front)
Darf warrior 28 (Front)
Darf warrior 29 (Front)
Darf crossbow 21
Darf crossbow 22
Darf crossbow 23
Darf crossbow 24

 Stack 10 
Darf warrior 30 (Front)
Darf warrior 31 ( Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34
Darf warrior 35
Darf warrior 36
Darf warrior 37

 Stack 11 
Darf warrior 38 (Front)
Darf warrior 39 ( Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


 West 

Antz stack 1 ( at wall)

Worker ant 1 (front) 5 hits
Worker ant 2 (front) 5 hits
Solder ant 1 (front) 5 hits
Solder ant 2 (front) 5 hits
Work ant 3
Worker ant 4
Worker ant 5
Worker ant 6

Antz stack 2

Worker ant 7 (front)
Worker ant 8 (front)
Solder ant 3 (front)
Solder ant 4 (front)
Worker ant 9
Worker ant 10
Worker ant 11
Worker ant 12

Allied stacks

Tower 400/400 ( 16 fire blasts)

(Tower top)
Harley [ranged immune] (front) juice (200/300)
Dee [ranged immune] (front) Juice (150/200)
Uncroaked Woof (surrounding Krippen)
Krippen
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)
Uncroaked Woof (surrounding Krippen)

(West wall)
Pudgie A

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

Woof soldier (front)
Woof soldier (front)
Uncroaked hobby (front)
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika A (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

(Garrison,West Gate)
Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

(Garrison, middle)
Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika B
Bill

Pudgie B [hiding]
WurmD
Did Krippen start charging his disk as ordered?
Cyphermancer
 
 Originally Posted by WurmD 
 Did Krippen start charging his disk as ordered? 
 



" I need to pick the target then start charging"
WurmD
&gt; Warlord Breach w/ mount

He's not mounted on the Stone Bull?
Cyphermancer
 
 Originally Posted by WurmD 
 &gt; Warlord Breach w/ mount

He's not mounted on the Stone Bull? 
 

He is I am listing the mount under to keep better track of HP and other effects. Listed the same way the other units are.
WurmD
&gt; (Garrison, East Gate)

Please confirm units next to Walls are considered inside Garrison zone

EDIT
there are 45 dorf warriors and 24 dorf crossbowers. Not the 40 / 20 we scouted.

Retcon that? Or scouting around 6 hexes from the sky missed some?
_Wiz_
Question: As there are 8 units in a stack can 1 Fireblast from the tower be targeted at 4 units and another Fireblast be targeted at the other 4 units in the same stack in the same combat round?
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Question: As there are 8 units in a stack can 1 Fireblast from the tower be targeted at 4 units and another Fireblast be targeted at the other 4 units in the same stack in the same combat round? 
 

Fire blast
Range: same hex
Juice: 25
Duration: instant
Casting time: 1 round
Advanced shockamancy spell. Area effect blast can hit up to four targets in one stack. (At random or screeners first) Attack roll of combat+ caster level vs defense. A miss deals half damage. Deals 1d6+ ½ caster level. This spell deals fire damage.

And you can only target one spell per stack from the tower a round.
Cyphermancer
[QUOTE=WurmD;24401833]&gt; (Garrison, East Gate)

Please confirm units next to Walls are considered inside Garrison zone

For simplicity yes they are in the garrison. Way im looking at it is the ladders are spaced out. And takes time to get to and down.

EDIT
there are 45 dorf warriors and 24 dorf crossbowers. Not the 40 / 20 we scouted.

Retcon that? Or scouting around 6 hexes from the sky missed some?

The numbers are right.
WurmD
- Pudgie A swoop down screeching at Antz and flee near ground to North zone, then up to North Zone (air space)
- West Gate 2 stacks, and reserve stack move next to Spike
- Krippen charge disk at Breach
- Harley reshuffles stack to point North, with her and Dee facing the East
- Dee Hoboken Minertaurs
- Harley Fireblasts all 6 Dorf stacks with crossbows in them, and Goats stack
- Archers fire on Goat stack
- Pudgie B stays hiding, in building with window/escape route open

(Tower top)
Harley [ranged immune] (NE front) Juice (200/300)
Dee [ranged immune] (E front) Juice (125/200)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Krippen
Uncroaked Woof
Uncroaked Woof

(North, air)
Pudgie

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front)
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

Woof soldier (front)
Woof soldier (front)
Uncroaked hobby (front)
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]


EDIT: New standing order
- Units with rapid shot always fire twice by default
For the future (we don't have any unit with Rapid Shot so far)
_Wiz_
(This plan has Wiz’s seal of approval)

+1
SomeGuy411
I'm officially staying out of it until combat ends unless someone wants to try a risky or weird gambit
Cyphermancer
Harley drawing energy from the tower send out the first seven blasts. Six of the blasts miss but still deal quite a bit of damage even. The last blast flys right into the screen stack almost croaking the whole front rank. Dee sends a hoboken at the minertaurs that strikes home dealing damage despite the damage reduction. Krippen raises his left hand and starts charging.

Troops begin to move. Pudgie flys over to the trying to get the attention of the antz. Before flying North. The antz on the walls seem to pause for a moment. Before moving into the city.

The archers fire croaking the four goats damaged by the fire blast and damaging one of the riders. The darf archer formations move a quarter of the way to the walls and open fire the arrows bursting into flame as they fly. A few of the screening units for the archers stacks few hits. The arrows from the North wall are another matter. Two of thier crossbowmen take aim at pudgie A sniping the little bird out of the air croaking it!

One of the arrows from the North heads right at Harley. The arrow fly at her chest the bolt bounces off but the heat of the arrow comes through. Harley burns a small amount of juice grounding out the fire.

The troops finish thier move. Your troops arrive at the East gate. Ant stack 1 is now in the garrison. Ant stack 2 is at the west wall. The cross bow flip putting the crossbows our front. The crossbow stack are 1/4 the way to the wall. Other enemy stacks are half way to the wall.


  Round 4!  
Tower top)

Tower lv 2 225/400 9 fire blasts
Harley [ranged immune] (NE front) Juice (198/300)
Dee [ranged immune] (E front) Juice (125/200)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Krippen
Uncroaked Woof
Uncroaked Woof

(North, air)
 Pudgie (croaked) 

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front) 3 hits
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

Woof soldier (front) 2 hits
Woof soldier (front)
Uncroaked hobby (front) 3 hits
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Woof
Woof
Uncroaked woof
Uncroaked woof

Stabber [twin fang swords] (front)
Piker (front)
Piker (front)
Piker (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Piker (front)
Piker (front)
Piker (front)
Piker
Hobby horse
Hobby horse
Hobby horse
Hobby horse

Ash (front)
Twinhorn (front)
Piker (front)
Piker [Krippen’s]
Piker
Piker
Rattika
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]




Enemy

East

Stack 1
Darf chief w/mount
War goat
Lancer knight w/ mount
Hobby horse
Darf rider 1 6 hits( front)
 Goat ( croaked) 
Darf rider 2  ( front)
 Goat ( croaked) 
Darf rider 3  (front)
 Goat (croaked) 
Darf rider 4  (front)
 Goat ( croaked) 
Darf rider 5 w/ mount
Goat
Darf rider 6 w/ mount
Goat

Stack 2 ( 1/2 to walls)
Mineotaur (front)
Mineotaur (front)
Mineotaur (front) 6 damage
Mineotaur (front)
Warlord Breach w/ mount
Stone bull
Archer 1
Archer 2
Archer 3

Stack 3 (1/2 to walls)
Darf warrior 1 (Front)
Darf warrior 2 ( Front)
Darf warrior 3 (Front)
Darf warrior 4 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2

Stack 4 (1/4 to walls)
Darf warrior 6 5 hits
Darf warrior 7 5 hits
Darf warrior 8 5 hits
Darf warrior 9 5 hits
Darf crossbow 1 (front)
Darf crossbow 2 ( front)
Darf crossbow 3 (front)
Darf crossbow 4 ( front)

Stack 5(1/4 to walls)
Darf warrior 10 5 hits
Darf warrior 11 5 hits
Darf warrior 12 5 hits
Darf warrior 13 5 hits
Darf crossbow 5 (front)
Darf crossbow 6 (front)
Darf crossbow 7 (front)
Darf crossbow 8 ( front)

Stack 6 (1/4 to wall)
Darf warrior 14 3 hits
Darf warrior 15 3 hits
Darf warrior 16 3 hits
Darf warrior 17 3 hits
Darf crossbow 9 (front)
Darf crossbow 10 ( front)
Darf crossbow 11 (front)
Darf crossbow 12 (front)

Stack 7 (1/4 to walls)
Darf warrior 18 5 hits
Darf warrior 19 5 hits
Darf warrior 20 5 hits
Darf warrior 21 5 hits
Darf crossbow 13 ( Front)
Darf crossbow 14 (Front)
Darf crossbow 15 (Front)
Darf crossbow 16 ( front)

Stack 8 (1/4 to walls)
Darf warrior 22 7 hits
Darf warrior 23 7 hits
Darf warrior 24 7 hits
Darf warrior 25 7 hits
Darf crossbow 17 (front)
Darf crossbow 18 (Front)
Darf crossbow 19 (Front)
Darf crossbow 20 (Front)


North

Stack 9( 1/4 to wall)
Darf warrior 26 3 hits
Darf warrior 27 3 hits
Darf warrior 28 3 hits
Darf warrior 29 3 hits
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 ( front)
Darf crossbow 24 ( front)

Stack 10 (half way to walls)
Darf warrior 30 (Front)
Darf warrior 31 ( Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34
Darf warrior 35
Darf warrior 36
Darf warrior 37

Stack 11 ( halfway to walls)
Darf warrior 38 (Front)
Darf warrior 39 ( Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West

Antz stack 1 Garrison near west walls

Worker ant 1 (front) 5 hits
Worker ant 2 (front) 5 hits
Solder ant 1 (front) 5 hits
Solder ant 2 (front) 5 hits
Work ant 3
Worker ant 4
Worker ant 5
Worker ant 6

Antz stack 2 at west walls

Worker ant 7 (front)
Worker ant 8 (front)
Solder ant 3 (front)
Solder ant 4 (front)
Worker ant 9
Worker ant 10
Worker ant 11
Worker ant 12
WurmD
Edit out the "w/ mount" in the knights

Also, give us more detail on what we saw happen when Goats croaked from under the knight's asses, they all expertly back flipped onto their feet?

EDIT: It seems the North crossbow stack fired at two separate stacks (Pudgie and Harley), please retcon that or the previous ruling that ranged units of single stack can only target a single enemy stack
Cyphermancer
Edit made.

Some of them did a studder step, but for the most part they hit the ground running. The stack did slow however which is why they are not at the walls.
WurmD
It seems the North crossbow stack fired at two separate stacks (Pudgie and Harley), please retcon that or the previous ruling that ranged units of single stack can only target a single enemy stack

EDIT: What were the stats of the Goat as he was briefly uncroaked as part of the side?
Cyphermancer
[QUOTE=WurmD;24403583]It seems the North crossbow stack fired at two separate stacks (Pudgie and Harley), please retcon that or the previous ruling that ranged units of single stack can only target a single enemy stack

I belive the rule you are refering to is if the stack is engaged in melee combat. Send me a link to the section if im wrong


EDIT: What were the stats of the Goat as he was briefly uncroaked as part of the side?

Keep in mind that the goat was in advanced decay so these are not the normal stats

Uncroaked goat
1/1/4/12
WurmD
- Krippen fire disk at Breach
- Dee Hoboken damaged Minertaur
- Harley 5 Fireblasts: each of the most damaged 4 crossbow stacks in East, and Goats stack
- Archers fire on Goat stack
- Stacks in Garrison restack to have 3 more powerful stacks, and All attempt to engage Antz (Embar breathes, Twinhorn ditto’s and charges)

(Tower top)
Harley [ranged immune] (NE front) Juice (198/300)
Dee [ranged immune] (SE front) Juice (100/200)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Krippen (SW)
Uncroaked Woof (S)
Uncroaked Woof (S)

(North)
Pudgie (croaked)

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front) 3/8 hits
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

Woof soldier (front) 2/8 hits
Woof soldier (front)
Uncroaked hobby (front) 3/8 hits
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Rattika (front)
Piker H
Piker I
Piker A
Uncroaked woof

Stabber [twin fang swords] (front)
Ash (front)
Twinhorn (front)
Twinhorn ditto (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Stabber [Krippen’s] (front)
Woof (front)
Woof (front)
Uncroaked woof (front)
Hobby horse
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B (front)
Piker C11C (front)
Piker C11D (front)
Piker [Krippen’s]
Piker F
Piker G
Rattika
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]
_Wiz_
Make sure Krippen is protected by plenty of Woofs

Is the following formation possible?

North
^
|


W
W
DH
KWWW   -&gt; East


Make sure the screener infront of Shadow is not one that is carnied. Infact the two archer stacks should swap screeners so that the insubstantial screeners are infront of the other stack.


Move the rattika in to the same stack as Ash it will get a bigger bonus. +2 tribal bonus from Ash +1CW bonus

I also I think you should swap Krippen’s Stabber with the uncroaked woof.

Other than that +1
WurmD
 Harley [ranged immune] (NE front) Juice (198/300)
Dee [ranged immune] (E front) Juice (125/200)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Krippen
Uncroaked Woof 5 hits
Uncroaked Woof 

North

WWWH
KWWD  .......  East

Behind Harley, from the North direction was Dee
Arrow at Harley from North should have hit Dee not Woof
Please retcon

EDIT: More than that, Arrows passing through target contradicts canon. Please retcon that nerf. The "archers can't use it" and "carnymancy debt shall croak you in melee" are already strong nerfs that don't contradict canon.
WurmD
Suggestions implemented, assuming insubstantial ranged immune is retconned

- Krippen fire disk at Breach
- Dee Hoboken damaged Minertaur
- Harley 5 Fireblasts: each of the most damaged 4 crossbow stacks in East, and Goats stack
- Archers fire on Goat stack
- Stacks in Garrison restack to have 3 more powerful stacks, and All attempt to engage Antz (Embar breathes, Twinhorn ditto’s and charges)

(Tower top)
Harley [ranged immune] (NE front) Juice (198/300)
Dee [ranged immune] (E front) Juice (100/200)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Uncroaked Woof (N front)
Krippen (SW)
Uncroaked Woof (S)
Uncroaked Woof (S)

(North)
Pudgie (croaked)

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front) 3/8 hits
Uncroaked hobby (front)
Shadow
Shady elf
Shady elf
Shady elf

Woof soldier (front) 2/8 hits
Woof soldier (front)
Uncroaked hobby (front) 3/8 hits
Shield Spidew (front)
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog (front)
Piker H
Piker I
Piker A
Stabber [Krippen’s]

Stabber [twin fang swords] (front)
Ash (front)
Twinhorn (front)
Twinhorn ditto (front)
Rattika (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Uncroaked woof (front)
Woof (front)
Woof (front)
Uncroaked woof (front)
Hobby horse
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B (front)
Piker C11C (front)
Piker C11D (front)
Piker [Krippen’s]
Piker F
Piker G
Rattika
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]
Cyphermancer
Harley unleashes five more fire blasts from the tower. This time she scores three direct hits. Croaking four crossbowmen and the damaged darf rider. She damages several other stacks almost croaking another group of crossbowmen. Dee fires at the same minertaur, but misses with her shot. Krippen unleashes his disk at Breach. However one of the screening minertaurs takes the hit for him.

Shadow and her archers let loose croaking two more darfs and damaging a goat The darfs return fire thier bolts again bursting into flame. Again damaging a few units but not croaking any. Another bolt bounces of Harley and one of her uncroaked woofs is damaged.

Spike leads his melee stacks into battle. Seeing the 2nd stack of antz nearing the tower. He moves to engage it with his personal stack. Sending the other three stacks after the injured stack of antz. Spikes heavies do heavy damage to the antz. Spike croaking one of the worker antz with a critical hit!

Ash leaders the charge on antz stack 1 he breathes but does very little damage to the antz front rank. While damaging the antz they are very hearty only managing to croak a single ant. The solder antz prove to be very dangerous as A bit from one drops your stabber with a poison bite.

 The enemy arrive at the walls. Breaches stack prepares to storm the gates. While the North force prepares grapples.



  Round 5  (Tower top)
Tower level 2 100/400 4 fire blasts
Harley [ranged immune] (NE front) Juice (196/300)
Hammer 100/100
Dee [ranged immune] (E front) Juice (100/200)
Uncroaked Woof (N front)
Uncroaked Woof  3/8(N front)
Uncroaked Woof (N front)
Krippen (SW)
Uncroaked Woof (S)
Uncroaked Woof (S)

(North)
Pudgie (croaked)

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Uncroaked hobby (front) 7/8 hits
Uncroaked hobby (front) 2/8 hits
Shadow
Shady elf
Shady elf
Shady elf

Woof soldier (front) 2/8 hits
Woof soldier (front) 2/8
Uncroaked hobby (front) 3/8 hits
Shield Spidew (front) 3/8
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog 2 hits (front)
Piker H
Piker I
Piker A
Stabber [Krippen’s]

Stabber 3/6 poisoned! Knocked out [twin fang swords] (front)
Ash (front)
Twinhorn (front)
Twinhorn ditto 3/8 (front)
Rattika (front)
Uncroaked piker
Hobby horse
Hobby horse
Hobby horse

Uncroaked woof 2/8(front)
Woof (front)
Woof (front)
Uncroaked woof (front)
Hobby horse
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B 3/6 (front)
Piker C11C (front)
Piker C11D (front)
Piker [Krippen’s]
Piker F
Piker G
Rattika
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]



Enemy

East

Stack 1 at wall
Darf chief w/mount ( front)
War goat
Lancer knight w/ mount( front)
Hobby horse
Darf rider 1 (croaked)
Goat ( croaked)
Darf rider 2 ( croaked)
Goat ( croaked)
Darf rider 3 7 hits
Goat (croaked)
Darf rider 4 (croaked)
Goat ( croaked)
Darf rider 5 w/ mount (front)
Goat 3 damage
Darf rider 6 w/ mount(front)
Goat

Stack 2 at gates
Mineotaur (front)
Mineotaur (front) 7 damage
Mineotaur (front) 6 damage
Mineotaur (front)
Warlord Breach w/ mount
Stone bull
Archer 1
Archer 2
Archer 3

Stack 3 (at gates
Darf warrior 1 (Front)
Darf warrior 2 ( Front)
Darf warrior 3 (Front)
Darf warrior 4 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2

Stack 4 (1/4 to walls)
Darf warrior 6 5 hits
Darf warrior 7 5 hits
Darf warrior 8 5 hits
Darf warrior 9 5 hits
Darf crossbow 1 7 hits(front)
Darf crossbow 2  7 hits( front)
Darf crossbow 3 7 hits(front)
Darf crossbow 4 7 hits ( front)

Stack 5(1/2to walls)
Darf warrior 10 5 hits
Darf warrior 11 5 hits
Darf warrior 12 5 hits
Darf warrior 13 5 hits
Darf crossbow 5 5 hits(front)
Darf crossbow 6 5 hits(front)
Darf crossbow 7 5 hits(front)
Darf crossbow 8 5 hits ( front)

Stack 6 (1/2 to wall)
Darf warrior 14 3 hits
Darf warrior 15 3 hits
Darf warrior 16 3 hits
Darf warrior 17 3 hits
Darf crossbow 9 (front)
Darf crossbow 10 ( front)
Darf crossbow 11 (front)
Darf crossbow 12 (front)

Stack 7 (1/2 to walls)
Darf warrior 18 5 hits
Darf warrior 19 5 hits
Darf warrior 20 5 hits
Darf warrior 21 5 hits
Darf crossbow 13 (croaked)
Darf crossbow 14 (croaked)
Darf crossbow 15 (croaked)
Darf crossbow 16 ( croaked)

Stack 8 (1/2 to walls)
Darf warrior 22 7 hits
Darf warrior 23 7 hits
Darf warrior 24 7 hits
Darf warrior 25 7 hits
Darf crossbow 17 5 hits(front)
Darf crossbow 18 5 hits (Front)
Darf crossbow 19 5 hits (Front)
Darf crossbow 20 5 hits (Front)


North

Stack 9( 1/2 to wall)
Darf warrior 26 3 hits
Darf warrior 27 3 hits
Darf warrior 28 3 hits
Darf warrior 29 3 hits
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 ( front)
Darf crossbow 24 ( front)

Stack 10 ( at walls)
Darf warrior 30 (Front)
Darf warrior 31 ( Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34
Darf warrior 35
Darf warrior 36
Darf warrior 37

Stack 11 ( at walls)
Darf warrior 38 (Front)
Darf warrior 39 ( Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West

Antz stack 1 Garrison near tower

Worker ant 1 (front) croaked
Worker ant 2 (front) 7 hits
Solder ant 1 (front) 6hits
Solder ant 2 (front) 7 hits
Work ant 3
Worker ant 4 3 hits
Worker ant 5
Worker ant 6 2 hits

Antz stack 2 garrison near wesr walls

Worker ant 7 (croaked)
Worker ant 8 5 damage (front)
Solder ant 3 3 damage (front)
Solder ant 4 4 damage (front)
Worker ant 9 ( front)
Worker ant 10
Worker ant 11
Worker ant 12
WurmD
Round 4 we had


 Antz stack 1 Garrison near west walls

Worker ant 1 (front) 5 hits
Worker ant 2 (front) 5 hits
Solder ant 1 (front) 5 hits
Solder ant 2 (front) 5 hits
Work ant 3
Worker ant 4
Worker ant 5
Worker ant 6

Antz stack 2 at west walls

Worker ant 7 (front)
Worker ant 8 (front)
Solder ant 3 (front)
Solder ant 4 (front)
Worker ant 9
Worker ant 10
Worker ant 11
Worker ant 12 

So now we should have

Antz stack 1 Garrison near Tower
Antz stack 2 Garrison near west walls

Edit that small detail above, and that you said Spike was going for the ones near the Tower. if he thought he should attack the undamaged ones alone (which we didn't want, we wanted the damaged stack to croak to a man..ant being attacked by our 3 most powerful stacks), then he attacked the ones near the walls, and the other 3 stacks went for the damaged near the tower

What a tactical blunder out of Spike, we'd expect better of a Warlord. Given 2 foes with equal damage output, it's always better to focus fire with max DPS on the damaged one, and it's not worse to leave the weakest stack to face a single of the other stacks, the damage received is the same and it's only for 1 round
WurmD
- Harley 4 Fireblasts the 3 stacks with damaged Crossbow Darfs in front, and Goat stack
- Dee Hobokens damaged Minertaur
- Krippen targets damaged Minertaur
- Shadow restacks to protect almost dead unit
- Shadow targets damaged Minertaur (there is no overkill)
- rest of Archers fire on Goat stack
- Uncroaked piker steps forward
- Spike to choose engagements to prioritize making Antz bodies


(Tower top)
Tower level 2 0/400
Harley [ranged immune] (NE front) Juice (196/300)
Hammer 100/100
Dee [ranged immune] (E front) Juice (75/200)
Uncroaked Woof (N front)
Uncroaked Woof 3/8(N front)
Uncroaked Woof (N front)
Krippen (SW)
Uncroaked Woof (S)
Uncroaked Woof (S)

(North)
Pudgie (croaked)

(East Wall)
Shady elf [melee-only, ranged immune] (front)
Uncroaked woof [ranged immune] (front)
Shady elf (front)
Uncroaked hobby (front) 2/8 hits
Shadow
Uncroaked hobby 7/8 hits
Shady elf
Shady elf

Woof soldier (front) 2/8 hits
Woof soldier (front) 2/8
Uncroaked hobby (front) 3/8 hits
Shield Spidew (front) 3/8
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll (front)
Uncroaked Anhog 2 hits (front)
Piker H
Piker I
Piker A
Stabber [Krippen’s]

Stabber 3/6 poisoned! Knocked out [twin fang swords] (front)
Ash (front)
Twinhorn (front)
Twinhorn ditto 3/8 (front)
Rattika (front)
Uncroaked piker (front)
Hobby horse
Hobby horse
Hobby horse

Uncroaked woof 2/8(front)
Woof (front)
Woof (front)
Uncroaked woof (front)
Hobby horse
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B 3/6 (front)
Piker C11C (front)
Piker C11D (front)
Piker [Krippen’s]
Piker F
Piker G
Rattika
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]



Enemy

East

Stack 1 (at wall)
Darf chief w/mount ( front)
War goat
Lancer knight w/ mount( front)
Hobby horse
Darf rider 1 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 2 (croaked 1/4 to walls)
Goat ( croaked 3/4 to walls)
Darf rider 3 7 hits
Goat (croaked 3/4 to walls)
Darf rider 4 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 5 w/ mount (front)
Goat 3 damage
Darf rider 6 w/ mount(front)
Goat

Stack 2 at gates
Mineotaur (front)
Mineotaur (front) 7 damage
Mineotaur (front) 6 damage
Mineotaur (front)
Warlord Breach w/ mount
Stone bull
Archer 1
Archer 2
Archer 3

Stack 3 (at gates)
Darf warrior 1 (Front)
Darf warrior 2 (Front)
Darf warrior 3 (Front)
Darf warrior 4 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2

Stack 4 (1/2 to walls)
Darf warrior 6 5 hits
Darf warrior 7 5 hits
Darf warrior 8 5 hits
Darf warrior 9 5 hits
Darf crossbow 1 7 hits (front)
Darf crossbow 2 7 hits (front)
Darf crossbow 3 7 hits (front)
Darf crossbow 4 7 hits (front)

Stack 5(1/2to walls)
Darf warrior 10 5 hits
Darf warrior 11 5 hits
Darf warrior 12 5 hits
Darf warrior 13 5 hits
Darf crossbow 5 5 hits (front)
Darf crossbow 6 5 hits (front)
Darf crossbow 7 5 hits (front)
Darf crossbow 8 5 hits (front)

Stack 6 (1/2 to wall)
Darf warrior 14 3 hits
Darf warrior 15 3 hits
Darf warrior 16 3 hits
Darf warrior 17 3 hits
Darf crossbow 9  (front)
Darf crossbow 10 (front)
Darf crossbow 11 (front)
Darf crossbow 12 (front)

Stack 7 (1/2 to walls)
Darf warrior 18 5 hits
Darf warrior 19 5 hits
Darf warrior 20 5 hits
Darf warrior 21 5 hits
Darf crossbow 13 (croaked 1/4 to walls)
Darf crossbow 14 (croaked 1/4 to walls)
Darf crossbow 15 (croaked 1/4 to walls)
Darf crossbow 16 (croaked 1/4 to walls)

Stack 8 (1/2 to walls)
Darf warrior 22 7 hits
Darf warrior 23 7 hits
Darf warrior 24 7 hits
Darf warrior 25 7 hits
Darf crossbow 17 5 hits(front)
Darf crossbow 18 5 hits (Front)
Darf crossbow 19 5 hits (Front)
Darf crossbow 20 5 hits (Front)


North

Stack 9( 1/2 to wall)
Darf warrior 26 3 hits
Darf warrior 27 3 hits
Darf warrior 28 3 hits
Darf warrior 29 3 hits
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 ( at walls)
Darf warrior 30 (Front)
Darf warrior 31 ( Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34
Darf warrior 35
Darf warrior 36
Darf warrior 37

Stack 11 ( at walls)
Darf warrior 38 (Front)
Darf warrior 39 ( Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West

Antz stack 1 Garrison near Tower

Worker ant 1 (front) croaked
Worker ant 2 (front) 7 hits
Solder ant 1 (front) 6hits
Solder ant 2 (front) 7 hits
Work ant 3
Worker ant 4 3 hits
Worker ant 5
Worker ant 6 2 hits

Antz stack 2 Garrison near west walls

Worker ant 7 (croaked)
Worker ant 8 5 damage (front)
Solder ant 3 3 damage (front)
Solder ant 4 4 damage (front)
Worker ant 9 ( front)
Worker ant 10
Worker ant 11
Worker ant 12
_Wiz_
+1..........
WurmD
Shadow is also paying strict attention to the number of arrows that bounce of his Shady and Woof screeners, as he've been told they will take that number of hits in melee, and thus will need to be told to retreat when melee time comes if more than 1.

Has any arrow bounced off so far of the Shady or Woof?
Cyphermancer
Harley lets loose with the last of the charges in the tower. Harley also gives ruler orders to Spike and Shadow. These last few shots seem a little weaker than the other shots. But still drop 8 x bow men and drop a goat. Dee unleashes another hobokin dropping the first Minertaur. Krippen start charging his 2nd disk.

The archers damage the Hobby and other units of the mounted stack. Shadow targets the other damaged Minertaur dealing damage but its still on it feet. The enemy crossbowmen take aim and fire. Breaches archers take aim for the first time and loose. From the north three of the crossbowmen manage to hit Harleys stack. Two woofs take damage and a 3rd arrow bounces off of Harley. She again grounds the fire damage. A single uncroaked Hobby is lost in the returning archer duel.

Spikes stack engages the antz while his stacks take some damage they manage to cut down and damage several antz in return. Breach mount steps forward his stack hitting the gate like a thunder head. The two darf stacks to the north sling thier grapple hooks and begin climbing the walls.

  Round 6!  
(Tower top)
Tower level 2 0/400
East gate 57/125
Harley [ranged immune] (NE front) Juice (194/300)
Hammer 100/100
Dee [ranged immune] (E front) Juice (75/200)
Uncroaked Woof (N front)
Uncroaked Woof 5/8(N front)
Uncroaked Woof 3/8 (N front)
Krippen (SW)
Uncroaked Woof (S)
Uncroaked Woof (S)

(North)
Pudgie (croaked)

(East Wall)
Shady elf [melee-only, ranged immune] (front) 1 arrow
Uncroaked woof [ranged immune] (front) 2 arrows
Shady elf (front)
Uncroaked hobby (front) 2/8 hits
Shadow
Uncroaked hobby 7/8 hits
Shady elf
Shady elf

Woof soldier (front) 7/8 hits
Woof soldier (front) 2/8
Uncroaked hobby (front) Dusted
Shield Spidew (front) 3/8
Archer
Archer
Shady elf
Arc Spidew

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll 1/13 hits(front)
Uncroaked Anhog 5/10 hits (front)
Piker H
Piker I
Piker A
Stabber [Krippen’s]

Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash (front)
Twinhorn (front)
Twinhorn ditto 3/8 (front)
Rattika 2/5 hits (front)
Uncroaked piker 4/6 hits(front)
Hobby horse
Hobby horse
Hobby horse

Uncroaked woof 4/8(front)
Woof (front)
Woof (front)
Uncroaked woof (front)
Hobby horse
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B 3/6 (front)
Piker C11C 2/6(front)
Piker C11D (front)
Piker [Krippen’s]
Piker F
Piker G
Rattika
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]



Enemy

East

Stack 1 (at wall)
Darf chief w/mount ( front)
War goat 2 hits
Lancer knight w/ mount( front)
Hobby horse 6 hits
Darf rider 1 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 2 (croaked 1/4 to walls)
Goat ( croaked 3/4 to walls)
Darf rider 3 7 hits
Goat (croaked 3/4 to walls)
Darf rider 4 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 5 2 hits (front)
Goat croaked
Darf rider 6 w/ mount(front)
Goat 7 hits

Stack 2 at gates
Mineotaur (front)
Mineotaur croaked
Mineotaur (front) 9 damage
Mineotaur (front)
Warlord Breach (front) w/ mount
Stone bull
Archer 1
Archer 2
Archer 3

Stack 3 (at gates)
Darf warrior 1 (Front)
Darf warrior 2 (Front)
Darf warrior 3 (Front)
Darf warrior 4 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2

Stack 4 (at gates)
Darf warrior 6 5 hits
Darf warrior 7 5 hits
Darf warrior 8 5 hits
Darf warrior 9 5 hits
Darf crossbow 1 croaked (front)
Darf crossbow 2 croaked(front)
Darf crossbow 3 croaked (front)
Darf crossbow 4 croaked(front)

Stack 5( 3/4 to walls)
Darf warrior 10 5 hits
Darf warrior 11 5 hits
Darf warrior 12 5 hits
Darf warrior 13 5 hits
Darf crossbow 5 7hits (front)
Darf crossbow 6 7 hits (front)
Darf crossbow 7 7 hits (front)
Darf crossbow 8 7 hits (front)

Stack 6 (3/4 to wall)
Darf warrior 14 3 hits
Darf warrior 15 3 hits
Darf warrior 16 3 hits
Darf warrior 17 3 hits
Darf crossbow 9  (front)
Darf crossbow 10 (front)
Darf crossbow 11 (front)
Darf crossbow 12 (front)

Stack 7 (at walls)
Darf warrior 18 5 hits
Darf warrior 19 5 hits
Darf warrior 20 5 hits
Darf warrior 21 5 hits
Darf crossbow 13 (croaked 1/4 to walls)
Darf crossbow 14 (croaked 1/4 to walls)
Darf crossbow 15 (croaked 1/4 to walls)
Darf crossbow 16 (croaked 1/4 to walls)

Stack 8 (at walls)
Darf warrior 22 7 hits
Darf warrior 23 7 hits
Darf warrior 24 7 hits
Darf warrior 25 7 hits
Darf crossbow 17 croaked(front)
Darf crossbow 18 croaked(Front)
Darf crossbow 19 croaked(Front)
Darf crossbow 20 croaked(Front)


North

Stack 9( 3/4 to wall)
Darf warrior 26 3 hits
Darf warrior 27 3 hits
Darf warrior 28 3 hits
Darf warrior 29 3 hits
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 ( climbing walls)
Darf warrior 30 (Front)
Darf warrior 31 ( Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34
Darf warrior 35
Darf warrior 36
Darf warrior 37

Stack 11 ( climbing wallswalls)
Darf warrior 38 (Front)
Darf warrior 39 ( Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West

Antz stack 1 Garrison near Tower

Worker ant 1 (front) croaked
Worker ant 2 (front) croaked
Solder ant 1 (front) 6 hits
Solder ant 2 (front) croaked
Work ant 3 2 hits
Worker ant 4 5 hits
Worker ant 5
Worker ant 6 2 hits

Antz stack 2 Garrison near west walls

Worker ant 7 (croaked)
Worker ant 8 ( croaked)
Solder ant 3 7 damage (front)
Solder ant 4 9 damage (front)
Worker ant 9 ( front)
Worker ant 10( front)
Worker ant 11
Worker ant 12
WurmD
 Innate Knowledge!  Are all these stats correct to Harley's knowledge?
If we fire at Stone Bull we may deal
2d6 no DR Krippen (7stack 3leader 5combat 1CWL = +16 tohit)
2d6+2 - 3DR Dee (7stack 3leader 2lvl 2tower 2spell 1CWL = +17 tohit)
2x 1d6+2 -3DR Shadow (7stack 1leader? 5combat 1CWL = +14 tohit)
2d6+5 -3DR Harley (7stack 3leader 8lvl 2tower 2spell 1CWL = +23 tohit)


EDIT:
&gt;  Breach mount steps forward his stack hitting the gate like a thunder head.

Did the bull also hit the gates?
WurmD
Harley Fireblasts Stack 4
Dee Hoboken damaged Minertaur
Shadow fires at Warlord Breach
Krippen fires disk at warlord Breach
Archers fire at Dwarf stack 5 and stack 8
Rotate most wounded units to rear of stacks
Rattika in back changes stack to Ash’s stack

(Tower top)
Tower level 2 0/400
East gate 57/125
Harley [ranged immune] (NE front) Juice (169/300)
Hammer 100/100
Dee [ranged immune] (E front) Juice (50/200)
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 3/8 (S)
Krippen (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Shady elf [melee-only, ranged immune] (front) 1 arrow
Uncroaked woof [ranged immune] (front) 2 arrows
Shady elf (front)
Uncroaked hobby (front) 2/8 dam
Shadow
Uncroaked hobby 7/8 dam
Shady elf
Shady elf

Woof soldier 7/8 dam
Woof soldier (front) 2/8 dam
Uncroaked hobby (dusted)
Shield Spidew (front) 3/8 dam
Archer
Archer
Shady elf (front)
Arc Spidew (front)

(Garrison, East Gate)
Spike - Hobby Warhorse (front)
Uncroaked Dire Woof (front)
Crud the twoll 1/13 dam (front)
Uncroaked Anhog 5/10 dam (front)
Piker H
Piker I
Piker A
Stabber [Krippen’s]

Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash (front)
Twinhorn (front)
Twinhorn ditto 3/8 dam (front)
Rattika (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam (front)
Hobby horse
Hobby horse
Hobby horse

Uncroaked woof 4/8 dam (front)
Woof (front)
Woof (front)
Uncroaked woof (front)
Hobby horse
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B 3/6 dam
Piker C11C 2/6 dam
Piker C11D (front)
Piker [Krippen’s]
Piker F (front)
Piker G (front)
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]

Enemy

East

Stack 1 (at wall)
Darf chief w/mount ( front)
War goat 2 dam
Lancer knight w/ mount( front)
Hobby horse 6 dam
Darf rider 1 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 2 (croaked 1/4 to walls)
Goat ( croaked 3/4 to walls)
Darf rider 3 7 dam
Goat (croaked 3/4 to walls)
Darf rider 4 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 5 2 dam (front)
Goat (croaked at walls)
Darf rider 6 w/ mount(front)
Goat 7 dam

Stack 2 at gates
Mineotaur (front)
Mineotaur (croaked at walls)
Mineotaur (front) 9 damage
Mineotaur (front)
Warlord Breach (front) w/ mount
Stone bull
Archer 1
Archer 2
Archer 3

Stack 3 (at gates)
Darf warrior 1 (Front)
Darf warrior 2 (Front)
Darf warrior 3 (Front)
Darf warrior 4 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2

Stack 4 (at gates)
Darf warrior 6 5 dam
Darf warrior 7 5 dam
Darf warrior 8 5 dam
Darf warrior 9 5 dam
Darf crossbow 1 (croaked 1/4 to walls)
Darf crossbow 2 (croaked 1/4 to walls)
Darf crossbow 3 (croaked 1/4 to walls)
Darf crossbow 4 (croaked 1/4 to walls)

Stack 5( 3/4 to walls)
Darf warrior 10 5 dam
Darf warrior 11 5 dam
Darf warrior 12 5 dam
Darf warrior 13 5 dam
Darf crossbow 5 7 dam (front)
Darf crossbow 6 7 dam (front)
Darf crossbow 7 7 dam (front)
Darf crossbow 8 7 dam (front)

Stack 6 (3/4 to wall)
Darf warrior 14 3 dam
Darf warrior 15 3 dam
Darf warrior 16 3 dam
Darf warrior 17 3 dam
Darf crossbow 9 (front)
Darf crossbow 10 (front)
Darf crossbow 11 (front)
Darf crossbow 12 (front)

Stack 7 (at walls)
Darf warrior 18 5 dam
Darf warrior 19 5 dam
Darf warrior 20 5 dam
Darf warrior 21 5 dam
Darf crossbow 13 (croaked 1/4 to walls)
Darf crossbow 14 (croaked 1/4 to walls)
Darf crossbow 15 (croaked 1/4 to walls)
Darf crossbow 16 (croaked 1/4 to walls)

Stack 8 (at walls)
Darf warrior 22 7 dam
Darf warrior 23 7 dam
Darf warrior 24 7 dam
Darf warrior 25 7 dam
Darf crossbow 17 (croaked 1/4 to walls)
Darf crossbow 18 (croaked 1/4 to walls)
Darf crossbow 19 (croaked 1/4 to walls)
Darf crossbow 20 (croaked 1/4 to walls)


North

Stack 9 (3/4 to wall)
Darf warrior 26 3 dam
Darf warrior 27 3 dam
Darf warrior 28 3 dam
Darf warrior 29 3 dam
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 (climbing walls)
Darf warrior 30 (Front)
Darf warrior 31 (Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34
Darf warrior 35
Darf warrior 36
Darf warrior 37

Stack 11 (climbing walls)
Darf warrior 38 (Front)
Darf warrior 39 (Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West

Antz stack 1 Garrison near Tower

Worker ant 1 (front) croaked
Worker ant 2 (front) croaked
Solder ant 1 (front) 6 dam
Solder ant 2 (front) croaked
Work ant 3 2 dam
Worker ant 4 5 dam
Worker ant 5
Worker ant 6 2 dam

Antz stack 2 Garrison near west walls

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 7 damage (front)
Solder ant 4 9 damage (front)
Worker ant 9 (front)
Worker ant 10 (front)
Worker ant 11
Worker ant 12
_Wiz_
We sir have a plan. Agreed!
Cyphermancer
Harley starts things off fireblasting stack four finishing ofd the stack. Dee and Krippen focus on attacking Breach himself. Krippen manages to connect but Dees shot goes wide. The stone bull takes the hit but is still up.

Shadow takes aim dealing damage. The bull looks to be on its last legs but manages to stand. Shadows archers take aim croaking four of the injured darfs. The return volley of 11 arrows fron the east all seems to be centered on the woof solder stack. The stack takes heavy damage but all stay on thier feet. The north archers again take aim. One arrow managing to find its mark ( no more flaming arrows)

Breach rubs a clasp on his cloak and seems to start to blur in and out of focus. The minertar slam into the gate once again. The stone bull raises its massive head focusing on shadows stack a mass od small stone shoots from its nose striking shadows stack dealing heavy damage and dusting an uncroaked hobby.

The two northern stacks of melee darfs gain the walls and begin moving towards the east wall. Spike and his melee stacks engage the antz. A few of your units take some damage and several antz are croaked. Stack 7 merges with stack 1.

  Round 7!  
(Tower top)
Tower level 2 0/400
East gate 88/125
Harley [ranged immune] (NE front) Juice (169/300)
Hammer 100/100
Dee [ranged immune] (E front) Juice (50/200)
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool 2/3 (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Shady elf 6/8 [melee-only, ranged immune] (front) 1 arrow
Uncroaked woof 6/8 [ranged immune] (front) 2 arrows
Shady elf 6/8 (front)
Uncroaked hobby dusted (front)
Shadow
Uncroaked hobby 7/8 dam
Shady elf
Shady elf

Woof soldier 7/8 dam
Woof soldier (front) 5/8 dam
Uncroaked hobby (dusted)
Shield Spidew (front) 7/8 dam
Archer
Archer
Shady elf 4/8 (front)
Arc Spidew 4/8 (front)

(Garrison, East Gate)
Spike - Hobby Warhorse 1/12 (front)
Uncroaked Dire Woof (front)
Crud the twoll 1/13 dam (front)
Uncroaked Anhog 7/10 dam (front)
Piker H
Piker I
Piker A
Stabber [Krippen’s]

Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash breath weapon 3/4 (front)
Twinhorn 2/8 (front)
Twinhorn ditto 3/8 dam (front)
Rattika (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam (front)
Hobby horse
Hobby horse
Hobby horse

Uncroaked woof 4/8 dam (front)
Woof (front)
Woof (front)
Uncroaked woof 1/8 (front)
Hobby horse
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B 3/6 dam
Piker C11C 2/6 dam
Piker C11D 3/6 (front)
Piker [Krippen’s]
Piker F (front)
Piker G (front)
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]

Enemy

East

Stack 1 (at wall)
Darf chief w/mount ( front)
War goat 2 dam
Lancer knight w/ mount( front)
Hobby horse 6 dam
Darf rider 5 2 dam (front)
Darf rider 6 w/ mount(front)
Goat 7 dam
Darf warrior 18 5 dam
Darf warrior 19 5 dam
Darf warrior 20 5 dam
Darf warrior 21 5 dam

Stack 2 at gates
Mineotaur (front)
Mineotaur (croaked at walls)
Mineotaur (front) 9 damage
Mineotaur (front)
Warlord Breach (front) w/ mount
Stone bull 12 hits taken
Archer 1
Archer 2
Archer 3

Stack 3 (at gates)
Darf warrior 1 (Front)
Darf warrior 2 (Front)
Darf warrior 3 (Front)
Darf warrior 4 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2


Stack 5( 3/4 to walls)
Darf warrior 10 5 dam (front)
Darf warrior 11 5 dam ( front)
Darf warrior 12 5 dam
Darf warrior 13 5 dam
Darf crossbow 5 7 dam (front)
Darf crossbow 6 croaked
Darf crossbow 7 7 dam (front)
Darf crossbow 8 croaked

Stack 6 (3/4 to wall)
Darf warrior 14 3 dam
Darf warrior 15 3 dam
Darf warrior 16 3 dam
Darf warrior 17 3 dam
Darf crossbow 9 (front)
Darf crossbow 10 (front)
Darf crossbow 11 (front)
Darf crossbow 12 (front)



Stack 8 (at walls)
Darf warrior 22 7 dam
Darf warrior 23 croaked
Darf warrior 24 7 dam
Darf warrior 25 croaked
Darf crossbow 17 (croaked 1/4 to walls)
Darf crossbow 18 (croaked 1/4 to walls)
Darf crossbow 19 (croaked 1/4 to walls)
Darf crossbow 20 (croaked 1/4 to walls)


North

Stack 9 (at wall)
Darf warrior 26 3 dam
Darf warrior 27 3 dam
Darf warrior 28 3 dam
Darf warrior 29 3 dam
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 (north/ east walls)
Darf warrior 30 (Front)
Darf warrior 31 (Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34
Darf warrior 35
Darf warrior 36
Darf warrior 37

Stack 11 (north/east walls)
Darf warrior 38 (Front)
Darf warrior 39 (Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West

Antz stack 1 Garrison near Tower

Worker ant 1 (front) croaked
Worker ant 2 (front) croaked
Solder ant 1 (front) croaked
Solder ant 2 (front) croaked
Work ant 3 4 dam
Worker ant 4 5 dam
Worker ant 5 2 damage
Worker ant 6 5 dam

Antz stack 2 Garrison near west walls

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 croaked (front)
Solder ant 4 croaked (front)
Worker ant 9 3 damage(front)
Worker ant 10 4 damage (front)
Worker ant 11
Worker ant 12

Bodies

Darf rider 1 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 2 (croaked 1/4 to walls)
Goat ( croaked 3/4 to walls)
Darf rider 3 croaked
Goat (croaked 3/4 to walls)
Darf rider 4 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Darf crossbow 1 (croaked 1/4 to walls)
Darf crossbow 2 (croaked 1/4 to walls)
Darf crossbow 3 (croaked 1/4 to walls)
Darf crossbow 4 (croaked 1/4 to walls)
Darf warrior 6 croaked
Darf warrior 7 croaked
Darf warrior 8 croaked
Darf warrior 9 croaked
Darf crossbow 13 (croaked 1/4 to walls)
Darf crossbow 14 (croaked 1/4 to walls)
Darf crossbow 15 (croaked 1/4 to walls)
Darf crossbow 16 (croaked 1/4 to walls)
WurmD
&gt; The return volley of 17 arrows fron the east

There were only 11 living ranged at that time
Double check damage?

&gt;Stack 10 (climbing walls)
&gt;Stack 11 (climbing walls)
Edit to (North Walls)

 Travel estimate!  Will stack 10 and stack 11 reach Shadow next round?
Will it be able to attack Shadow next round of just move?

&gt; Stack 4 merges with stack 1
Stack 4 was finished by Harley
Did you mean stack 7? Edit please
WurmD
W90. If Archers restack into 1 melee only stack and 1 ranged only stack; Can melee stack block both darf stack at wall? (So ranged stack is not engaged)
Cyphermancer
 
 Originally Posted by WurmD 
 &gt; The return volley of 17 arrows fron the east

There were only 11 living ranged at that time
Double check damage?

&gt;Stack 10 (climbing walls)
&gt;Stack 11 (climbing walls)
Edit to (North Walls)

 Travel estimate!  Will stack 10 and stack 11 reach Shadow next round?
Will it be able to attack Shadow next round of just move?

&gt; Stack 4 merges with stack 1
Stack 4 was finished by Harley
Did you mean stack 7? Edit please 
 


Check just posted wrong number and it was stack 7. Post has been edited.
WurmD
&gt; Darf rider 3 7 dam

XD, one of the Darf riders laid down and is playing dead
Please edit
Cyphermancer
 
 Originally Posted by WurmD 
 W90. If Archers restack into 1 melee only stack and 1 ranged only stack; Can melee stack block both darf stack at wall? (So ranged stack is not engaged) 
 



The wall is narrow enough it could be blocked by a single stack



The enemy could arrive in next round but couldnt attack
WurmD
Harley Fireblasts Stack 10 or 11, the stack more in front
Embar doesn’t breathe
Bill’s stack goes help Spike
Krippen charges disk at Breech
Shadow fires on Breech (see if Bull drops)
Dee fires on damaged Minertaur
Archers fire at 7 damage Darfs in stack 5 and stack 8
Archers restack into 1 melee-only stack and 1 ranged-only stack; melee stack to block  darfs coming in wall so archer-only stack is not engaged
Rotate most damaged to back rows

(Tower top)
Tower level 2 0/400
East gate 88/125
Harley [ranged immune] (NE front) Juice (144/300)
Hammer 100/100
Dee [ranged immune] (E front) Juice (25/200)
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool 2/3 (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Shady elf 6/8 [melee-only, ranged immune] (front) 1 arrow
Uncroaked woof 6/8 [ranged immune] (front) 2 arrows
Woof soldier (front) 7/8 dam
Woof soldier (front) 5/8 dam
Uncroaked hobby 7/8 dam
Shield Spidew 7/8 dam

Uncroaked hobby (dusted)
Uncroaked hobby (dusted)

Shady elf (front)
Shady elf (front)
Archer (front)
Archer (front)
Shady elf 4/8
Arc Spidew 4/8
Shadow
Shady elf 6/8

(Garrison, East Gate)
Spike - Hobby Warhorse 1/12 (front)
Uncroaked Dire Woof (front)
Crud the twoll 1/13 dam (front)
Uncroaked Anhog 7/10 dam (front)
Piker H
Piker I
Piker A
Stabber [Krippen’s]

Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash breath weapon 3/4 (front)
Twinhorn 2/8
Twinhorn ditto 3/8 dam (front)
Rattika (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam (front)
Hobby horse (front)
Hobby horse
Hobby horse

Uncroaked woof 4/8 dam
Woof (front)
Woof (front)
Uncroaked woof 1/8 (front)
Hobby horse (front)
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B 3/6 dam
Piker C11C 2/6 dam
Piker C11D 3/6 dam
Piker [Krippen’s] (front)
Piker F (front)
Piker G (front)
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]

Enemy

East

Stack 1 (at wall)
Darf chief w/mount ( front)
War goat 2 dam
Lancer knight w/ mount( front)
Hobby horse 6 dam
Darf rider 5 2 dam (front)
Goat (croaked at walls)
Darf rider 6 w/ mount(front)
Goat 7 dam
Darf warrior 18 5 dam
Darf warrior 19 5 dam
Darf warrior 20 5 dam
Darf warrior 21 5 dam

Stack 2 at gates
Mineotaur (front)
Mineotaur (croaked at walls)
Mineotaur (front) 9 damage
Mineotaur (front)
Warlord Breach (front) w/ mount
Stone bull 12 hits taken
Archer 1
Archer 2
Archer 3

Stack 3 (at gates)
Darf warrior 1 (Front)
Darf warrior 2 (Front)
Darf warrior 3 (Front)
Darf warrior 4 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2


Stack 5( 3/4 to walls)
Darf warrior 10 5 dam (front)
Darf warrior 11 5 dam ( front)
Darf warrior 12 5 dam
Darf warrior 13 5 dam
Darf crossbow 5 7 dam (front)
Darf crossbow 6 croaked
Darf crossbow 7 7 dam (front)
Darf crossbow 8 croaked

Stack 6 (3/4 to wall)
Darf warrior 14 3 dam
Darf warrior 15 3 dam
Darf warrior 16 3 dam
Darf warrior 17 3 dam
Darf crossbow 9 (front)
Darf crossbow 10 (front)
Darf crossbow 11 (front)
Darf crossbow 12 (front)



Stack 8 (at walls)
Darf warrior 22 7 dam
Darf warrior 23 croaked
Darf warrior 24 7 dam
Darf warrior 25 croaked
Darf crossbow 17 (croaked 1/4 to walls)
Darf crossbow 18 (croaked 1/4 to walls)
Darf crossbow 19 (croaked 1/4 to walls)
Darf crossbow 20 (croaked 1/4 to walls)


North

Stack 9 (3/4 to wall)
Darf warrior 26 3 dam
Darf warrior 27 3 dam
Darf warrior 28 3 dam
Darf warrior 29 3 dam
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 (north/ east walls)
Darf warrior 30 (Front)
Darf warrior 31 (Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34
Darf warrior 35
Darf warrior 36
Darf warrior 37

Stack 11 (north/east walls)
Darf warrior 38 (Front)
Darf warrior 39 (Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West

Antz stack 1 Garrison near Tower

Worker ant 1 (front) croaked
Worker ant 2 (front) croaked
Solder ant 1 (front) croaked
Solder ant 2 (front) croaked
Work ant 3 4 dam
Worker ant 4 5 dam
Worker ant 5 2 damage
Worker ant 6 5 dam

Antz stack 2 Garrison near west walls

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 croaked (front)
Solder ant 4 croaked (front)
Worker ant 9 3 damage(front)
Worker ant 10 4 damage (front)
Worker ant 11
Worker ant 12

Bodies

Darf rider 1 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 2 (croaked 1/4 to walls)
Goat ( croaked 3/4 to walls)
Darf rider 3 7 dam
Goat (croaked 3/4 to walls)
Darf rider 4 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Darf crossbow 1 (croaked 1/4 to walls)
Darf crossbow 2 (croaked 1/4 to walls)
Darf crossbow 3 (croaked 1/4 to walls)
Darf crossbow 4 (croaked 1/4 to walls)
Darf warrior 6 (croaked at walls)
Darf warrior 7 (croaked at walls)
Darf warrior 8 (croaked at walls)
Darf warrior 9 (croaked at walls)
Darf crossbow 13 (croaked 1/4 to walls)
Darf crossbow 14 (croaked 1/4 to walls)
Darf crossbow 15 (croaked 1/4 to walls)
Darf crossbow 16 (croaked 1/4 to walls)
Cyphermancer
Harley burns more juice blasting darf stack ten croaking the four in the front rank. Dee fires at the injured mineataur croaking the mighty beast. Krippen raises his hand and begins charging his last ki point.

The archer stacks reform and shadow takes aim at the bull, but with the stacks reshuffle she misses when one of the golems bumps her arm. Shadows archers fair better dropping 3 more darfs. The last remaining darf from stack 8 joins breaches stack. The enemy archer from the east take aim at shadows stack. The walls prove thier worth with only two shots connecting. The northern archer stack climb the ropes just gaining the walls. At the end of thier move.

Breaches stack slams into the walls again even the darf joining this stack leading his axe to the effort. The gates seem to explode in. Stack 1 and stack 3 rush inside. While stack 5 and 6 remain outside near some of thier fallen comrades stack 11 moves past stack ten. Moving closer to but not engaging the melee wall stack.

Spike manages to croak a health ant between him and his mounts attacks while the rest of ant stack 2 suffers some damage. Ash along with the woofs fair better croaking 3 of the remaining for antz. The antz only manage two return hits. One when bills stack disengaged from ant stack 1.

  Round 8!  
( 
 Spoiler: the armies 
Tower top)
Tower level 2 0/400
East gate breached
Harley [ranged immune] (NE front) Juice (144/300)
Hammer 100/100
Dee [ranged immune] (E front) Juice (25/200)
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool 2/3 (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Shady elf 6/8 [melee-only, ranged immune] (front) 1 arrow
Uncroaked woof 6/8 [ranged immune] (front) 2 arrows
Woof soldier (front) 7/8 dam
Woof soldier (front) 5/8 dam
Uncroaked hobby 7/8 dam
Shield Spidew 7/8 dam

Uncroaked hobby (dusted)
Uncroaked hobby (dusted)

Shady elf 2/8(front)
Shady elf (front)
Archer 2/6 (front)
Archer (front)
Shady elf 4/8
Arc Spidew 4/8
Shadow
Shady elf 6/8

(Garrison, East Gate)
Spike - Hobby Warhorse 1/12 (front)
Uncroaked Dire Woof (front)
Crud the twoll 1/13 dam (front)
Uncroaked Anhog 7/10 dam (front)
Piker H
Piker I
Piker A
Stabber [Krippen’s]

Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash breath weapon 3/4 (front)
Twinhorn 2/8
Twinhorn ditto 4/8 dam (front)
Rattika (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam (front)
Hobby horse (front)
Hobby horse
Hobby horse

Uncroaked woof 4/8 dam
Woof (front)
Woof (front)
Uncroaked woof 1/8 (front)
Hobby horse (front)
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B 3/6 dam
Piker C11C 2/6 dam
Piker C11D 3/6 dam
Piker [Krippen’s] 1/6 (front)
Piker F (front)
Piker G (front)
Bill

(Garrison, middle)
Pudgie [hiding in building with window open]

Enemy

East

Stack 1 (garrison)
Darf chief w/mount ( front)
War goat 2 dam
Lancer knight w/ mount( front)
Hobby horse 6 dam
Darf rider 5 2 dam (front)
Goat (croaked at walls)
Darf rider 6 w/ mount(front)
Goat 7 dam
Darf warrior 18 5 dam
Darf warrior 19 5 dam
Darf warrior 20 5 dam
Darf warrior 21 5 dam

Stack 2 at gates
Mineotaur (front)
Darf warrior 22 7 dam (front)
Mineotaur (front)
Warlord Breach (front) w/ mount
Stone bull 12 hits taken
Archer 1
Archer 2
Archer 3

Stack 3 (garison)
Darf warrior 1 (Front)
Darf warrior 2 (Front)
Darf warrior 3 (Front)
Darf warrior 4 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2


Stack 5( 3/4 to walls)
Darf warrior 10 5 dam (front)
Darf warrior 11 5 dam ( front)
Darf warrior 12 5 dam ( front)
Darf warrior 13 5 dam ( front)
Darf crossbow 5 croaked
Darf crossbow 6 croaked
Darf crossbow 7 croaked
Darf crossbow 8 croaked

Stack 6 (3/4 to wall)
Darf warrior 14 3 dam
Darf warrior 15 3 dam
Darf warrior 16 3 dam
Darf warrior 17 3 dam
Darf crossbow 9 (front)
Darf crossbow 10 (front)
Darf crossbow 11 (front)
Darf crossbow 12 (front)





North

Stack 9 (on North wallwall)
Darf warrior 26 3 dam
Darf warrior 27 3 dam
Darf warrior 28 3 dam
Darf warrior 29 3 dam
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 (east walls)
Darf warrior 30 (Front)
Darf warrior 31 (Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34 croaked
Darf warrior 35 croaked
Darf warrior 36 croaked
Darf warrior 37 croaked

Stack 11 (east walls engaged in melee )
Darf warrior 38 (Front)
Darf warrior 39 (Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West

Antz stack 1 Garrison near Tower

Worker ant 1 (front) croaked
Worker ant 2 (front) croaked
Solder ant 1 (front) croaked
Solder ant 2 (front) croaked
Work ant 3 6 dam
Worker ant 4 croaked
Worker ant 5 croaked
Worker ant 6 croaked

Antz stack 2 Garrison near west walls

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 croaked
Solder ant 4 croaked
Worker ant 9 4 damage(front)
Worker ant 10 6 damage (front)
Worker ant 11 croaked
Worker ant 12 3 damage ( front)

Bodies

Darf rider 1 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 2 (croaked 1/4 to walls)
Goat ( croaked 3/4 to walls)
Darf rider 3 croaked 1/4 to walls
Goat (croaked 3/4 to walls)
Darf rider 4 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Darf crossbow 1 (croaked 1/4 to walls)
Darf crossbow 2 (croaked 1/4 to walls)
Darf crossbow 3 (croaked 1/4 to walls)
Darf crossbow 4 (croaked 1/4 to walls)
Darf warrior 6 (croaked at walls)
Darf warrior 7 (croaked at walls)
Darf warrior 8 (croaked at walls)
Darf warrior 9 (croaked at walls)
Darf crossbow 13 (croaked 1/4 to walls)
Darf crossbow 14 (croaked 1/4 to walls)
Darf crossbow 15 (croaked 1/4 to walls)
Darf crossbow 16 (croaked 1/4 to walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Darf warrior 23 croaked
Darf warrior 24 croaked
Darf warrior 25 croaked
Darf crossbow 17 (croaked 1/4 to walls)
Darf crossbow 18 (croaked 1/4 to walls)
Darf crossbow 19 (croaked 1/4 to walls)
Darf crossbow 20 (croaked 1/4 to walls)
 
WurmD
W82. A stack may double move and cross a zone and not be able to attack. A stack may attack and move, and if move is away from melee enemies provoke AOO. A stack may disengage and double move without provoking AOO?
_Wiz_
Just to clarify Wurm’s question; can a stack disengage from melee and move to another zone in a single round without provoking aoo? Ie from east walls to south walls.
Cyphermancer
 
 Originally Posted by WurmD 
 W82. A stack may double move and cross a zone and not be able to attack. A stack may attack and move, and if move is away from melee enemies provoke AOO. A stack may disengage and double move without provoking AOO?

Just to clarify Wurm’s question; can a stack disengage from melee and move to another zone in a single round without provoking aoo? Ie from east walls to south walls. 
 


Yes as long as they have a command unit in the stack and take no other actions. otherwise they provoke. Keep in mind that the units running will lose ground its easier to chase than and avoid attacks. They could keep it up for a round or two before they are caught.
WurmD
Harley  *mental orders Dee “hold”*  Fireblasts Goat stack and screams  “Now!” 
Dee casts Mass Uncroak from scroll
Embar doesn’t breathe
Bill’s stack attacks, and then moves to engage Goat stack (hoping Antz attacked normally, but croaked before AOO)
Hobby and Woof’s stack moves and attacks stack 3
Krippen fires disk at Breech
Arc Spidew fires at 7 dam Darf near Breach
Shadow fires at Chief Darf
Rest of Archers fire at Goat stack
Shadow’s stack half moves towards South Walls
Rotate most damaged to back rows

(Tower top)
Tower level 2 0/400
East gate breached
Harley [ranged immune] (NE front) Juice (119/300)
Hammer 100/100
Dee [ranged immune] (E front) Juice (25/200)
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool exhausted (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Shady elf 6/8 [melee-only, ranged immune] (front) 1 arrow
Uncroaked woof 6/8 [ranged immune] (front) 2 arrows
Woof soldier (front) 7/8 dam
Woof soldier (front) 5/8 dam
Uncroaked hobby 7/8 dam
Shield Spidew 7/8 dam

Uncroaked hobby (dusted)
Uncroaked hobby (dusted)

Shady elf 2/8(front)
Shady elf (front)
Archer 2/6 (front)
Archer (front)
Shady elf 4/8
Arc Spidew 4/8
Shadow
Shady elf 6/8

(Garrison, East Gate)
Spike - Hobby Warhorse 1/12 (front)
Uncroaked Dire Woof (front)
Crud the twoll 1/13 dam (front)
Uncroaked Anhog 7/10 dam
Piker H
Piker I
Piker A
Stabber [Krippen’s] (front)

(Garrison, near tower)
Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash breath weapon 3/4 (front)
Twinhorn 2/8
Twinhorn ditto 4/8 dam (front)
Rattika (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam
Hobby horse (front)
Hobby horse (front)
Hobby horse

(Garrison, near West gate)
Uncroaked woof 4/8 dam
Woof (front)
Woof (front)
Uncroaked woof 1/8 (front)
Hobby horse (front)
Hobby horse
Hobby horse
Hobby horse

Piker C11A (front)
Piker C11B 3/6 dam (back)
Piker C11C 2/6 dam (back)
Piker C11D 3/6 dam (back)
Piker [Krippen’s] 1/6 (front)
Piker F (front)
Piker G (front)
Bill (middle)

(Garrison, middle)
Pudgie [hiding in building with window open]

Enemy

East

Stack 1 (garrison)
Darf chief w/mount ( front)
War goat 2 dam
Lancer knight w/ mount( front)
Hobby horse 6 dam
Darf rider 5 2 dam (front)
Darf rider 6 w/ mount(front)
Goat 7 dam
Darf warrior 18 5 dam
Darf warrior 19 5 dam
Darf warrior 20 5 dam
Darf warrior 21 5 dam

Stack 2 at gates
Mineotaur (front)
Darf warrior 22 7 dam (front)
Mineotaur (front)
Warlord Breach (front) w/ mount
Stone bull 12 hits taken
Archer 1
Archer 2
Archer 3

Stack 3 (garison)
Darf warrior 1 (Front)
Darf warrior 2 (Front)
Darf warrior 3 (Front)
Darf warrior 4 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2


Stack 5 (3/4 to walls)
Darf warrior 10 5 dam (front)
Darf warrior 11 5 dam ( front)
Darf warrior 12 5 dam ( front)
Darf warrior 13 5 dam ( front)
Darf crossbow 5 (croaked 3/4 to walls)
Darf crossbow 6 (croaked 3/4 to walls)
Darf crossbow 7 (croaked 3/4 to walls)
Darf crossbow 8 (croaked 3/4 to walls)

Stack 6 (3/4 to wall)
Darf warrior 14 3 dam
Darf warrior 15 3 dam
Darf warrior 16 3 dam
Darf warrior 17 3 dam
Darf crossbow 9 (front)
Darf crossbow 10 (front)
Darf crossbow 11 (front)
Darf crossbow 12 (front)





North

Stack 9 (on North wall)
Darf warrior 26 3 dam
Darf warrior 27 3 dam
Darf warrior 28 3 dam
Darf warrior 29 3 dam
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 (east walls)
Darf warrior 30 (Front)
Darf warrior 31 (Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)
Darf warrior 34 (croaked on north/east walls)
Darf warrior 35 (croaked on north/east walls)
Darf warrior 36 (croaked on north/east walls)
Darf warrior 37 (croaked on north/east walls)

Stack 11 (east walls engaged in melee )
Darf warrior 38 (Front)
Darf warrior 39 (Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West

Antz stack 1 Garrison near Tower

Worker ant 1 (front) croaked
Worker ant 2 (front) croaked
Solder ant 1 (front) croaked
Solder ant 2 (front) croaked
Work ant 3 6 dam
Worker ant 4 croaked
Worker ant 5 croaked
Worker ant 6 croaked

Antz stack 2 Garrison near west walls

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 croaked
Solder ant 4 croaked
Worker ant 9 4 damage(front)
Worker ant 10 6 damage (front)
Worker ant 11 croaked
Worker ant 12 3 damage ( front)

Bodies

Darf rider 1 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Darf rider 2 (croaked 1/4 to walls)
Goat ( croaked 3/4 to walls)
Darf rider 3 croaked 1/4 to walls
Goat (croaked 3/4 to walls)
Darf rider 4 (croaked 1/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Darf crossbow 1 (croaked 1/4 to walls)
Darf crossbow 2 (croaked 1/4 to walls)
Darf crossbow 3 (croaked 1/4 to walls)
Darf crossbow 4 (croaked 1/4 to walls)
Darf warrior 6 (croaked at walls)
Darf warrior 7 (croaked at walls)
Darf warrior 8 (croaked at walls)
Darf warrior 9 (croaked at walls)
Darf crossbow 13 (croaked 1/4 to walls)
Darf crossbow 14 (croaked 1/4 to walls)
Darf crossbow 15 (croaked 1/4 to walls)
Darf crossbow 16 (croaked 1/4 to walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Darf warrior 23 croaked
Darf warrior 24 croaked
Darf warrior 25 croaked
Darf crossbow 17 (croaked 1/4 to walls)
Darf crossbow 18 (croaked 1/4 to walls)
Darf crossbow 19 (croaked 1/4 to walls)
Darf crossbow 20 (croaked 1/4 to walls)
_Wiz_
+1. Uncroaking go!!!
Cyphermancer
Harley takes aim at the darf chiefs stack with another fireblast yelling now to Dee as the spell hits. However due to her focus on Dee or poor aim the blast goes wide. It still croaks the hobby and goat mounts. Thier riders hitting the ground running

Dee finishes the scroll, it turning to dust as she reads the last line. Harley feels new units joining her side as the uncroaked darfs rise. Five darf riders (2/1/4/6), eleven axemen (1/2/4/6) and sixteen crossbowmen (2/1/4/6: archery special). The mounts, antz, and minertaurs however remain on the ground.

Krippen lets fly his last disk striking and croaking the mighty beast. Breach slides to the ground glaring up at the tower. Shadow lets fly with her arrows striking the Darf chiefs might mount, but unable to drop it!

Shadows other archer manage to drop another rider and damage another. The arc spwder is unable to hit its target however. The Darf eight remaining crossbowmen take aim outside of the city at the tide of uncroaked approaching. Seven of the bolts hit the decayed unstacked crossbowmen. Dusting four and damaging three others.


In the garrison Ashs stack manages to finish antz stack 1. Turning to face the forces invading thier home. The woof/ hobby stack slams into stack 3 the fresh stack damage each other but no units fall.

Spike and Bills stack manage to croak all but one ant. Bill stack moves to engage the Darf chief. The results are not pretty. The chief and knight manage to each croak a piker outright. While the rider also scores a hit.

Breach enters the garrison glancing between the woof and bills stack he leads his stack against the woof stack. The two minertaurs connect dealing damage to the back of the stack. Breaches archer also let fly at the woof stack. Several units dsmaged but still on thier feet. The hobbys counter attack managed to drop the darf in Breachs stack.

East wall

Stack nine takes postion shooting the uncroaked outside the gates. Stack ten moves to engage thier fallen stackmates. All four connect. With two being dusted. Stack 11 engages the melee stack. The shady elf and uncroaked woof both fall but manage to deal two solid hits in return.

East gate and field

Stack 6 move to hold the gate its crossbow firing after thier in postion. Stack 5 moves to the rising crossbowmen striking them down. Only two manage to connect dusting one.


  Round 9!   
 Spoiler: the battle 

(Tower top)
Tower level 2 0/400
East gate breached

(Harley stack)
Harley [ranged immune] (NE front) Juice (119/300)
Hammer 100/100
Dee [ranged immune] (E front) Juice (25/200)
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool exhausted (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Melee stack (engaged with stack 11)
Shady elf croaked
Uncroaked woof dusted
Woof soldier (front) 7/8 dam
Woof soldier (front) 5/8 dam
Uncroaked hobby 7/8 dam
Shield Spidew 7/8 dam

Uncroaked hobby (dusted)
Uncroaked hobby (dusted)

(Shadows stack)
Shady elf 2/8(front)
Shady elf (front)
Archer 2/6 (front)
Archer (front)
Shady elf 4/8
Arc Spidew 4/8
Shadow
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack) engaged with antz stack 1
Spike - Hobby Warhorse 1/12 (front)
Uncroaked Dire Woof (front)
Crud the twoll 1/13 dam (front)
Uncroaked Anhog 7/10 dam
Piker H
Piker I
Piker A
Stabber [Krippen’s] (front)

(Garrison, near tower)
(Ashes dtack)
Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash breath weapon 3/4 (front)
Twinhorn 2/8
Twinhorn ditto 4/8 dam (front)
Rattika (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam
Hobby horse 2/8 (front)
Hobby horse (front)
Hobby horse

(Garrison, near West gate)
(Feral stack) engaged with stack 2 and 3
Uncroaked woof 7/8
Woof 3/8 (front)
Woof 2/8 (front)
Uncroaked woof 1/8 (front)
Hobby horse 4/8(front)
Hobby horse 5/8
Hobby horse 7/8
Hobby horse

( Bills stack) engaged with stack 1
Piker C11A croaked (front)
Piker C11B 3/6 dam (back)
Piker C11C 2/6 dam (back)
Piker C11D 3/6 dam (back)
Piker [Krippen’s] 3/6 (front)
Piker F croaked (front)
Piker G  (front)
Bill (middle)

(Garrison, middle)
Pudgie [hiding in building with window open]

 Uncroaked 

West side near hex boundary

Uncroaked darf rider 1

East wall

Uncroaked axedarf 1 3/4 hits
Uncroaked axedarf 2 2/4 hits

East gate
Uncroaked axedarf 3
Uncroaked axedarf 4
Uncroaked axedarf 5
Uncroaked axe darf 6
Uncroaked axedarf 7
Uncroaked axedarf 8
Uncroaked axedarf 8

1/4 to wall
Uncroaked darf rider 2
Uncroaked darf rider 3
Uncroaked darf rider 4
Uncroaked darf rider 5
Uncroaked crossbow darf 1
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

3/4 to wall
Uncroaked crossbow darf 8
Uncroaked crossbow darf 9
Uncroaked crossbow darf 10
Uncroaked crossbow darf 11







Enemy

East

Stack 1 (garrison)
Darf chief w/mount ( front)
War goat 11 dam
Lancer knight ( front)
Hobby horse croaked
Darf rider 5 croaked
Darf rider 6 5 damage(front)
Goat croaked
Darf warrior 18 5 dam (front)
Darf warrior 19 5 dam
Darf warrior 20 5 dam
Darf warrior 21 5 dam

Stack 2 garrison
Mineotaur (front)
Darf warrior 22 croaked(front)
Mineotaur (front)
Warlord Breach (front)
Stone bull croaked
Archer 1
Archer 2
Archer 3

Stack 3 (garison)
Darf warrior 1 5/8 (Front)
Darf warrior 2 3/8 (Front)
Darf warrior 3 (Front)
Darf warrior 4 2/8 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2


Stack 5 (1/4 to walls)
Darf warrior 10 5 dam (front)
Darf warrior 11 5 dam ( front)
Darf warrior 12 5 dam ( front)
Darf warrior 13 5 dam ( front)


Stack 6 (holding gate)
Darf warrior 14 3 dam ( front)
Darf warrior 15 3 dam (front)
Darf warrior 16 3 dam (front)
Darf warrior 17 3 dam (front)
Darf crossbow 9
Darf crossbow 10
Darf crossbow 11
Darf crossbow 12





North

Stack 9 (east wall)
Darf warrior 26 3 dam
Darf warrior 27 3 dam
Darf warrior 28 3 dam
Darf warrior 29 3 dam
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 (east walls)
Darf warrior 30 (Front)
Darf warrior 31 (Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)


Stack 11 (east walls engaged in melee )
Darf warrior 38 3/8 (Front)
Darf warrior 39 4/8 (Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45


West



Antz stack 2 Garrison  near tower

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 croaked
Solder ant 4 croaked
Worker ant 9 croaked(front)
Worker ant 10 croaked (front)
Worker ant 11 croaked
Worker ant 12 4damage ( front)

Bodies


Goat (croaked 3/4 to walls)
Goat ( croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (front) croaked
Worker ant 2 (front) croaked
Solder ant 1 (front) croaked
Solder ant 2 (front) croaked
Work ant 3 6 croaked
Worker ant 4 croaked
Worker ant 5 croaked
Worker ant 6 croaked
 
WurmD
Harley Fireblasts Darf chiefs stack
Dee Hoboken’s Minertaur, and then receives Hammer from Harley
Shadow fires on same Minertaur
Archers fire on stack 11
Spike’s stack charges and attacks Breach’s stack
Ash’s stack charges and attacks Darf chief stack (Ash uses fire breath)
West lone rider runs to North Walls
Uncroaked stack up, ranged fire on Stack 6 gatekeepers, and melee engage closest enemy stacks
Rotate most damaged to back rows
Shadow’s stack finishes move to South Walls


(Tower top)
Tower level 2 0/400
East gate breached

(Harley stack)
Harley [ranged immune] (NE front) Juice (94/300)
Dee [ranged immune] (E front) Juice (0/200)
Hammer 100/100
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool exhausted (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Melee stack (engaged with stack 11)
Shady elf croaked
Uncroaked woof dusted
Woof soldier (front) 7/8 dam
Woof soldier (front) 5/8 dam
Uncroaked hobby 7/8 dam
Shield Spidew 7/8 dam

Uncroaked hobby (dusted)
Uncroaked hobby (dusted)

(South Wall)
(Shadows stack)
Shady elf 2/8(front)
Shady elf (front)
Archer 2/6 (front)
Archer (front)
Shady elf 4/8
Arc Spidew 4/8
Shadow
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack) engaged with antz stack 1
Spike - Hobby Warhorse 1/12 (front)
Uncroaked Dire Woof (front)
Crud the twoll 1/13 dam (front)
Uncroaked Anhog 7/10 dam
Piker H
Piker I
Piker A
Stabber [Krippen’s] (front)

(Garrison, near tower)
(Ash’s stack)
Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash breath weapon exhausted (front)
Twinhorn 2/8
Twinhorn ditto 4/8 dam (front)
Rattika (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam
Hobby horse 2/8
Hobby horse (front)
Hobby horse (front)

(Garrison, near West gate)
(Feral stack) engaged with stack 2 and 3
Uncroaked woof 7/8
Woof 3/8 (front)
Woof 2/8 (front)
Uncroaked woof 1/8 (front)
Hobby horse 4/8
Hobby horse 5/8
Hobby horse 7/8
Hobby horse (front)

(Bills stack) engaged with stack 1
Piker C11A croaked
Piker C11B 3/6 dam (back)
Piker C11C 2/6 dam (front)
Piker C11D 3/6 dam (back)
Piker [Krippen’s] 3/6 (back)
Piker F croaked
Piker G (front)
Bill (middle)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

West side 1/2 to walls
Uncroaked darf rider 1

East wall
(Uncroaked stack 2)
Uncroaked axedarf 1 3/4 hits (front)
Uncroaked axedarf 2 2/4 hits


East gate engaged with Stack 6
(Uncroaked stack 3)
Uncroaked axedarf 3 (front)
Uncroaked axedarf 4 (front)
Uncroaked axedarf 5 (front)
Uncroaked axedarf 6 (front)
Uncroaked axedarf 7
Uncroaked axedarf 8
Uncroaked axedarf 8

East 1/4 to wall engaged with Stack 5
(Uncroaked stack 5)
Uncroaked darf rider 2 (front)
Uncroaked darf rider 3 (front)
Uncroaked darf rider 4 (front)
Uncroaked darf rider 5 (front)
Uncroaked crossbow darf 1
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

1/2 to wall
(Uncroaked stack 6)
Uncroaked crossbow darf 8 (front)
Uncroaked crossbow darf 9 (front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits







Enemy

East

Stack 1 (garrison)
Darf chief w/mount (front)
War goat 11 dam
Lancer knight (front)
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 5 damage (front)
Goat (croaked in garrison)
Darf warrior 18 5 dam (front)
Darf warrior 19 5 dam
Darf warrior 20 5 dam
Darf warrior 21 5 dam

Stack 2 garrison
Mineotaur (front)
Darf warrior 22 (croaked in garrison)
Mineotaur (front)
Warlord Breach (front)
Stone bull croaked
Archer 1
Archer 2
Archer 3

Stack 3 (garison)
Darf warrior 1 5/8 (Front)
Darf warrior 2 3/8 (Front)
Darf warrior 3 (Front)
Darf warrior 4 2/8 (Front)
Darf warrior 5
Stabber
Piker 1
Piker 2


Stack 5 (1/4 to walls)
Darf warrior 10 5 dam (front)
Darf warrior 11 5 dam (front)
Darf warrior 12 5 dam (front)
Darf warrior 13 5 dam (front)


Stack 6 (holding gate)
Darf warrior 14 3 dam ( front)
Darf warrior 15 3 dam (front)
Darf warrior 16 3 dam (front)
Darf warrior 17 3 dam (front)
Darf crossbow 9
Darf crossbow 10
Darf crossbow 11
Darf crossbow 12





North

Stack 9 (east wall)
Darf warrior 26 3 dam
Darf warrior 27 3 dam
Darf warrior 28 3 dam
Darf warrior 29 3 dam
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 (east walls)
Darf warrior 30 (Front)
Darf warrior 31 (Front)
Darf warrior 32 (Front)
Darf warrior 33 (Front)


Stack 11 (east walls engaged in melee )
Darf warrior 38 3/8 (Front)
Darf warrior 39 4/8 (Front)
Darf warrior 40 (Front)
Darf warrior 41 (Front)
Darf warrior 42
Darf warrior 43
Darf warrior 44
Darf warrior 45





Antz stack 2 Garrison near tower

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 4 damage (front)

Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
_Wiz_
Looks good +1
Cyphermancer
Harley unleashes another fire blast again at the darf chief the blast is dead on but not the strongest blast she had every unleashed. However it still croaked the war goat and two of the darfs. Dee uses the last of her juice blasting one of the minertaur.


Shadow fires but her shot goes wide. Four of shadows archer fair better each finding thier mark. As shadows stack reaches the south wall they loose sight of the fight in the garrison.

The crossbow darfs on the wall targets shadows stack. Three of the bolts find thier mark. The eleven uncroaked crossbowmen take aim at stack 6 as it guards the gate. Several of the bolts burst into flame as they fly. Three of the bolts find thier mark. The darf crossbowmen return fire on the enemy range stack. Several finding thier mark and dusting one.

East field


The uncroaked axe stack move to engage stack 6. A single axe man connects. Striking back two of the defenders connect. The riders stack fairs better with three of thier hits connecting on stack 5 croaking one. Stack 5 swings back only two conecting, but they manage to dust both targets

East walls

Stack 10 engages the two lone uncroaked on the wall while both are dusted they hit back strong both connecting for max damage stack 11 engages the melee stack droping both woof solders and dusting the hobby. One woof solder and the hobby connect on the return swings.

Garrison

Bills and ashs stack engage stack 1. Ash breathes but takes the knights lance catches Ash in the mouth. Causing the blast to go high. The rest of ashes forces are unable to connect. One of Bills pikers fairs better croaking a darf. The chiefs stack manages to do damage in return croaking the twin horn ditto, and damaging a hobby and piker.

Stack 3 and the feral stack face trading several blows, but none drop

Stack 2 and spike face off. The ant stack trys in vain to bite spike fleeing stack and follows its prey.

Spike and his warmount face off against breach. Both seem to hit. But the only encounter the shifting aura around breach. The aura seems less strong after the near misses however. Breach brings his large axe down on spikes mount the axe slices deep into the mighty mount.

Crud and the dire woof have no luck hitting thier minertaur counterparts Arak the minertaur brings his pick down on the direwoof dealing some damage. Breaches archers take aim at krippens stabber three arrows slam into the stabber croaking him. The ant move up behind spikes stack the pikers move to block. A flurry of misses result.

  Round 10!  
 
 Spoiler: battle round 10 

(Tower top)
Tower level 2 0/400
East gate breached

(Harley stack)
Harley [ranged immune] (NE front) Juice (94/300)
Dee [ranged immune] (E front) Juice (0/200)
Hammer 100/100
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool exhausted (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Melee stack (engaged with stack 11)
Shady elf croaked
Uncroaked woof dusted
Woof soldier (front) deactivated
Woof soldier (front) deactivated
Uncroaked hobby dusted
Shield Spidew 7/8 dam

Uncroaked hobby (dusted)
Uncroaked hobby (dusted)

(South Wall)
(Shadows stack)
Shady elf 4/8(front)
Shady elf (front)
Archer 5/6 (front)
Archer 4/6 (front)
Shady elf 4/8
Arc Spidew 4/8
Shadow
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack) engaged with antz stack 1
Spike - Hobby Warhorse 6/12 (front)
Uncroaked Dire Woof 2/12 (front)
Crud the twoll 1/13 dam (front)
Uncroaked Anhog 7/10 dam
Piker H (antz)
Piker I (antz)
Piker A (antz)
Stabber [Krippen’s] croaked (front)

(Garrison, near tower)
(Ash’s stack)
Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash 5/10 breath weapon exhausted (front)
Twinhorn 2/8
Twinhorn ditto depoped(front)
Rattika (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam
Hobby horse 2/8
Hobby horse 3/8(front)
Hobby horse (front)

(Garrison, near West gate)
(Feral stack) engaged with stack  3
Uncroaked woof 7/8
Woof 3/8 (front)
Woof 6/8 (front)
Uncroaked woof 3/8 (front)
Hobby horse 4/8
Hobby horse 5/8
Hobby horse 7/8
Hobby horse 2/8 (front)

(Bills stack) engaged with stack 1
Piker C11A croaked
Piker C11B 3/6 dam (back)
Piker C11C 2/6 dam (front)
Piker C11D 3/6 dam (back)
Piker [Krippen’s] 3/6 (back)
Piker F croaked
Piker G 3/6 (front)
Bill (middle)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

West side 1/2 to walls
Uncroaked darf rider 1

East wall
(Uncroaked stack 2)
Uncroaked axedarf 1 dusted
Uncroaked axedarf 2 dusted


East gate engaged with Stack 6
(Uncroaked stack 3)
Uncroaked axedarf 3 2/4 (front)
Uncroaked axedarf 4 3/4 (front)
Uncroaked axedarf 5 (front)
Uncroaked axedarf 6 (front)
Uncroaked axedarf 7
Uncroaked axedarf 8
Uncroaked axedarf 9

East 1/4 to wall engaged with Stack 5
(Uncroaked stack 5)
Uncroaked darf rider 2 dusted (front)
Uncroaked darf rider 3 dusted (front)
Uncroaked darf rider 4 (front)
Uncroaked darf rider 5 (front)
Uncroaked crossbow darf 1
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

1/2 to wall
(Uncroaked stack 6)
Uncroaked crossbow darf 8 dusted (front)
Uncroaked crossbow darf 9 1/4(front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits







Enemy

East

Stack 1 (garrison) engaged with ash and bill
Darf chief 1/12 (ash)
War goat croaked
Lancer knight 8 damage (Ash)
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked (front)
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 6 dam (Ash)
Darf warrior 21 6 dam ( bill)

Stack 2 garrison engaged with spike
Mineotaur 4 dam(front)
Darf warrior 22 (croaked in garrison)
Mineotaur (front)
Warlord Breach (front)
Stone bull croaked
Archer 1
Archer 2
Archer 3

Stack 3 (garison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 3/8 (Front)
Darf warrior 3 2/8 (Front)
Darf warrior 4 2/8 (Front)
Darf warrior 5
Stabber (Front)
Piker 1
Piker 2


Stack 5 (1/4 to walls)
Darf warrior 10 croaked (front)
Darf warrior 11 7/8 dam (front)
Darf warrior 12 5/8 dam (front)
Darf warrior 13 6/8dam (front)


Stack 6 (holding gate)
Darf warrior 14 7/8 dam ( front)
Darf warrior 15 5/8 dam (front)
Darf warrior 16 6/8dam (front)
Darf warrior 17 5/8 dam (front)
Darf crossbow 9
Darf crossbow 10
Darf crossbow 11
Darf crossbow 12





North

Stack 9 (east wall)
Darf warrior 26 3 dam
Darf warrior 27 3 dam
Darf warrior 28 3 dam
Darf warrior 29 3 dam
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 (east walls)
Darf warrior 30 4/8(Front)
Darf warrior 31 (Front)
Darf warrior 32 4/8 (Front)
Darf warrior 33 (Front)


Stack 11 (east walls engaged in melee )
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Darf warrior 42 ( front)
Darf warrior 43( front)
Darf warrior 44( front)
Darf warrior 45 ( front





Antz stack 2 Garrison near tower

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 4 damage (front)

Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)]
 
WurmD
Harley Fireblasts Darf chiefs stack
Dee Hoboken’s damaged Minertaur from Hammer
Shadow's stack fires on a crossbow darfs
West lone rider runs to North Walls
Uncroaked ranged stack 6 fire on Stack 6 gatekeepers
Uncroaked stack 5 ranged now only able to fire on Stack 5
Rotate most damaged to back rows
Shadow’s stack starts move to West Walls

(Tower top)
Tower level 2 0/400
East gate breached

(Harley stack)
Harley [ranged immune] (NE front) Juice (69/300)
Dee [ranged immune] (E front) Juice (0/200)
Hammer 75/100
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool exhausted (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Melee stack (engaged with stack 11)
Shady elf croaked
Uncroaked woof dusted
Woof soldier deactivated
Woof soldier deactivated
Uncroaked hobby dusted
Shield Spidew 7/8 dam (front)

Uncroaked hobby (dusted)
Uncroaked hobby (dusted)

(South Wall, SW)
(Shadows stack)
Shady elf 4/8 (front)
Shady elf (front)
Archer 5/6
Archer 4/6
Shady elf 4/8 (front)
Arc Spidew 4/8 (front)
Shadow
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack) engaged with Breech’s and antz stack 1
Spike - Hobby Warhorse 6/12 (front)
Uncroaked Dire Woof 2/12 (front)
Crud the twoll 1/13 dam (front)
Uncroaked Anhog 7/10 dam
Piker H (front)
Piker I (antz)
Piker A (antz)
Stabber [Krippen’s] croaked

(Garrison, near East gate)
(Ash’s stack - engaged with Chiefs stack)
Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash 5/10 breath weapon exhausted
Twinhorn 2/8
Twinhorn ditto depoped
Rattika (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam (front)
Hobby horse 2/8 (front)
Hobby horse 3/8 (front)
Hobby horse (front)

(Feral stack) engaged with stack 3
Uncroaked woof 7/8
Woof 3/8 (front)
Woof 6/8
Uncroaked woof 3/8 (front)
Hobby horse 4/8 (front)
Hobby horse 5/8
Hobby horse 7/8
Hobby horse 2/8 (front)

(Bills stack) engaged with stack 1
Piker C11A croaked
Piker C11B 3/6 dam (back)
Piker C11C 2/6 dam (front)
Piker C11D 3/6 dam (back)
Piker [Krippen’s] 3/6 (front)
Piker F croaked
Piker G 3/6 (front)
Bill (middle)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

West side next to West walls
Uncroaked darf rider 1

East wall
(Uncroaked stack 2)
Uncroaked axedarf 1 dusted
Uncroaked axedarf 2 dusted


East gate engaged with Stack 6
(Uncroaked stack 3)
Uncroaked axedarf 3 2/4
Uncroaked axedarf 4 3/4
Uncroaked axedarf 5 (front)
Uncroaked axedarf 6 (front)
Uncroaked axedarf 7 (front)
Uncroaked axedarf 8 (front)
Uncroaked axedarf 9

East 1/4 to wall
(Uncroaked stack 5 - engaged with Stack 5)
Uncroaked darf rider 2 dusted
Uncroaked darf rider 3 dusted
Uncroaked darf rider 4 (front)
Uncroaked darf rider 5 (front)
Uncroaked crossbow darf 1
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

(Uncroaked stack 6)
Uncroaked crossbow darf 8 dusted
Uncroaked crossbow darf 9 1/4 (front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits (front)
Uncroaked crossbow darf 5 1/4 hits







Enemy

East

Stack 1 (garrison) engaged with ash and bill
Darf chief 1/12 (ash)
War goat croaked
Lancer knight 8 damage (Ash)
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked (front)
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 6 dam (Ash)
Darf warrior 21 6 dam ( bill)

Stack 2 garrison engaged with spike
Mineotaur 4 dam(front)
Darf warrior 22 (croaked in garrison)
Mineotaur (front)
Warlord Breach (front)
Stone bull croaked
Archer 1
Archer 2
Archer 3

Stack 3 (garison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 3/8 (Front)
Darf warrior 3 2/8 (Front)
Darf warrior 4 2/8 (Front)
Darf warrior 5
Stabber (Front)
Piker 1
Piker 2


Stack 5 (1/4 to walls)
Darf warrior 10 croaked (front)
Darf warrior 11 7/8 dam (front)
Darf warrior 12 5/8 dam (front)
Darf warrior 13 6/8dam (front)


Stack 6 (holding gate)
Darf warrior 14 7/8 dam ( front)
Darf warrior 15 5/8 dam (front)
Darf warrior 16 6/8dam (front)
Darf warrior 17 5/8 dam (front)
Darf crossbow 9
Darf crossbow 10
Darf crossbow 11
Darf crossbow 12





North

Stack 9 (east wall)
Darf warrior 26 3 dam
Darf warrior 27 3 dam
Darf warrior 28 3 dam
Darf warrior 29 3 dam
Darf crossbow 21 (front)
Darf crossbow 22 (front)
Darf crossbow 23 (front)
Darf crossbow 24 (front)

Stack 10 (east walls)
Darf warrior 30 4/8(Front)
Darf warrior 31 (Front)
Darf warrior 32 4/8 (Front)
Darf warrior 33 (Front)


Stack 11 (east walls engaged in melee )
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Darf warrior 42 ( front)
Darf warrior 43( front)
Darf warrior 44( front)
Darf warrior 45 ( front





Antz stack 2 Garrison near tower

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 4 damage (front)

Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)]
_Wiz_
Onwards to victory +1
Cyphermancer
Harley sends out another fire blast, but the lack if her hammer throws off her aim. She still croaks the knight and the two supporting darfs. Dee attempts to blast the damaged minertaur, but even with the hammer she is unable to hit the minertaur and avoid Crud.

Shadows stack takes aim at stack 9 only two of her stack manage to cross the great distance to the targets and hit. The darf answer back croaking the arc spwider and knicking on of the elves. The uncroaked crossbowmen drop one of the blocking darfs in stack 6. The return fire dusting two of the uncroaked axe darfs. Breaches archers take aim on the brave piker in spikes stack. The piker drops from an arrow in the eye.

East field

Stack 5 battles it out with the rider stack. One of the riders is dusted and the other is heavyly damaged. Between the bolts and thier axes stack 5 is finished. Stack 6 loses 2 darfs to the axemen. While dusting one in return.


East wall

Stack 11 moves away from the shield spwder. Avoiding the AAO. They climb down joining thier brothers in the garrison. Stack 10 moves in engaging the shield spider. Stack 10 finishes the lone defender.

Garrison

The darf chief looks around heft his axe and bringing it down on the rattika almost croaking it. His expression grim. The best efforts bill and ashs stacks they are unable to land a blow.

Breach swings on spikes mount croaking the mighty mount. Spike misses bout his mount connects with aura weaking it further with its final breath. All the heavies connect with each other dealing damage.

  Round 11  

( 
 Spoiler: battle 
Tower top)
Tower level 2 0/400
East gate breached

(Harley stack)
Harley [ranged immune] (NE front) Juice (69/300)
Dee [ranged immune] (E front) Juice (0/200)
Hammer 75/100
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool exhausted (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)

(North)
Pudgie (croaked)

(East Wall)
Melee stack (engaged with stack 11)
Shady elf croaked
Uncroaked woof dusted
Woof soldier deactivated
Woof soldier deactivated
Uncroaked hobby dusted
Shield Spidew croaked

Uncroaked hobby (dusted)
Uncroaked hobby (dusted)

(South Wall, SW)
(Shadows stack)
Shady elf 4/8 (front)
Shady elf (front)
Archer 5/6
Archer 4/6
Shady elf 5/8 (front)
Arc Spidew croaked (front)
Shadow
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack) engaged with Breech’s and antz stack 1
Spike - Hobby Warhorse croaked (front)
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 4/13 dam (front)
Uncroaked Anhog 7/10 dam
Piker H (front) croaked
Piker I 1/6(antz)
Piker A (antz)
Stabber [Krippen’s] croaked

(Garrison, near East gate)
(Ash’s stack - engaged with Chiefs stack)
Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash 5/10 breath weapon exhausted
Twinhorn 2/8
Twinhorn ditto depoped
Rattika 4/5 (front)
Rattika 2/5 dam
Uncroaked piker 4/6 dam (front)
Hobby horse 2/8 (front)
Hobby horse 3/8 (front)
Hobby horse (front)

(Feral stack) engaged with stack 3
Uncroaked woof 7/8
Woof 6/8 (front)
Woof 6/8
Uncroaked woof 5/8 (front)
Hobby horse 4/8 (front)
Hobby horse 5/8
Hobby horse 7/8
Hobby horse 4/8 (front)

(Bills stack) engaged with stack 1
Piker C11A croaked
Piker C11B 3/6 dam (back)
Piker C11C 2/6 dam (front)
Piker C11D 3/6 dam (back)
Piker [Krippen’s] 3/6 (front)
Piker F croaked
Piker G 3/6 (front)
Bill (middle)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

West side next to West walls
Uncroaked darf rider 1

East wall
(Uncroaked stack 2)
Uncroaked axedarf 1 dusted
Uncroaked axedarf 2 dusted


East gate engaged with Stack 6
(Uncroaked stack 3)
Uncroaked axedarf 3 2/4
Uncroaked axedarf 4 3/4
Uncroaked axedarf 5 dusted
Uncroaked axedarf 6 dusted
Uncroaked axedarf 7 (dusted
Uncroaked axedarf 8 2/4
Uncroaked axedarf 9 (front)

East 1/4 to wall
(Uncroaked stack 5 - engaged with Stack 5)
Uncroaked darf rider 2 dusted
Uncroaked darf rider 3 dusted
Uncroaked darf rider 4 dusted
Uncroaked darf rider 5 3/4
Uncroaked crossbow darf 1
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

(Uncroaked stack 6)
Uncroaked crossbow darf 8 dusted
Uncroaked crossbow darf 9 1/4 (front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits (front)
Uncroaked crossbow darf 5 1/4 hits







Enemy

East

Stack 1 (garrison) engaged with ash and bill
Darf chief 5/12 (ash)
War goat croaked
Lancer knight croaked (Ash)
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked (front)
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked (Ash)
Darf warrior 21 croaked ( bill)

Stack 2 garrison engaged with spike
Mineotaur 6 dam(front)
Darf warrior 22 (croaked in garrison)
Mineotaur 1 dam (front)
Warlord Breach (front)
Stone bull croaked
Archer 1
Archer 2
Archer 3

Stack 3 (garison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 3/8 (Front)
Darf warrior 3 4/8 (Front)
Darf warrior 4 3/8 (Front)
Darf warrior 5
Stabber 2/6 (Front)
Piker 1
Piker 2


Stack 5 (1/4 to walls)
Darf warrior 10 croaked (front)
Darf warrior 11 croaked(front)
Darf warrior 12 croaked(front)
Darf warrior 13 croaked (front)


Stack 6 (holding gate)
Darf warrior 14 croaked ( front)
Darf warrior 15 croaked (front)
Darf warrior 16 6/8dam (front)
Darf warrior 17 croaked (front)
Darf crossbow 9
Darf crossbow 10
Darf crossbow 11
Darf crossbow 12





North

Stack 9 (east wall)
Darf warrior 26 3 dam ( front)
Darf warrior 27 3 dam ( front)
Darf warrior 28 3 dam (front)
Darf warrior 29 3 dam (front)
Darf crossbow 21 2/8
Darf crossbow 22 3/8
Darf crossbow 23
Darf crossbow 24

Stack 10 (east walls)
Darf warrior 30 4/8(Front)
Darf warrior 31 (Front)
Darf warrior 32 4/8 (Front)
Darf warrior 33 (Front)


Stack 11 (Garrison )
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Darf warrior 42 ( front)
Darf warrior 43( front)
Darf warrior 44( front)
Darf warrior 45 ( front





Antz stack 2 Garrison near tower

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 5 damage (front)

Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
 
WurmD
Harley says to Dee “Fire on Chief when it’s clear!” and Fireblasts Stack 9
Ash and Bill ignore Chief Darf and move to attack the back of Breech's stack
Dee Hoboken Darf Chief
Shadow's stack fire on Stack 10
Uncroaked stack 3+5 restack and attack stack 6
Uncroaked ranged fire on Stack 9
Rotate most damaged to back


(Tower top)
Tower level 2 0/400
East gate breached

(Harley stack)
Harley [ranged immune] (NE front) Juice (44/300)
Dee [ranged immune] (E front) Juice (0/200)
Hammer 50/100
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool exhausted (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)


(South Wall, SW)
(Shadows stack)
Shady elf 4/8 (front)
Shady elf (front)
Archer 5/6
Archer 4/6
Shady elf 5/8 (front)
Arc Spidew croaked (front)
Shadow
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack) engaged with Breech’s and antz stack 1
Spike (front)
Hobby Warhorse croaked
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 4/13 dam (front)
Uncroaked Anhog 7/10 dam (antz)
Piker H croaked
Piker I 1/6 (antz)
Piker A (front)
Stabber [Krippen’s] croaked

(Ash’s stack - engaged with Breech’s stack)
Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash 5/10 breath weapon exhausted
Twinhorn 2/8
Twinhorn ditto depoped
Rattika 4/5 dam
Rattika 2/5 dam
Uncroaked piker 4/6 dam (front)
Hobby horse 2/8 (front)
Hobby horse 3/8 (front)
Hobby horse (front)

(Feral stack - engaged with stack 3)
Uncroaked woof 7/8
Woof 6/8
Woof 6/8
Uncroaked woof 5/8 (front)
Hobby horse 4/8 (front)
Hobby horse 5/8 (front)
Hobby horse 7/8
Hobby horse 4/8 (front)

(Bills stack - engaged with Breech’s stack)
Piker C11A croaked
Piker C11B 3/6 dam (back)
Piker C11C 2/6 dam (front)
Piker C11D 3/6 dam (front)
Piker [Krippen’s] 3/6 (front)
Piker F croaked
Piker G 3/6 (front)
Bill (middle)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

North side next to North walls
Uncroaked darf rider 1

East gate
(Uncroaked stack 3+5 - engaged with Stack 6)
Uncroaked axedarf 3 2/4 (front)
Uncroaked axedarf 4 3/4 (front)
Uncroaked axedarf 8 2/4 (front)
Uncroaked axedarf 9 (front)
Uncroaked darf rider 5 3/4
Uncroaked crossbow darf 1
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

(Uncroaked stack 6)
Uncroaked crossbow darf 8 dusted
Uncroaked crossbow darf 9 1/4 (front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits (front)
Uncroaked crossbow darf 5 1/4 hits







Enemy

East

Stack 1 (garrison) engaged with ash and bill
Darf chief 5/12 (ash)
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked

Stack 2 garrison engaged with spike
Mineotaur 6 dam(front)
Darf warrior 22 (croaked in garrison)
Mineotaur 1 dam (front)
Warlord Breach (front)
Stone bull croaked
Archer 1
Archer 2
Archer 3

Stack 3 (garison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 3/8 (Front)
Darf warrior 3 4/8 (Front)
Darf warrior 4 3/8 (Front)
Darf warrior 5
Stabber 2/6 (Front)
Piker 1
Piker 2



Stack 6 (holding gate)
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 6/8 dam
Darf warrior 17 croaked
Darf crossbow 9
Darf crossbow 10
Darf crossbow 11
Darf crossbow 12





North

Stack 9 (east wall)
Darf warrior 26 3 dam ( front)
Darf warrior 27 3 dam ( front)
Darf warrior 28 3 dam (front)
Darf warrior 29 3 dam (front)
Darf crossbow 21 2/8
Darf crossbow 22 3/8
Darf crossbow 23
Darf crossbow 24

Stack 10 (east walls)
Darf warrior 30 4/8(Front)
Darf warrior 31 (Front)
Darf warrior 32 4/8 (Front)
Darf warrior 33 (Front)


Stack 11 (Garrison )
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Darf warrior 42 ( front)
Darf warrior 43( front)
Darf warrior 44( front)
Darf warrior 45 ( front





Antz stack 2 Garrison near tower

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 5 damage (front)

Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
_Wiz_
A worried +1
WurmD
Editted
............
_Wiz_
And once again +1
Cyphermancer
[QUOTE=WurmD;24419493]Harley says to Dee “Fire on Chief when it’s clear!” and Fireblasts Stack 9
Ash and Bill ignore Chief Darf and move to attack the back of Breech's stack
Dee Hoboken Darf Chief
Shadow's stack fire on Stack 10
Uncroaked stack 3+5 restack and attack stack 6
Uncroaked ranged fire on Stack 9
Rotate most damaged to back


Harley unleashes a fire blast on stack 9 the blast drops the four shield darfs.

Shadow arrows find thier mark as does two of her stack. The uncroaked fire four of thier arrows finding thier mark. Stack 9 fires onto bills stack a single arrow finding its mark. Croaking a single piker guarding the back.

East field and east wall.

The melee stack and stack 6 strike at one another. Croaking and dusting a few of each stack. Stack 10 moves off the wall moving fast and merging with stack 6

Garrison

The feral stack and stack 3 trade blows again. Each stack hits twice. But the uncroaked woof is dusted.

Spike and Breaches stack trade off. Ashs and bills stack break off to attack of the darf chief. The chief gets his primary attack and AOO as they break off. The darf chief drops the uncroaked piker from ashs stack and another piker from bills stack.

Breachs archers all take aim at spike one arrow sinks into spike leg. Spike hits breachs aura and it winks out giving spike his first real look at him. Breach swings and misses the warlord. Spike notices that breach is wielding a large twohanded axe that looks wicked sharp. Breach misses the chief warlord by a fingers length. The heavies again trade blows both sides scoring hits.

Dee unleashes her blast. This one looks a little different than a standard hoboken. It has a black inky look to it. The blast slams in the the chiefs chest croaking it. But the darf doesnt fall. Its been uncroaked! The spell however drained 50 juice from the hammer.

As Ash and bill move in on Breaches stack. However Ashs stack is intersepted by stack 11. Bills stack reaches breaches archers. One of bills pikers damages an archer.

Ashs stack and stack 11 trade blows back and forth

  Round 12!  
 
 Spoiler: round 12! 

(Tower top)
Tower level 2 0/400
East gate breached

(Harley stack)
Harley [ranged immune] (NE front) Juice (44/300)
Dee [ranged immune] (E front) Juice (0/200)
Hammer 25/100
Uncroaked Woof (N front)
Uncroaked Woof 5/8 (S)
Uncroaked Woof 6/8 (S)
Krippen ki pool exhausted (SW)
Uncroaked Woof (N front)
Uncroaked Woof (N front)


(South Wall, SW)
(Shadows stack)
Shady elf 4/8 (front)
Shady elf (front)
Archer 5/6
Archer 4/6
Shady elf 5/8 (front)
Arc Spidew croaked (front)
Shadow
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack) engaged with Breech’s and antz stack 1
Spike 3 damage (front)
Hobby Warhorse croaked
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (antz)
Piker H croaked
Piker I 1/6 (antz)
Piker A (front)
Stabber [Krippen’s] croaked

(Ash’s stack - engaged with stack 11)
Stabber 3/6 poisoned! Knocked out [twin fang swords]
Ash 5/10 breath weapon exhausted
Twinhorn 2/8
Twinhorn ditto depoped
Rattika 4/5 dam
Rattika 2/5 dam
Uncroaked piker dusted(front)
Hobby horse 4/8 (front)
Hobby horse 7/8 (front)
Hobby horse 4/8 (front)

(Feral stack - engaged with stack 3)
Uncroaked woof 7/8
Woof 6/8
Woof 6/8
Uncroaked woof dusted
Hobby horse 4/8 (front)
Hobby horse 6/8 (front)
Hobby horse 7/8
Hobby horse 4/8 (front)

(Bills stack - engaged with Breech’s stack)
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked (front)
Piker C11D 3/6 dam (front)
Piker [Krippen’s] 3/6 (front)
Piker F croaked
Piker G 3/6 (front)
Bill (middle)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

North side next to North walls
Uncroaked darf rider 1

East gate
(Uncroaked stack 3+5 - engaged with Stack 6)
Uncroaked axedarf 3 2/4 (front)
Uncroaked axedarf 4 dusted (front)
Uncroaked axedarf 8 dusted (front)
Uncroaked axedarf 9 1/4 (front)
Uncroaked darf rider 5 3/4
Uncroaked crossbow darf 1
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

(Uncroaked stack 6)
Uncroaked crossbow darf 8 dusted
Uncroaked crossbow darf 9 1/4 (front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits (front)
Uncroaked crossbow darf 5 1/4 hits


Garrison

Uncroaked rider level 3 ( lost chief stats)
4/4/10/6
Damage 1d4+1




Enemy

East




Stack 2 garrison engaged with spike
Mineotaur 6 dam(front)
Darf warrior 22 (croaked in garrison)
Mineotaur 4 dam (front)
Warlord Breach (front)
Stone bull croaked
Archer 1 3/6
Archer 2
Archer 3

Stack 3 (garison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 7/8
Darf warrior 3 4/8
Darf warrior 4 5/8
Darf warrior 5 (front)
Stabber 2/6 (Front)
Piker 1 (front)
Piker 2 ( front)



Stack 6 (holding gate)
Darf warrior 30 4/8 (Front)
Darf warrior 31 2/8  (Front)
Darf warrior 33 (Front)
Darf crossbow 9 2/8
Darf crossbow 10 3/8
Darf crossbow 11
Darf crossbow 12 2/8





North

Stack 9 (east wall)
Darf warrior 26 croaked ( front)
Darf warrior 27 croaked ( front)
Darf warrior 28 croaked (front)
Darf warrior 29 croaked (front)
Darf crossbow 21 6/8
Darf crossbow 22 5/8
Darf crossbow 23 3/8
Darf crossbow 24 1/8




Stack 11 (Garrison )
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Darf warrior 42 1/8 ( front)
Darf warrior 43 3/8( front)
Darf warrior 44( front)
Darf warrior 45 ( front





Antz stack 2 Garrison near tower

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 8 damage (front)

Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
 
WurmD
- Harley goes cold fury and says  "Fire on Breech when it's clear"  and follows suit readying a Fireblast centered on Breech
- Dee Hobokens Breech
- Spike and Bill true disengage (sacrifice melee attacks) moving towards South Walls; Spike and woof switch and mount; Bill's stack restacks merging with others
- Harley's stack half moves down the tower peering at windows, and focusing on ruler sense of her units
- Shadow half moves back (to middle of South walls) and fires on first visible target (Breech's if more than 1 visible), if no target, she continues move to South SE
- Uncroaked stack 3+5 keep attacking stack 6
- Uncroaked ranged fire on Stack 9
- Rotate most damaged to back
- Lone rider finally arrives!

Tower level 2 0/400
East gate breached

Tower top -&gt; tower bottom
(Harley stack)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] Juice (0/200)
Hammer 0/100
Uncroaked Woof (front)
Uncroaked Woof 5/8
Uncroaked Woof 6/8
Krippen ki pool exhausted (front)
Uncroaked Woof (front)
Uncroaked Woof (front)


(South Wall)
(Shadows stack)
Shady elf 4/8 (front)
Shady elf (front)
Archer 5/6
Archer 4/6
Shady elf 5/8 (front)
Arc Spidew croaked (front)
Shadow
Shady elf 6/8

(Garrison, South Gate)
(Spikes stack) engaged with Breech’s and antz stack 1
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage - mounted on Woof (middle)
Uncroaked Dire Woof 4/12 (middle)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (antz)
Piker I 1/6 (antz)
Piker A (front)
Piker G 3/6 (front)
Bill (middle)

(Garrison, East Gate)
(Ash’s stack - engaged with stack 11)
Ash 5/10 breath weapon exhausted
Twinhorn 2/8
Rattika 4/5 dam
Rattika 2/5 dam
Hobby horse 4/8 (front)
Hobby horse 7/8 (front)
Hobby horse 4/8 (front)
Piker C11D 3/6 dam (front)
Piker [Krippen’s] 3/6

(Feral stack - engaged with stack 3)
Uncroaked woof 7/8 (front)
Woof 6/8 (front)
Woof 6/8 (front)
Uncroaked woof dusted
Hobby horse 4/8
Hobby horse 6/8
Hobby horse 7/8
Hobby horse 4/8 (front)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 3+5 - engaged with Stack 6)
Uncroaked axedarf 3 2/4 (front)
Uncroaked axedarf 4 dusted
Uncroaked axedarf 8 dusted
Uncroaked axedarf 9 1/4 (front)
Uncroaked darf rider 5 3/4 (front)
Uncroaked crossbow darf 1
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

(Uncroaked stack 6)
Uncroaked darf rider 1 (front)
Uncroaked crossbow darf 9 1/4 (front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits (front)
Uncroaked crossbow darf 5 1/4 hits




Enemy

East

Stack 2 garrison engaged with spike
Mineotaur 6 dam (front)
Darf warrior 22 (croaked in garrison)
Mineotaur 4 dam (front)
Warlord Breach (front)
Stone bull croaked
Archer 1 3/6
Archer 2
Archer 3

Stack 3 (garison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 7/8
Darf warrior 3 4/8
Darf warrior 4 5/8
Darf warrior 5 (front)
Stabber 2/6 (Front)
Piker 1 (front)
Piker 2 ( front)

Stack 6 (holding gate)
Darf warrior 30 4/8 (Front)
Darf warrior 31 2/8 (Front)
Darf warrior 33 (Front)
Darf crossbow 9 2/8
Darf crossbow 10 3/8
Darf crossbow 11
Darf crossbow 12 2/8

North

Stack 9 (east wall)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 6/8
Darf crossbow 22 5/8
Darf crossbow 23 3/8
Darf crossbow 24 1/8

Stack 11 (Garrison - engaged with Ash’s)
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Darf warrior 42 1/8 (front)
Darf warrior 43 3/8 (front)
Darf warrior 44 (front)
Darf warrior 45 (front)


Antz stack 2 Garrison near tower

Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 5 damage (front)

Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out [twin fang swords]
Cyphermancer
With the slight delay in casting dee looks at Harley " fire blast instead?"

Giving Harley a questioning look.
WurmD
 "can you cast it? If not Hoboken Breech!"  she yells unleashing her fiery fury as Spike steps back
_Wiz_
+1 and +1. Were in the endgame now!
Cyphermancer
With the slight delay in casting dee looks at Harley "  fire blast instead?" 

Giving Harley a questioning look.

The archers unleash as Dee asks her question. Shadows stack moves back to the east unable to get a line of sight. Before the end of the round. Where they spot what is left of stack 9 The uncroaked archers fire on stack 9 with three hits croaking one.

Stack 9 continues to fire on ashs stack croaking 1 hobby and damaging to others. Breaches archer fire on Bills stack ( after a minertaur moves to block) with one minor hit.

As spike and bill stack withdraw. Harley yells!

"can you cast it? If not Hoboken Breech!" she yells unleashing her fiery fury as Spike steps back. As Harley uses the last of her juice she is hit with a well of insight. She is now an adept shockamancer! ( info and spells to follow when she has time to think on it!)

Dee slightly behind Harley let loose A fire blast as well And the stack head down the tower. As Harley head down she gets a brief look outside from a window. Breach is still standing. He looks injured but not nearly as bad as he should. One of the minertaurs is down and the other looks. Like more burns than hair. Two of the archers are down as well.

Breach stacks with stack 11, the minertaur stacks with stack 6

Melee uncroaked vs gate guards. Trade blows but none fall.

Stack 11 attacks ashs stack ( without Breaches bonus) croaking another hobby and damaging another.

Stack 3 and feral stack trade more blows. Croaking a single woof. The antz charge stack three. The ant threat is finished by 3 darf axes.

  round 13!  
 
 Spoiler: round 13! 

Tower level 2 0/400
East gate breached

Tower top -&gt; half way down tower
(Harley stack)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] Juice (0/200)
Hammer 0/100
Uncroaked Woof (front)
Uncroaked Woof 5/8
Uncroaked Woof 6/8
Krippen ki pool exhausted (front)
Uncroaked Woof (front)
Uncroaked Woof (front)


(South Wall)
(Shadows stack)
Shady elf 4/8 (front)
Shady elf (front)
Archer 5/6
Archer 4/6
Shady elf 5/8 (front)
Arc Spidew croaked (front)
Shadow
Shady elf 6/8

(Garrison, South Gate)
(Spikes stack) engaged with Breech’s and antz stack 1
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage - mounted on Woof (middle)
Uncroaked Dire Woof 4/12 (middle)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (antz)
Piker I 1/6 (antz)
Piker A (front)
Piker G 3/6 (front)
Bill (middle)

(Garrison, East Gate)
(Ash’s stack - engaged with stack 11)
Ash 5/10 breath weapon exhausted
Twinhorn 2/8
Rattika 4/5 dam
Rattika 2/5 dam
Hobby horse 7/8 (front)
Hobby horse croaked (front)
Hobby horse croaked(front)
Piker C11D 5/6 dam (front)
Piker [Krippen’s] 3/6

(Feral stack - engaged with stack 3)
Uncroaked woof 7/8 (front)
Woof 6/8 (front)
Woof croaked (front)
Uncroaked woof dusted
Hobby horse 4/8
Hobby horse 6/8
Hobby horse 7/8
Hobby horse 4/8 (front)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 3+5 - engaged with Stack 6)
Uncroaked axedarf 3 2/4 (front)
Uncroaked axedarf 4 dusted
Uncroaked axedarf 8 dusted
Uncroaked axedarf 9 3/4 (front)
Uncroaked darf rider 5 dusted
Uncroaked crossbow darf 1
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

(Uncroaked stack 6)
Uncroaked darf rider 1 (front)
Uncroaked crossbow darf 9 1/4 (front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits (front)
Uncroaked crossbow darf 5 1/4 hits




Enemy

East

Archer 3

Stack 3 (garison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 7/8
Darf warrior 3 4/8
Darf warrior 4 5/8
Darf warrior 5 (front)
Stabber 2/6 (Front)
Piker 1 1/6 (front)
Piker 2 ( front)

Stack 6 (holding gate)
Darf warrior 30 6/8 (Front)
Darf warrior 31 5/8 (Front)
Darf warrior 33 3/8 (Front)
Mineotaur 10 dam ( Front)
Darf crossbow 9 2/8
Darf crossbow 10 3/8
Darf crossbow 11
Darf crossbow 12 2/8

North

Stack 9 (east wall)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 croaked
Darf crossbow 22 7/8
Darf crossbow 23 3/8
Darf crossbow 24 5/8

Stack 11 (Garrison - engaged with Ash’s)
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Warlord Breach 4 damage  middle
Darf warrior 42 1/8 (front)
Darf warrior 43 3/8 (front)
Darf warrior 44 (front)
Darf warrior 45 (front)


Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out
[twin fang swords]
Mineotaur croaked (front)
Darf warrior 22 (croaked in garrison)
Stone bull croaked
Archer 1 croaked
Archer 2 croaked
Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 (croaked)
 
WurmD
Enemy

East

Archer 3


And


Alone

Archer

North


I think one of these is duplicated.

W90. If Harley double moves down will she ends in tower bottom, half move towards Garrison?
Cyphermancer
 
 Originally Posted by WurmD 
 Enemy

East

Archer 3


And


Alone

Archer

North


I think one of these is duplicated.

W90. If Harley double moves down will she ends in tower bottom, half move towards Garrison? 
 

Edited and yes
WurmD
- Shadow's stack half moves to East Walls and fires on visible targets (2 archers on single stacked archer, Shadow on Minertaur, and rest on Stack 9)
- Harley double moves (ends in tower bottom, half move towards Garrison)
- Spike comes back and murderizes the crossbow Darfs at the gates
- Uncroaked stack 3+5 keep attacking stack 6
- Uncroaked ranged fire on Stack 9
- Rotate most damaged to back

Tower level 2 0/400
East gate breached

Tower bottom -&gt; half way to Garrison
(Harley stack)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] Juice (0/200)
Hammer 0/100
Uncroaked Woof (front)
Uncroaked Woof 5/8
Uncroaked Woof 6/8
Krippen ki pool exhausted (front)
Uncroaked Woof (front)
Uncroaked Woof (front)


(South Wall SE)
(Shadows stack)
Shady elf 4/8 (front)
Shady elf (front)
Archer 5/6
Archer 4/6
Shady elf 5/8 (front)
Arc Spidew croaked (front)
Shadow
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack - engaged with stack 6)
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage (mounted on Woof)
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (back)
Piker I 1/6 (back)
Piker A (front)
Piker G 3/6 (back)
Bill (middle)

(Garrison, East Gate)
(Ash’s stack - engaged with stack 11)
Ash 5/10 breath weapon exhausted
Twinhorn 2/8
Rattika 4/5 dam
Rattika 2/5 dam
Hobby horse 7/8 (front)
Hobby horse croaked
Hobby horse croaked
Piker C11D 5/6 dam (front)
Piker [Krippen’s] 3/6 (front)

(Feral stack - engaged with stack 3)
Uncroaked woof 7/8 (front)
Woof 6/8 (front)
Woof croaked
Uncroaked woof dusted
Hobby horse 4/8 (front)
Hobby horse 6/8
Hobby horse 7/8
Hobby horse 4/8 (front)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 3+5 - engaged with Stack 6)
Uncroaked axedarf 3 2/4 (front)
Uncroaked axedarf 4 dusted
Uncroaked axedarf 8 dusted
Uncroaked axedarf 9 3/4 (front)
Uncroaked darf rider 5 dusted
Uncroaked crossbow darf 1
Uncroaked crossbow darf 6
Uncroaked crossbow darf 7

(Uncroaked stack 6)
Uncroaked darf rider 1 (front)
Uncroaked crossbow darf 9 1/4 (front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits




Enemy

East

Archer 3

Stack 3 (Garrison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 7/8
Darf warrior 3 4/8
Darf warrior 4 5/8
Darf warrior 5 (front)
Stabber 2/6 (Front)
Piker 1 1/6 (front)
Piker 2 ( front)

Stack 6 (holding gate)
Darf warrior 30 6/8 (Front)
Darf warrior 31 5/8 (Front)
Darf warrior 33 3/8 (Front)
Mineotaur 10 dam ( Front)
Darf crossbow 9 2/8
Darf crossbow 10 3/8
Darf crossbow 11
Darf crossbow 12 2/8

North

Stack 9 (east wall)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 croaked
Darf crossbow 22 7/8
Darf crossbow 23 3/8
Darf crossbow 24 5/8

Stack 11 (Garrison - engaged with Ash’s)
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Warlord Breach 4 damage middle
Darf warrior 42 1/8 (front)
Darf warrior 43 3/8 (front)
Darf warrior 44 (front)
Darf warrior 45 (front)


Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out
[twin fang swords]
Mineotaur croaked (front)
Darf warrior 22 (croaked in garrison)
Stone bull croaked
Archer 1 croaked
Archer 2 croaked
Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 (croaked)
_Wiz_
I feel bad for Ash’s poor stack having to hold off Breach’s stack but +1
Cyphermancer
Shadow fires on the minertaur but is unable to get a good angle And misses. The archers fire on the single archer while it fires on shadow stack. The two archers croak the single archer.
The rest of shadow archers and the uncroaked archers finish off stack 9. However they get thier revenge in the end. All three bolts striking home on shadows stack.

Stack 3 and the feral stack trade blows. Dusting another woof and damaging a hobby. The feral deal some damage but not enough.

Stack 6 and the uncroaked face off the uncoaked loosing all but two of thier number. Doing minor damage in return. Then spikes stack hits the back of the gate stack. Spike and his woof croak one. Thier former chief damages another. Crud ( a little out of breath) and the piker miss.

Harleys worry seems comes true as she heads down the tower as she feels the entire front line of ashs stack cut down and the twinhorn hit again!. She then hears a mild boom. As she feels the rest of ashs stack ( but not ash) take damage and one croaking!

  round 14!   
 Spoiler: round 14 

Tower level 2 0/400
East gate breached

Tower bottom -&gt; half way to Garrison
(Harley stack)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] Juice (0/200)
Hammer 0/100
Uncroaked Woof (front)
Uncroaked Woof 5/8
Uncroaked Woof 6/8
Krippen ki pool exhausted (front)
Uncroaked Woof (front)
Uncroaked Woof (front)


(South Wall SE)
(Shadows stack)
Shady elf croaked (front)
Shady elf 2/8 (front)
Archer 5/6
Archer 4/6
Shady elf 8/8 (front)
Arc Spidew croaked (front)
Shadow
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack - engaged with stack 6)
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage (mounted on Woof)
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (back)
Piker I 1/6 (back)
Piker A (front)
Piker G 3/6 (back)
Bill (middle)

(Garrison, East Gate)
(Ash’s stack - engaged with stack 11)
Ash 5/10 breath weapon exhausted
Twinhorn 6/8
Rattika croaked
Rattika 4/5 dam
Hobby horse croaked (front)
Hobby horse croaked
Hobby horse croaked
Piker C11D croaked(front)
Piker [Krippen’s] croaked (front)

(Feral stack - engaged with stack 3)
Uncroaked woof dusted (front)
Woof 6/8 (front)
Woof croaked
Uncroaked woof dusted
Hobby horse 4/8 (front)
Hobby horse 6/8
Hobby horse 7/8
Hobby horse 7/8 (front)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 3+5 - engaged with Stack 6)
Uncroaked axedarf 3 dusted
Uncroaked axedarf 4 dusted
Uncroaked axedarf 8 dusted
Uncroaked axedarf 9 dusted
Uncroaked darf rider 5 dusted
Uncroaked crossbow dusted
Uncroaked crossbow 3/4
Uncroaked crossbow 2/4

(Uncroaked stack 6)
Uncroaked darf rider 1 (front)
Uncroaked crossbow darf 9 1/4 (front)
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11 (front)
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits




Enemy


Stack 3 (Garrison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 7/8
Darf warrior 3 4/8
Darf warrior 4 5/8
Darf warrior 5 4/8 (front)
Stabber 3/6 (Front)
Piker 1 1/6 (front)
Piker 2 2/6 ( front)

Stack 6 (holding gate)
Darf warrior 30 6/8 (Front)
Darf warrior 31 7/8 (Front)
Darf warrior 33 6/8 (Front)
Mineotaur 10 dam ( Front)
Darf crossbow 9 5/8
Darf crossbow 10 3/8
Darf crossbow 11 croaked
Darf crossbow 12 2/8


Stack 11 (Garrison - engaged with Ash’s)
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Warlord Breach 4 damage middle
Darf warrior 42 4/8 (front)
Darf warrior 43 4/8 (front)
Darf warrior 44 3/8(front)
Darf warrior 45 1/8 (front)


Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out
[twin fang swords]
Mineotaur croaked (front)
Darf warrior 22 (croaked in garrison)
Stone bull croaked
Archer 1 croaked
Archer 2 croaked
Archer 3
Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 (croaked)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 croaked
Darf crossbow 22 croaked
Darf crossbow 23 croaked
Darf crossbow 24 croaked
 
WurmD
&gt; Then spikes stack hits the back of the gate stack. Spike and his woof croak one.

but

Darf crossbow 9 5/8
Darf crossbow 10 3/8
Darf crossbow 11 croaked
Darf crossbow 12 2/8


Would you update it?

W91. Do crossbow darfs have a melee weapon as well?


&gt; Shady elf 8/8 (front)
Did 2 Shady Elves croak?
Cyphermancer
&gt; Then spikes stack hits the back of the gate stack. Spike and his woof croak one.

but

Darf crossbow 9 5/8
Darf crossbow 10 3/8
Darf crossbow 11 croaked
Darf crossbow 12 2/8


Would you update it?

Before hit

Darf crossbow 9 2/8
Darf crossbow 10 3/8
Darf crossbow 11
Darf crossbow 12 2/8

After

Darf crossbow 9 5/8
Darf crossbow 10 3/8
Darf crossbow 11 croaked
Darf crossbow 12 2/8

W91. Do crossbow darfs have a melee weapon as well?

Yes they have axes

&gt; Shady elf 8/8 (front)
Did 2 Shady Elves croak?

Down but not croaked unsure if she will survive start of turn
WurmD
- Uncroaked step up, now that there is room, and ranged fire on Stack 6, ignoring minertaur
- Shadow’s stack fires on Stack 3
- Spike mentally orders the front crossbow darfs to engage in melee ignoring Minertaur, as he focuses on the Minertaur
- Ash disengages and retreats to the tower as Harley steps out of the tower and engages Breech’s stack in his place (if Breech followed Harley gets to melee attack)
- Rotate most damaged to back

Tower level 2 0/400
East gate breached

Tower bottom -&gt; half way to Garrison
(Harley stack)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] Juice (0/200)
Hammer 0/100
Uncroaked Woof (front)
Uncroaked Woof 5/8
Uncroaked Woof 6/8
Krippen ki pool exhausted (front)
Uncroaked Woof (front)
Uncroaked Woof (front)


(South Wall SE)
(Shadows stack)
Shady elf croaked
Shady elf 2/8 (front)
Archer 5/6
Archer 4/6
Shady elf 8/8 incapacitated
Arc Spidew croaked
Shadow (front)
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack - engaged with stack 6)
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage (mounted on Woof)
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (back)
Piker I 1/6 (back)
Piker A (front)
Piker G 3/6 (back)
Bill (middle)

(Tower bottom)
(Ash’s stack)
Ash 5/10 breath weapon exhausted
Twinhorn 6/8
Rattika croaked
Rattika 4/5 dam
Hobby horse croaked
Hobby horse croaked
Hobby horse croaked
Piker C11D croaked
Piker [Krippen’s] croaked

(Feral stack - engaged with stack 3)
Uncroaked woof dusted
Woof 6/8 (front)
Woof croaked
Uncroaked woof dusted
Hobby horse 4/8 (front)
Hobby horse 6/8 (front)
Hobby horse 7/8
Hobby horse 7/8 (front)

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 3+5 - engaged with Stack 6)
Uncroaked axedarf 3 dusted
Uncroaked axedarf 4 dusted
Uncroaked axedarf 8 dusted
Uncroaked axedarf 9 dusted
Uncroaked darf rider 5 dusted
Uncroaked crossbow dusted
Uncroaked crossbow 3/4 (front)
Uncroaked crossbow 2/4 (front)

(Uncroaked stack 6 - engaged with Stack 6)
Uncroaked darf rider 1 (front)
Uncroaked crossbow darf 9 1/4
Uncroaked crossbow darf 10
Uncroaked crossbow darf 11
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits




Enemy


Stack 3 (Garrison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 7/8
Darf warrior 3 4/8
Darf warrior 4 5/8
Darf warrior 5 4/8 (front)
Stabber 3/6 (Front)
Piker 1 1/6 (front)
Piker 2 2/6 ( front)

Stack 6 (holding gate)
Darf warrior 30 6/8 (Front)
Darf warrior 31 7/8 (Front)
Darf warrior 33 6/8 (Front)
Mineotaur 10 dam ( Front)
Darf crossbow 9 5/8
Darf crossbow 10 3/8
Darf crossbow 11 croaked
Darf crossbow 12 2/8


Stack 11 (Garrison - engaged with Ash’s)
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Warlord Breach 4 damage middle
Darf warrior 42 4/8 (front)
Darf warrior 43 4/8 (front)
Darf warrior 44 3/8(front)
Darf warrior 45 1/8 (front)


Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out
[twin fang swords]
Mineotaur croaked (front)
Darf warrior 22 (croaked in garrison)
Stone bull croaked
Archer 1 croaked
Archer 2 croaked
Archer 3
Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 (croaked)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 croaked
Darf crossbow 22 croaked
Darf crossbow 23 croaked
Darf crossbow 24 croaked
_Wiz_
I can’t see any alternatives +1
Cyphermancer
Shadows stack takes aim at stack 3. Shadow croaks one her self. And one shady and one archer finding thier marks.

Stack 3 and the feral battle is drawing to a close. After a vicious exchange of blows. Only a single piker and four darfsnremain in stack 3. The feral stack fairs worse with only two hobbies still standing.

The gate stack resuffles the minertaur facing the stacks of uncroaked while the three remaining shield darf face off against spike. The darfs crossbows take aim at uncroak stack 3/5 dusting the last two members. The crossbow darf of stack 6 take aim with the minertaur thier only target they all fire. Three hit but only one manages any damage. The minertaur smashes the darf rider in response.

Spike slashes hoping to remove the darfs to get at the minertaur. His stack manages to croak the 3 blocking darfs buf no more. With ashs stack disengaging. He move to follow, but seeing Harley he charges her stack. Drawing a silver can as he does. You see him twist the can.

The uncroaked woofs and Krippen meet thier charge. Krippen misses but two of the woofs connect. Dealing damage. The darfs strike one hiting a woof and another hitting Krippen. Breach then tosses the can right at harley. Krippen steps up catching the can in mid air. Where it explodes...

When the smoke and fire clears the front rank of of each rabk has taken fire damage, but your side has faired worse.Harley gets a good look at Krippens left hand, whats left of it. Its now more a stump than a hand.

Ashs stack reaches the tower moving inside.  round 15!   
 Spoiler: round 15 finish them! 

Tower level 2 0/400
East gate breached

Tower bottom -&gt; half way to Garrison
(Harley stack)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] Juice (0/200)
Hammer 0/100
Uncroaked Woof 6/8(front)
Uncroaked Woof 5/8
Uncroaked Woof 6/8
Krippen ki pool exhausted 4/?(front)
Uncroaked Woof 2/8 (front)
Uncroaked Woof 2/8 (front)


(South Wall SE)
(Shadows stack)
Shady elf croaked
Shady elf 2/8 (front)
Archer 5/6
Archer 4/6
Shady elf 8/8 incapacitated
Arc Spidew croaked
Shadow (front)
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack - engaged with stack 6)
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage (mounted on Woof)
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (back)
Piker I 1/6 (back)
Piker A (front)
Piker G 3/6 (back)
Bill (middle)

(Tower bottom)
(Ash’s stack)
Ash 5/10 breath weapon exhausted
Twinhorn 6/8
Rattika croaked
Rattika 4/5 dam
Hobby horse croaked
Hobby horse croaked
Hobby horse croaked
Piker C11D croaked
Piker [Krippen’s] croaked

(Feral stack - engaged with stack 3)
Uncroaked woof dusted
Woof croacked (front)
Woof croaked
Uncroaked woof dusted
Hobby horse 4/8 (front)
Hobby horse croaked
Hobby horse 7/8 (Front)
Hobby horse croaked

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 3+5 - engaged with Stack 6)
Uncroaked axedarf 3 dusted
Uncroaked axedarf 4 dusted
Uncroaked axedarf 8 dusted
Uncroaked axedarf 9 dusted
Uncroaked darf rider 5 dusted
Uncroaked crossbow dusted
Uncroaked crossbow dusted(front)
Uncroaked crossbow dusted (front)

(Uncroaked stack 6 - engaged with Stack 6)
Uncroaked darf rider 1 dusted
Uncroaked crossbow darf 9 1/4
Uncroaked crossbow darf 10
Uncroaked crossbow darf 11
Uncroaked crossbow darf 2 3/4 hits
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits




Enemy


Stack 3 (Garrison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 7/8 ( front)
Darf warrior 3 4/8 (front)
Darf warrior 4 5/8 ( front)
Darf warrior 5  croaked
Stabber croaked
Piker 1 croaked
Piker 2 3/6 ( front)

Stack 6 (holding gate)
Darf warrior 30 croaked (back)
Darf warrior 31 croaked (back)
Darf warrior 33 croaked (back)
Mineotaur 11 dam ( Front)
Darf crossbow 9 5/8
Darf crossbow 10 3/8
Darf crossbow 11 croaked
Darf crossbow 12 2/8


Stack 11 (Garrison - engaged with Ash’s)
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Warlord Breach 4 damage middle
Darf warrior 42 6/8 (front)
Darf warrior 43 5/8 (front)
Darf warrior 44 4/8(front)
Darf warrior 45 5/8 (front)


Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out
[twin fang swords]
Mineotaur croaked (front)
Darf warrior 22 (croaked in garrison)
Stone bull croaked
Archer 1 croaked
Archer 2 croaked
Archer 3
Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 (croaked)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 croaked
Darf crossbow 22 croaked
Darf crossbow 23 croaked
Darf crossbow 24 croaked
 
WurmD
- Uncroaked crossbowman in front draws axe
- Shadow’s stack fires on Stack 3
- Rotate most damaged to back

Tower level 2 0/400
East gate breached

Garrison
(Harley stack)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] Juice (0/200)
Hammer 0/100
Uncroaked Woof 6/8
Uncroaked Woof 5/8 (front)
Uncroaked Woof 6/8
Krippen ki pool exhausted 4/?(front)
Uncroaked Woof 2/8 (front)
Uncroaked Woof 2/8 (front)


(South Wall SE)
(Shadows stack)
Shady elf croaked
Shady elf 2/8 (front)
Archer 5/6
Archer 4/6
Shady elf 8/8 incapacitated
Arc Spidew croaked
Shadow (front)
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack - engaged with stack 6)
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage (mounted on Woof)
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (front)
Piker I 1/6 (back)
Piker A (back)
Piker G 3/6 (back)
Bill (middle)

(Tower bottom)
(Ash’s stack)
Ash 5/10 breath weapon exhausted
Twinhorn 6/8
Rattika croaked
Rattika 4/5 dam
Hobby horse croaked
Hobby horse croaked
Hobby horse croaked
Piker C11D croaked
Piker [Krippen’s] croaked

(Feral stack - engaged with stack 3)
Uncroaked woof dusted
Woof croacked
Woof croaked
Uncroaked woof dusted
Hobby horse 4/8 (front)
Hobby horse croaked
Hobby horse 7/8 (Front)
Hobby horse croaked

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 6 - engaged with Stack 6)
Uncroaked darf rider 1
Uncroaked crossbow darf 9 1/4
Uncroaked crossbow darf 10
Uncroaked crossbow darf 11
Uncroaked crossbow darf 2 3/4 hits (front)
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits




Enemy


Stack 3 (Garrison) engaged with ferals
Darf warrior 1 7/8
Darf warrior 2 7/8 ( front)
Darf warrior 3 4/8 (front)
Darf warrior 4 5/8 ( front)
Darf warrior 5 croaked
Stabber croaked
Piker 1 croaked
Piker 2 3/6 ( front)

Stack 6 (holding gate)
Darf warrior 30 croaked
Darf warrior 31 croaked
Darf warrior 33 croaked
Mineotaur 11 dam ( Front)
Darf crossbow 9 5/8
Darf crossbow 10 3/8
Darf crossbow 11 croaked
Darf crossbow 12 2/8


Stack 11 (Garrison - engaged with Harley’s)
Darf warrior 38 5/8
Darf warrior 39 6/8
Darf warrior 40 6/8
Darf warrior 41 3/8
Warlord Breach 4 damage middle
Darf warrior 42 6/8 (front)
Darf warrior 43 5/8 (front)
Darf warrior 44 4/8 (front)
Darf warrior 45 5/8 (front)


Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out
[twin fang swords]
Mineotaur croaked (front)
Darf warrior 22 (croaked in garrison)
Stone bull croaked
Archer 1 croaked
Archer 2 croaked
Archer 3
Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 (croaked)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 croaked
Darf crossbow 22 croaked
Darf crossbow 23 croaked
Darf crossbow 24 croaked
_Wiz_
Looks good +1
Cyphermancer
Three rounds in one day!


Shadow again takes aim at stack 3. But due to the building and melee. Only a single archer connects. Croaking a darf.

The three crossbowmen drop thier xbow snd step to meet spike. While an uncroaked crossbowman does the same. The three stacks tear into one another. The minertaur dusts the uncroaked crossbowman. Shot after shot sinks into the minertaur and the crossbow man axe ends up resting in its skull before dusting. A single crossbow man axe hits crud, but cant get through his gut. Spike heavies mop up the three darfs.

Stack 3 breaks off from the ferals heading right for harley. A single hobby connects on its AOO damaging the piker. The two unassigned woofs move to block thier ruler and master. Krippen rams is stump through the chest of one darf croaking it. One of the woof scraps another one.  The darf dust two woofs stack three barely being stopped. Breach throw his last can catching dealing damage to both sides. Dee takes a minor burn. The hobbies come up behind croaking the piker.

  round 16!  
 
 Spoiler: round 16! 

Tower level 2 0/400
East gate breached

Garrison
(Harley stack)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] 1 damage Juice (0/200)
Hammer 0/100
Uncroaked Woof dusted
Uncroaked Woof dusted (front)
Uncroaked Woof 6/8
Krippen ki pool exhausted 5/?(front)
Uncroaked Woof 5/8 (front)
Uncroaked Woof 4/8 (front)


(South Wall SE)
(Shadows stack)
Shady elf croaked
Shady elf 2/8 (front)
Archer 5/6
Archer 4/6
Shady elf 8/8 incapacitated
Arc Spidew croaked
Shadow (front)
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack - engaged with stack 6)
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage (mounted on Woof)
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (front)
Piker I 1/6 (back)
Piker A (back)
Piker G 3/6 (back)
Bill (middle)

(Tower bottom)
(Ash’s stack)
Ash 5/10 breath weapon exhausted
Twinhorn 6/8
Rattika croaked
Rattika 4/5 dam
Hobby horse croaked
Hobby horse croaked
Hobby horse croaked
Piker C11D croaked
Piker [Krippen’s] croaked

(Feral stack - engaged with stack 3)
Uncroaked woof dusted
Woof croacked
Woof croaked
Uncroaked woof dusted
Hobby horse 4/8 (front)
Hobby horse croaked
Hobby horse 7/8 (Front)
Hobby horse croaked

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 6 - engaged with Stack 6)
Uncroaked darf rider 1 dusted
Uncroaked crossbow darf 9 1/4
Uncroaked crossbow darf 10
Uncroaked crossbow darf 11
Uncroaked crossbow darf 2 dusted (front)
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits




Enemy


Stack 3 (Garrison) engaged with ferals
Darf warrior 1  croaked
Darf warrior 2 7/8 ( front)
Darf warrior 3 4/8 (front)
Darf warrior 4 5/8 ( front)
Darf warrior 5 croaked
Stabber croaked
Piker 1 croaked
Piker 2 croaked

Stack 6 (holding gate)
Darf warrior 30 croaked
Darf warrior 31 croaked
Darf warrior 33 croaked
Mineotaur croaked ( Front)
Darf crossbow 9 croaked
Darf crossbow 10 croaked
Darf crossbow 11 croaked
Darf crossbow 12 croaked


Stack 11 (Garrison - engaged with Harley’s)
Darf warrior 38 5/8 ( back)
Darf warrior 39 6/8 ( back)
Darf warrior 40 6/8 ( Back)
Darf warrior 41 4/8 (front)
Warlord Breach 4 damage (front)
Darf warrior 42 croaked(front)
Darf warrior 43 6/8 (back)
Darf warrior 44 5/8 (front)
Darf warrior 45 6/8 (front)


Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out
[twin fang swords]
Mineotaur croaked (front)
Darf warrior 22 (croaked in garrison)
Stone bull croaked
Archer 1 croaked
Archer 2 croaked
Archer 3
Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 (croaked)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 croaked
Darf crossbow 22 croaked
Darf crossbow 23 croaked
Darf crossbow 24 croaked
 
WurmD
- Shadow’s stack fires on Stack 3, Shadow singles out 4 dam Darf
- Uncroaked crossbowman in front draws axe
- Spike and Uncroaked rush in attacking Breech
- Rotate most damaged to back


Tower level 2 0/400
East gate breached

Garrison
(Harley stack - engaged with Breech)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] 1 damage Juice (0/200) Hammer 0/100
Uncroaked Woof dusted
Uncroaked Woof dusted
Uncroaked Woof 6/8 (front)
Krippen ki pool exhausted 5/? (front)
Uncroaked Woof 5/8 (front)
Uncroaked Woof 4/8 (back)


(South Wall SE)
(Shadows stack)
Shady elf croaked
Shady elf 2/8 (front)
Archer 5/6
Archer 4/6
Shady elf 8/8 incapacitated
Arc Spidew croaked
Shadow (front)
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack - engaged with Breech)
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage (mounted on Woof)
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 7/10 dam (front)
Piker I 1/6 (back)
Piker A (back)
Piker G 3/6 (back)
Bill (middle)

(Tower bottom)
(Ash’s stack)
Ash 5/10 breath weapon exhausted
Twinhorn 6/8
Rattika croaked
Rattika 4/5 dam
Hobby horse croaked
Hobby horse croaked
Hobby horse croaked
Piker C11D croaked
Piker [Krippen’s] croaked

(Feral stack - engaged with stack 3)
Uncroaked woof dusted
Woof croacked
Woof croaked
Uncroaked woof dusted
Hobby horse 4/8 (front)
Hobby horse croaked
Hobby horse 7/8 (Front)
Hobby horse croaked

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 6 - engaged with Breech)
Uncroaked darf rider 1 dusted
Uncroaked crossbow darf 9 1/4
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11
Uncroaked crossbow darf 2 dusted
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits




Enemy


Stack 3 (Garrison) engaged with Harley and ferals
Darf warrior 1 croaked
Darf warrior 2 7/8 (front)
Darf warrior 3 4/8 (front)
Darf warrior 4 5/8 (front)
Darf warrior 5 croaked
Stabber croaked
Piker 1 croaked
Piker 2 croaked


Stack 11 (Garrison - engaged with Harley’s)
Darf warrior 38 5/8 ( back)
Darf warrior 39 6/8 ( back)
Darf warrior 40 6/8 ( Back)
Darf warrior 41 4/8 (front)
Warlord Breach 4 damage (front)
Darf warrior 42 croaked
Darf warrior 43 6/8 (back)
Darf warrior 44 5/8 (front)
Darf warrior 45 6/8 (front)


Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out
[twin fang swords]
Mineotaur croaked (front)
Darf warrior 22 (croaked in garrison)
Stone bull croaked
Archer 1 croaked
Archer 2 croaked
Archer 3
Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 (croaked)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 croaked
Darf crossbow 22 croaked
Darf crossbow 23 croaked
Darf crossbow 24 croaked
Darf warrior 30 croaked
Darf warrior 31 croaked
Darf warrior 33 croaked
Mineotaur croaked
Darf crossbow 9 croaked
Darf crossbow 10 croaked
Darf crossbow 11 croaked
Darf crossbow 12 croaked
_Wiz_
Let’s finish this +1
WurmD
Editted, to 1 Uncroaked Woof guarding Harley's back
Cyphermancer
[QUOTE=WurmD;24423883]-


Shadows stack continues support fire on stack 3 croaking two and injuring a last. Spike and the uncroaked archer move in. Spike reaches breaches stack but the uncroaked are unable to engage in melee ( having them range fire instead) one hit croaking a darf in the back.

Harley uncroaked woof misses the last member of stack 3. But the hobby come up from behind and smash the target. Spike crushes the back part of Breaches stack. Krippen and Breach face off breach scores a hit dealing 5 damage. But Krippen scores a critical hit on breach. Breachs head ends up on Krippens shoulder. Harley sees Breach say something to Krippen before falling over. The melee leaves a single axeman on his feet. He stares around. Before taking a deep breath. Seeming to steel himself.

  Round 17?  
 
 Spoiler: round 17? 

Tower level 2 0/400
East gate breached

Garrison
(Harley stack - engaged with Breech)
Harley [ranged immune] Juice (19/300)
Dee [ranged immune] 1 damage Juice (0/200) Hammer 0/100
Uncroaked Woof dusted
Uncroaked Woof dusted
Uncroaked Woof dusted
Krippen ki pool exhausted 10/? (front)
Uncroaked Woof 5/8 (front)
Uncroaked Woof 7/8 (back)


(South Wall SE)
(Shadows stack)
Shady elf croaked
Shady elf 2/8 (front)
Archer 5/6
Archer 4/6
Shady elf 8/8 incapacitated
Arc Spidew croaked
Shadow (front)
Shady elf 6/8

(Garrison, East Gate)
(Spikes stack - engaged with Breech)
Uncroaked rider level 3 0/10 dam (front)
Spike 3 damage (mounted on Woof)
Uncroaked Dire Woof 4/12 (front)
Crud the twoll 7/13 dam (front)
Uncroaked Anhog 8/10 dam (front)
Piker I 1/6 (back)
Piker A (back)
Piker G 3/6 (back)
Bill (middle)

(Tower bottom)
(Ash’s stack)
Ash 5/10 breath weapon exhausted
Twinhorn 6/8
Rattika croaked
Rattika 4/5 dam
Hobby horse croaked
Hobby horse croaked
Hobby horse croaked
Piker C11D croaked
Piker [Krippen’s] croaked

(Feral stack - engaged with stack 3)
Uncroaked woof dusted
Woof croacked
Woof croaked
Uncroaked woof dusted
Hobby horse 4/8 (front)
Hobby horse croaked
Hobby horse 7/8 (Front)
Hobby horse croaked

(Garrison, middle)
Pudgie [hiding in building with window open]

Uncroaked

East gate
(Uncroaked stack 6 - engaged with Breech)
Uncroaked darf rider 1 dusted
Uncroaked crossbow darf 9 1/4
Uncroaked crossbow darf 10 (front)
Uncroaked crossbow darf 11
Uncroaked crossbow darf 2 dusted
Uncroaked crossbow darf 3 2/4 hits
Uncroaked crossbow darf 4 1/4 hits
Uncroaked crossbow darf 5 1/4 hits




Enemy




Stack 11 (Garrison - engaged with Harley’s)
Darf warrior 38 croaked( back)
Darf warrior 39 croaked ( back)
Darf warrior 40 croaked ( Back)
Darf warrior 41 4/8 (front)
Warlord Breach croaked (front)
Darf warrior 42 croaked
Darf warrior 43 croaked (back)
Darf warrior 44 croaked (front)
Darf warrior 45 croaked (front)


Bodies

Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked 3/4 to walls)
Goat (croaked at walls)
Goat (croaked at walls)
Mineotaur (croaked at walls)
Mineotaur (croaked ar walls)
Worker ant 1 (croaked in garrison)
Worker ant 2 (croaked in garrison)
Solder ant 1 (croaked in garrison)
Solder ant 2 (croaked in garrison)
Work ant 3 6 (croaked in garrison)
Worker ant 4 (croaked in garrison)
Worker ant 5 (croaked in garrison)
Worker ant 6 (croaked in garrison)
Darf warrior 10 (croaked 1/4 to walls)
Darf warrior 11 (croaked 1/4 to walls)
Darf warrior 12 (croaked 1/4 to walls)
Darf warrior 13 (croaked 1/4 to walls)
Pudgie (croaked North)
Shady elf croaked east wall
Woof soldier deactivated east wall
Woof soldier deactivated east wall
Shield Spidew croaked east wall
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
War goat croaked
Lancer knight croaked
Hobby horse (croaked in garrison)
Darf rider 5 (croaked in garrison)
Darf rider 6 croaked
Goat (croaked in garrison)
Darf warrior 18 croaked
Darf warrior 19 6 croaked
Darf warrior 20 croaked
Darf warrior 21 croaked
Darf warrior 14 croaked
Darf warrior 15 croaked
Darf warrior 16 croaked
Darf warrior 17 croaked
Hobby Warhorse croaked
Piker H croaked
Stabber [Krippen’s] croaked
Piker C11A croaked
Piker C11B croaked
Piker C11C croaked
Piker F croaked
Stabber 3/6 poisoned! Knocked out
[twin fang swords]
Mineotaur croaked (front)
Darf warrior 22 (croaked in garrison)
Stone bull croaked
Archer 1 croaked
Archer 2 croaked
Archer 3
Worker ant 7 (croaked)
Worker ant 8 (croaked)
Solder ant 3 (croaked)
Solder ant 4 (croaked)
Worker ant 9 (croaked)
Worker ant 10 (croaked)
Worker ant 11 (croaked)
Worker ant 12 (croaked)
Darf warrior 26 croaked
Darf warrior 27 croaked
Darf warrior 28 croaked
Darf warrior 29 croaked
Darf crossbow 21 croaked
Darf crossbow 22 croaked
Darf crossbow 23 croaked
Darf crossbow 24 croaked
Darf warrior 30 croaked
Darf warrior 31 croaked
Darf warrior 33 croaked
Mineotaur croaked
Darf crossbow 9 croaked
Darf crossbow 10 croaked
Darf crossbow 11 croaked
Darf crossbow 12 croaked
Darf warrior 1 croaked
Darf warrior 2 croaked (front)
Darf warrior 3 croaked (front)
Darf warrior 4  croaked (front)
Darf warrior 5 croaked
Stabber croaked
Piker 1 croaked
Piker 2 croaked
 
_Wiz_
I suggest the following;

 ”Darf this is your one chance to save your tribe. Surrender now or croak. Breach has led your tribe mates to their croaking but this does not need to be the end of your tribe”  Harley declares as the entirety of her forces prepare to attack.
Cyphermancer
 
 Originally Posted by _Wiz_ 
 I suggest the following;

 ”Darf this is your one chance to save your tribe. Surrender now or croak. Breach has led your tribe mates to their croaking but this does not need to be the end of your tribe”  Harley declares as the entirety of her forces prepare to attack. 
 

The darf nodds drops his weapon and drops to his knees. Spike promply touches him and shackles appear. The hex is still  contested. However it feels less intense. Mostly likely there is some incapacited units among the enemy. Harley feels the start of turn looming, but she thinks it will be delayed until the hex is secure. ( atleast for a bit, the enemy could expire and the turn start at any moment!)

Harley does know that she lost the farm.so no rations from that source.
_Wiz_
Harley turns to Dee and Krippen and bows deeply.  ”Victory. We have won but at great cost. Croakamancer Dee, Warlord Krippen we could not have survived without your help. You have mine and that of Arkum’s deepest thanks.”  She declares before standing straight once again.  ”You have both fought in Arkum’s greatest battles I could not imagine Arkum’s future without either of you...”  Harley declares seriously.  ”There is always a home for both of you in Arkum and I offer it to both of you now. Dee my sister in naughtymancy. I am in need of a chief caster. Krippen my brave hero perhaps Captain of the Knights of Arkum would suit you?”  she offers.

Harley then orders her surviving units to check all the bodies. They first check the forces of Arkum any that are only incapacitated she has carefully carried into the garrison while the bodies of those that are croaked are claimed and taken to the morgue. The troops then claim ALL the equipment both magical and mundane (including the darfs armour, weapons and climbing gear and her own fallen units gear). The bodies of the enemy are then claimed and taken to the morgue while any that are incapacitated are taken prisoner and taken to the dungeons along with the one darf that surrendered.
WurmD
+1
........................
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley turns to Dee and Krippen and bows deeply.  ”Victory. We have won but at great cost. Croakamancer Dee, Warlord Krippen we could not have survived without your help. You have mine and that of Arkum’s deepest thanks.”  She declares before standing straight once again.  ”You have both fought in Arkum’s greatest battles I could not imagine Arkum’s future without either of you...”  Harley declares seriously.  ”There is always a home for both of you in Arkum and I offer it to both of you now. Dee my sister in naughtymancy. I am in need of a chief caster. Krippen my brave hero perhaps Captain of the Knights of Arkum would suit you?”  she offers.

Harley then orders her surviving units to check all the bodies. They first check the forces of Arkum any that are only incapacitated she has carefully carried into the garrison while the bodies of those that are croaked are claimed and taken to the morgue. The troops then claim ALL the equipment both magical and mundane (including the darfs armour, weapons and climbing gear and her own fallen units gear). The bodies of the enemy are then claimed and taken to the morgue while any that are incapacitated are taken prisoner and taken to the dungeons along with the one darf that surrendered. 
 


Dee

Looking tired she turns to Harley handing back the hammer and ring of slow fall.

 Thank you for the offee Harley I will think on it. If you dont mind I will stick around until the start of the turn see what is avaliable for loot. 

Krippen

 I will consider it. I must talk it over with my remaining men. One thing Breach said to me before he croaked. " Its not over" 

You collect up all the bodies and items. As you capture the last darf Harley feels an her juice refresh. ( It will take me a bit to get the start of turn report ready so please be patient).

Things of note to give you a few thing to think about while you wait:

Harley, Spike, Shadow, Krippen, and Bill will level out of the commanders.

Twin horn, piker A, and both of Krippens archers will level, may be a few more may level as well.

Jab ( your stabber) and the fallen shady elf will survive.

The uncroaked from the mass uncroak and the darf chief turn to dust with the start of turn.

Pris that survive start of turn: 3 axemen darfs, 1 darf crossbowmen, 1 piker, 1 archer. ( thier upkeeps are cover already)

The antz, hobbies, woof, and goats can be claimed as rations if need be. You will not get farm rations this turn.

Items of note taken from battlefield

Breach: magical two handed axe, mastercraft armor, cloak magical, amulet magical, hub hat.

Darf chief: magical axe, mastercraft armor, silver can

Other two message hats.

1) Who is getting rations.
2) what is the scouting routes foe the turn.
3) what is being popped
4) Your ruler sense tingles in regard to bill. You feel something could change about Bill. However you are unsure what. This chsnge would be in place of his level. Do you give permission.
WurmD
1) Now that we can turn rations into Rands, only &gt;100s units should get rations
2) Done in red in Roll20
3) In case Krippen does not join us, pop Pikers to replace the lost piker?
4) :) Of course

 
_Wiz_
 ”Take your time Dee, and yes ofcourse you know you are always welcome in Arkum”  she replies.  ”As soon as the loot has been gathered I shall make the loot available for you to inspect”  she then declares.

 ”Ofcourse Krippen”  Harley replies with a slight bow.  ”Know that if you do decide to join us as soon as I can afford to do so I will promote your remaining stack mates to knight so that they can serve with you as the knights of Arkum”  Harley adds.  Harley then sighs.  ”That Breach... he has been trouble since the moment I met him. I wish all Barbarian warlords were more like you Krippen”  Harley then adds.

 ”Dee has your croakamancy improved at all? Do you think you would be able to uncroak units with their mount special intact?”  Harley then asks the croakamancer.  ”Of the bodies we have do you think there are any you could not uncroak?”  she then asks.

Harley then fetches Crud and brings him to the bodies.  ”You you think any of these could be harvested for useful crafting materials?”  she asks.


Edit:  Question:  What is the mechanical benefit of masterwork armour.
WurmD
+1
.................

EDIT: Piker 'Lance' and Krippen's stabber are brought to the Garrison and neatly placed next to the incapacitated
Cyphermancer
[QUOTE=_Wiz_;24424557] ”Take your time Dee, and yes ofcourse you know you are always welcome in Arkum”  she replies.  ”As soon as the loot has been gathered I shall make the loot available for you to inspect”  she then declares.


 well I didnt become a adept croakamancer. The spwider and pokedamons are the only ones I see that cant be uncroaked.( remeber you converted thier shells to shmuckers last time) I did however gain a novice in shockamancy! I even learned three spells! Fire blast, grand hobokin, and necroblast! 

Wiz way I look at it Harley and Dee earned thier class up casting spells. Hence learning spells with the class up. Erfman earned his from a happy accident.

 ”Ofcourse Krippen”  Harley replies with a slight bow.  ”Know that if you do decide to join us as soon as I can afford to do so I will promote your remaining stack mates to knight so that they can serve with you as the knights of Arkum”  Harley adds.  Harley then sighs.  ”That Breach... he has been trouble since the moment I met him. I wish all Barbarian warlords were more like you Krippen”  Harley then adds.


Krippen

Smiles at the compliment
  That would improve the thier outlook for sure. Also I gsinrd a new form to use with my ki. Its a charging ki blast of some kind. If we have another turn where we dont expect combat I would like a chance to practice with it and my other ki ability.  
 ”Dee has your croakamancy improved at all? Do you think you would be able to uncroak units with their mount special intact?”  Harley then asks the croakamancer.  ”Of the bodies we have do you think there are any you could not uncroak?”  she then asks.

Dee shakes her head

 I think the dire woof came from how many woofs I uncroaked. Spending some time focusing on uncroaking and uncroaking other kinds of units should help. My new spell dis teach me something. A full strength uncroak gets to its feet faster. 

Harley then fetches Crud and brings him to the bodies.  ”You you think any of these could be harvested for useful crafting materials?”  she asks.

Looking over the bodies he picks up a worker ant before throwing it down. Picking up a solder ant. At this he smiles.

 ths good maka mastrr wit ths. One body one sutt. Taka three turnz to maka teo sutts 

He points at the works
 good eating. 


Edit:  Question:  What is the mechanical benefit of masterwork armour.

+1 defense. While magical armor will give +1 against breathweapons, magic, fall damage, and similar effects.



On Rands just like erfman and erfsea the unit has to be in the MK to use it so only useful to casters.
WurmD
Scout H visits Ruined city and reports
 

W91. Now that heavies can be carried in Wagon, how many normal Hobbies fit in a Battle Wagon?

EDIT:
Harvest 1 Soldier Ant chitin, and if possible, meat. Inspect eadibility
_Wiz_
 "Thats amazing Dee, I learnt some new spells too when I hit Adept in Shockamancy just now aswell. We will have to trade spells sometime soon!"  Harley declares excitedly. "How long do you think all these bodies will last before they're no good for uncraoking?"  Harley then asks.

 "Interesting... do you think if we had another dire woof body you would be able to uncroak it with it's specials again?"  Harley then questions.

 "Ofcourse Krippen I'd like to see what you can do now too! Hopefully we will have a few peaceful turns to try out our new abilities"  Harley replies.
WurmD
W92. From the items collected from the Darfs, what were they eating?
_Wiz_
 
 Originally Posted by WurmD 
 W92. From the items collected from the Darfs, what were they eating? 
 

Or did they have anything like gems with them
Cyphermancer
 "Thats amazing Dee, I learnt some new spells too when I hit Adept in Shockamancy just now aswell. We will have to trade spells sometime soon!"  Harley declares excitedly. "How long do you think all these bodies will last before they're no good for uncraoking?"  Harley then asks.

Dee shrugs

 five turns or bodies in less good shape can take more juice I hear. Do you really plan on me uncroaking all these bodies? Remeber I wont have juice this turn. 
 "Interesting... do you think if we had another dire woof body you would be able to uncroak it with it's specials again?"  Harley then questions.

 cant say for sure skill matters, but even a master can get lucky or fail. I think im more likely to give a woof or dire woof thier specials than a minertaur. Will say cant fail to give a heavy the heavy special. That more about size than anything else. At least in my experiance.  
 "Ofcourse Krippen I'd like to see what you can do now too! Hopefully we will have a few peaceful turns to try out our new abilities"  Harley replies.

Krippen walks over to spike. Seems like they are going over the battle. You see Krippen draw in the dirt point at several things. After a bit Bill walks over to join them.

No gems you do find two rations, but nothing else.
Cyphermancer
  Turn 15!  
Farm Produces no rations!

10 Rations used

Scouting Report
07.-04 scout L takes 4 damage " Monkeys threw burning poo at me"
07.00 Blue horse " natural ally?
00.05 3 Hobby horses
08.03 Ratz!
-04.-03 Antz!
-10.01 Bear
Farm is intact!

Map
 https://app.roll20.net/join/4646217/jklS-w 

Scout H enter the ruined city
Messages
1) enter city no enemy spotted moving in
2) very quiet no enemy spotted

Scout H has taken 4 damage!
3) Fell in a pit trap can move, but cant get out. Advise?

Harley hit adept last turn

 
 Spoiler: spells and info 

X3 caster level for shockamancy spells

Dwagon Ball [Adept]: Shockamancy / 100 / same hex / 1 round
Advanced shockamancy spell. Area effect blast can hit up to eight targets in one stack (At random or screeners first). Attack roll of combat+ caster level vs defense. A miss deals half damage. Deals 2d6+ ½ caster level. This spell deals fire damage.

Battle Mind [Adept]: Shockamancy/ 50/ personal/ quick action
Advanced shockamancy buff. A sharpening of the mind the caster can now use two shockamancy spells in the same round. The effect lasts 1 round/ 3 levels.

Cutting Beam [Adept]: Shockamancy/ 50/ same hex/ 1 round
Advanced shockamancy spell. Single target beam.  Attack roll of combat+ caster level+2 vs defense. Spell deals 2d8+ 1/2 caster level. This spell bypasses most damage reduction. Damage is untyped.
 


Dee pulls off her hat pulls out a note and responds to it. A short time later. Herring, Anna, and May enter the city.

 Harley do you think we could Identify these before I pick? 

Herring looks around before looking to Harley
 Glad to see your still here. Do you have any work for us this turn? 

Harley notices that Herring is holding the Helo Staff and remembers she owes herring 1000 shmuckers or 6 rands.

Treas at beg of last tu:2777
Gifts - Expend last tu:-2500
Treas at end of last tu:177
Income 2000 (3000 managed)
Upkeep 2207 (480 after rations)
Treasury 2697



Capital City Arkum 00.00
Level 2 (16000 to upgrade to level 3)
Building Slots 4/4 (Administration center, Walls, Workshop, Tower level 2)
Tower lv 2 400/400 (x16 Flame blast)
Income 2000/ 3000 Managed
Production:  4 pikers


 Farm level 3 03.01
Produces 15 rations and leather for crafting 
    Side Info    
 
 Spoiler 
    Loot/Gear    
  Larder  
4 farm rations
1 Bug rations
2 Darf field rations

 Armory 

1 Piker spears
2 suits of light armor
2 Twin fang swords 1 firey
1 Ring of slow fall
1 Helo Staff (+1 to healomancy)
2 vials of poison
1 Lumberjack axe
Breach: magical two handed axe, mastercraft armor, cloak magical, amulet magical,
Darf chief: magical axe, mastercraft armor, silver can
8 grapple hooks
30 battle axes
14 shields
30 light darf armor
16 crossbows
4 special arrows
( bodies and prisoners gear stored elsewhere)
 Morgue 
1 Palm bug
6 Goat
4 Minertaur
12 Worker ant
4 Solder ant
33 Darf warrior
1 Pudgie
2 Shady elf
1 Shield Spidew
1 War goat
1 Lancer knight
6 Hobby horse
2 Darf rider
1 Hobby Warhorse
7 Piker
1 Stone bull
2 Archer
7 Darf crossbow
1 Stabber
1 Arc Spidew
1 Rattika
2 Woof
1 Warlord


 Other loot 
3 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
4 twin horn skins
1 Message hat (linked to Herring hat)
1 Paired message hats (Other with scout H)
Set of message hats (Spike and Harley
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
10 units of wood in capital
3 chunks of unknown metal
2 Woof soldier deactivated
Hub hat
2 messenger hats
 

    Units    
 
 Spoiler 
Queen Harley Tesla, Shockamancer level 4
Juice 400/400
3(4)/3/9/9 “Combat/defense/hits/Move” 43/72xp / 150s “paid”
Specials: caster “Shockamancy adept”, Noble
Equipment: Blunted smile 0/100

Warlord Spike, Warlord level 3
6(7)/6/12/9 (1d6) / 30/48xp / 140s “paid”
Special: leadership, base popped
Equipment: +1 flaming Battle axe, critical helm


Shadow "shady elf", Level 2 chief
5(6)/4/11/9 (1d6) / 15/24xp / 120s “paid”
Gear: +1 Fiery Twinhorn bow, Bow, and sword
Specials: shady, archery, tribal command "shady elves”

Bill, warlord level 1
4/4/10/8 (1 damage) / 0/8xp / 130s
Special: Farmer, Steadholder
Equipment: Pitch fork,

Crud, Level 2 twoll
5(6)/5/13/8 (1d6) / 13/24xp / 110s
Specials: heavy, Fabrication
Equipment : mastercraft club, bag of junk


Piker A, Level 2
1/3/7/8 (1d3) / 8/24xp / 14s

Piker G, Level 1
1/2/6/8 (1d3) / 4/8xp / 12s

Piker I, Level 1
1/2/6/8 (1d3) / 4/8xp / 12s

Piker C15A level 1
1/2/6/8 (1d3)/ 0/8/ 12s

Piker C15B level 1
1/2/6/8 (1d3)/ 0/8/ 12s

Piker C15C level 1
1/2/6/8 (1d3)/ 0/8/ 12s

Piker C15D level 1
1/2/6/8 (1d3)/ 0/8/ 12s


Stabber ‘A’ Jab, Level 1
2/2/6/8 (1d4) / 6/8xp / 14s

Shady elf C11A
2/2/7/8 (1d4) / 5/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C11B
2/2/7/8 (1d4) / 5/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C11C
2/2/7/8 (1d4) / 5/8xp / 35s “Paid”
Specials: Shady, Archery


Hobby horse A
1/2/8/14 (1d3) / 35s “Paid”
Specials: Mount, Passenger

Hobby horse B
1/2/8/14 (1d3) / 35s “Paid”
Specials: Mount, Passenger



Twin Horn lv 2
3/2/9/14 (1d4) / 45s “Paid”
Specials: Charge, Mimic”twice a day”





X2 uncroaked woofs (11 turns)
3/3/8/12 (1d4)
Special: uncroaked

Uncroaked Dire Woof (13 turns)
6/5/13/12 (1d6)
Specials: Heavy, Mount, Forest Capable

Uncroaked Anhog (13 turns)
3/3/10/8 (1d4)
Specials: Uncroaked

“Ash", Embar “Pokedamon, Chief Level 2
4/4/10/8 (1d6) / 130s “paid”
Special: breath weapon fire 1d6 (4), fire immunity, tribal leadership

Twin Horn lv 2
3/2/9/14 (1d4) / 45s “Paid”
Specials: Charge, Mimic”twice a day”


Pudgie A
0/3/5/20 (1 damage) / 40s “paid”
Specials: flight, scout, natural thinkamancy



Rattika A
1/2/5/10 (1d4) / 40s “paid”
Specials: mini sized



Hex 07.03
X1 Scout A, Level 2, 1/1/5/14 (1 damage) / 18/24xp  move 0/14

Hex 00.01
X1 scout B, Level 1, 1/1/5/12 (1 damage) / 4/8xp move 0/12

Hex 04.01
X1 Scout C, Level 1, 1/1/5/12 (1 damage) / 5/8xp Move 0/12

Hex 05.-03
 X1 Scout D, Level 1, 1/1/5/12 (1 damage) / 5/8xp Move 0/12

Hex 00.-01
X1 Scout E, Level 1, 1/1/5/12 (1 damage) / 2/8xp Move 0/12

Hex -05.-02
X1 Scout F, Level 1, 1/1/5/12 (1 damage) / 4/8xp move 0/12

Hex -02.01
X1 scout G, Level 1, 1/1/5/12 (1 damage) / 4/8xp Move 0/12

Hex 11.-10
Scout H Level 2, 1/1/5/14 (1 damage) / 9/16xp Move 14/14

Hex -12.-03
Scout I, Level 1, 1/1/5/12 (1 damage) / 0/8xp Move 12/12

Hex -08.06
Scout J, Level 1, 1/1/5/12 (1 damage) / 2/8xp Move 12/12

Hex 10.04
Scout K, Level 1, 1/1/5/12 (1 damage) / 1/8xp Move 12/12

Hex 10.-02
Scout L, Level 1, 1/1//5/12 (1 damage) / 0/8xp Move 12/12” 4 damage”




 Barbarian Contractors 
Master Heering carnymancer "140 upkeep"
Anna Meta Changeamancer "Upkeep 120"
Dee Ceas Croakamancer "Upkeep 120"
Krippen Lv 4 warlord “Upkeep 160”
X2 Archer lv 2 Upkeep 16
 

    Agreements    
 
 Spoiler 
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with James.

Nonaggression and Nondisclosure with Dee Ceas.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with May Stitch.

Nonaggression and Nondisclosure with Meta Morf.

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

Natural ally "shady elves Nightshade tribe" contract
250 shmucker new pop

Natural Ally “ Pokedamons Ash tribe” contract
Current forms: Embar, Pudgie, Rattika, Twin horn,
(4) 320 shmuckers new pop
“Agreement to expand the tribe and pop more pokedamons”
 
WurmD
To Dee before Herring arrives
 "Yes definitely. Lets see if we can get Herring's Juice this turn." 

As Herring steps through with Anna and May
" May! So great you came! Your woof soldiers performed admirably!"  she beams while sending for the woof soldier bodies to be brought to us
" They did however get quite torn up " :/ " How much Juice would it take you to get them back up? "


After that she welcomes Anna " Reliable Anna,"   she says clasping her hand and arm in greeting  "just last turn we learned about Rands. They seem great! No purse limitations! Shall we update our verbal contract to include them as well? What do the 300s we agreed are worth to you in Rands? (How many Rands for a full's day of work?)" 
_Wiz_
Question 1: When are Dee and Krippen going to let us know their decisions it is sort of critical for our planning processes going forwards.

Question 2: I notice Bill’s stats are not quite as good as Spike’s when he was level 1. Is that on purpose? I also notice he is still listed as dealing 1 damage is that correct?

Question 3: I thought we owed Herring 500s not 1000

Edit: Question 4: Can a heavy unit without the mount special pull a cart without it costing extra move?


 ”I plan on you uncroaking a lot of them... it will be good croakamancy experience won’t it?”  Harley replies.  ”But I understand that it will be a lot of work, I am not against hiring you some help if you have some friends in need of work”  Harley declares.

 ”Ofcourse! I’d quite like to save my juice though. Herring my man. How much to identify all these items?”  Harley declares as she shows Herring all the looted items.

 ”Glad to still be here!”  Harley responds with a grin.  ”We always have work but we just need to sort out what job takes priority”  Dee then declares.

 ”May the golems that you made were broken during the battle are you able to repair them?”  Harley asks.

 ”Anna, we might want you to begin work on fortifications at the farm once we have reclaimed it and if we are able to gather enough wood for you...”  Harley then comments.


 ”Bill congratulations on making warlord!”  Harley then declares as she strides up to the sides newest warlord with a wide grin on her face.  ”What does your new special do?”  she then asks.


Harley then orders one of her Pikers to retrieve one of the darf shields and try it on while she checks to see if it affects his stats in any way.

Edit: Harley quickly writes back to the scout.

 Brave scout, hold tight we will send someone to rescue you. Describe exactly the route you took when entering the city. Did you notice any other traps before falling in to the pit?  
WurmD
Seems complementary
+1

EDIT
" Crud, go on and harvest 1 Solder Antz for parts, and save the meat if you can" 
_Wiz_
And +1 to Wurm in return
Cyphermancer
Question 1: When are Dee and Krippen going to let us know their decisions it is sort of critical for our planning processes going forwards.

You asked just before/after the start of turn. Both said they would think about it. Do you want to ask them again?

Question 2: I notice Bill’s stats are not quite as good as Spike’s when he was level 1. Is that on purpose? I also notice he is still listed as dealing 1 damage is that correct?

Stats are correct. But damage isnt( should be a d6). Could be spikes defense is highee because of his piker background.

Question 3: I thought we owed Herring 500s not 1000

You owed Herring 500 or 3 rands for half his juice you asked for it all.

Edit: Question 4: Can a heavy unit without the mount special pull a cart without it costing extra move?

You havnt tried, but you dont think so.


 ”I plan on you uncroaking a lot of them... it will be good croakamancy experience won’t it?”  Harley replies.  ”But I understand that it will be a lot of work, I am not against hiring you some help if you have some friends in need of work”  Harley declares.

 
I know two other croakamancer in the MK. One runs a fighting ring where uncroaked fight each other that he puts on in carnyville. He is always looking for bodies. Might take a few in trade for juice. The other is a master or so he says. I have taken a few lessons from him, but he keeps hitting on me so..
 
 ”Ofcourse! I’d quite like to save my juice though. Herring my man. How much to identify all these items?”  Harley declares as she shows Herring all the looted items.

 ”Glad to still be here!”  Harley responds with a grin.

 well lets say one Rand im feeling generous, and it will help out Dee. Another option Harley is I could keep the staff. Wave the six rands you owe me and offer 200 juice as well. So identify the items you have here and another 100 juice for other projects. 
 ”May the golems that you made were broken during the battle are you able to repair them?”  Harley asks.

 well let me see what you have to work with.  May heads over to the workshop, any to the store room she returns holding two suits of light armor and two battle axes  These should work two rands will cover me for the turn. 
 ”Anna, we might want you to begin work on fortifications at the farm once we have reclaimed it and if we are able to gather enough wood for you...”  Harley then comments.
After that she welcomes Anna "Reliable Anna," she says clasping her hand and arm in greeting "just last turn we learned about Rands. They seem great! No purse limitations! Shall we update our verbal contract to include them as well? What do the 300s we agreed are worth to you in Rands? (How many Rands for a full's day of work?)"

Anna nodds. Three Rands should cover my needs  You notice Dee and Herring standing back a bit talking

 ”Bill congratulations on making warlord!”  Harley then declares as she strides up to the sides newest warlord with a wide grin on her face.  ”What does your new special do?”  she then asks.

Bill seems a bit suprised but smiles at you.

 If im defending a farm, mine, lumber yard or other resource sight. Me and my stack gain a +2 morale bonus to defense. 

Harley then orders one of her Pikers to retrieve one of the darf shields and try it on while she checks to see if it affects his stats in any way.

Edit: Harley quickly writes back to the scout.

 Brave scout, hold tight we will send someone to rescue you. Describe exactly the route you took when entering the city. Did you notice any other traps before falling in to the pit?  

Spike walks up to you looking at the shield. ( the shield along doesnt seem to effect harley other than ita heavy.. Basic armor, shields, weapon are a built in stat. A naked unit will lose 1 defense, one without a weapon cant attack) Spike seems timid at first but gain strength as he talks.
 Your majesty.... Your majesty what is going on? 

"Crud, go on and harvest 1 Solder Antz for parts, and save the meat if you can"

Crud nods and head off. +2 ant rations, +1 ant chittin, -1 ant solder.
WurmD
 "Nothing much, just pondering if worth increasing the defence of piker by substituting the Pike for a smaller spear and a shield"  she offhandedly replies  "Ah! But tell me"  :)  "Did Krippen give you any pointers?" 
Cyphermancer
 
 Originally Posted by WurmD 
  "Nothing much, just pondering if worth increasing the defence of piker by substituting the Pike for a smaller spear and a shield"  she offhandedly replies  "Ah! But tell me"  :)  "Did Krippen give you any pointers?"  
 

 I see the drop in damage might make that hard. I wonder if crud could make shields and smaller weapons. Yes Krippen did give me some pointers.  He holds out his hand May I see those, I assume those are from scout Howie (H) since he has the only hat in our network not in the city, 
WurmD
" Ah yes! " She says handing the note over  "I replied for him to stay put for now, he got 4 damage from the trap. Maybe next turn he can try to escape again when at full. City seems empty, so we should consider going there. We can reach it in 1 turn with 2 hobbies, 1 wagon, and the Dire Woof, but we already have so much to do this turn around us.."  she says conflicted
Cyphermancer
 
 Originally Posted by WurmD 
 " Ah yes! " She says handing the note over  "I replied for him to stay put for now, he got 4 damage from the trap. Maybe next turn he can try to escape again when at full. City seems empty, so we should consider going there. We can reach it in 1 turn with 2 hobbies, 1 wagon, and the Dire Woof, but we already have so much to do this turn around us.."  she says conflicted 
 

 I see so howie was able to search the whole city? Another city seems worth the risk. If we can take those hobbies. Myself or Bill could ride out, maybe take the uncroaked woofs with. Go as a mounted stack... 

The hat buzzes again interupting Spike.

4) I hear something its coming towards me I think.
WurmD
W93. How may slots does a Hobby take on the wagon?

 "Frack! Scout is gonna be attacked! We can only get there this turn with 2 Hobbies, Dire Woof, and 4 medium units, and I should be one of those units! I got a new spell that croaks an entire stack for 100J! Do I have your leave?! Do we go now?" 
Cyphermancer
 
 Originally Posted by WurmD 
 W93. How may slots does a Hobby take on the wagon?

 "Frack! Scout is gonna be attacked! We can only get there this turn with 2 Hobbies, Dire Woof, and 4 medium units, and I should be one of those units! I got a new spell that croaks an entire stack for 100J! Do I have your leave?! Do we go now?"  
 


 No Harley you will not, we will not risk your life and the whole side for one unit. Doubt we would be in time anyway...I will go with a few units and try..  The force of an order is behind it.

Bill intrupt up to everyones suprise

 promote him. I can jump higher and im stronger. Maybe then he could climb out and escape... 
WurmD
Harley mentally promotes scout, and orders grappling hook brought to us, all while start walking towards armory (grappling hook location) and then yelling  "Herring! Emergency! Please carny this hat or that grappling-hook so it can be sent through the hat!" 


After grappling hook is sent Harley breathes
 "Okay, now we wait."  and goes to get the 3 oldest rations and eat them, producing 3 Rands (-30J)

 "Here Herring"  she says transferring 1 Rand  "Please do indeed identify the 4 items"  she says with a stuffed smile

 "And May, 2 Rands, please do indeed bring our sturdy defenders to their feet, and thank you." 
_Wiz_
I really hope this is worth it +1

But maybe send him the mental order to escape once the grappling hook is sent (presuming it can be sent)
WurmD
Sure +1
......
Cyphermancer
[QUOTE=WurmD;24425969]Harley mentally promotes scout, and orders grappling hook brought to us, all while start walking towards armory (grappling hook location) and then yelling  "Herring! Emergency! Please carny this hat or that grappling-hook so it can be sent through the hat!" 


-2000 shmuckers

Knight Far Strider Howie
 Level  2 xp 14/24
4/4/(5)8/(12)18
Upkeep 110
Specials: Knight, Scout, Sneak attack
Damage 1d4

Herring grabs the hat and grappling hook. Drops it in the hat. Says a  brief word and the hook disappears.

You dont hear anything back for a bit. The you feel Howie enter combat once, twice, and three times! You then feel the knight leave the city. The hat rumble and Herring hands it back to Harley.

" uncroaked atleast 20 of them. Most basic infantry, but I saw atleast one heavy. Had to croak three. The gappling hook had to be left behind."



After grappling hook is sent Harley breathes
 "Okay, now we wait."  and goes to get the 3 oldest rations and eat them, producing 3 Rands (-30J)

- 3 rations
+ 3 rands

 "Here Herring"  she says transferring 1 Rand  "Please do indeed identify the 4 items"  she says with a stuffed smile

Herring shrugs sits down to start casting.

- 1 rand

Chief +1 battle axe

Breach +1 oversized axe of cutting
(oversized: increases the damage by one die step. -1 to defense)
( Cutter: Grants the cutting special to the wielder: bypass dr)

Cloak of mists: attack action to activate. Creates a foolamancy veil around the wearer. This veil will take four incoming physical attacks. For the wearer. Disappating one false target per attack. Effect last for ten combat round or until all veils are used.

Amulet of healing: This amulet will activate once per turn. Once the wearer has taken six points of damage or more. The wearer is then healed six hits. The wearer must survive the attack for healing to take place.

 "And May, 2 Rands, please do indeed bring our sturdy defenders to their feet, and thank you." 

- 2 Rands

Golems are back on thier feet.
_Wiz_
 ’Good work Farstrider Howie, did the Uncroaked attack you in stacks or did they attack as individual units? And don’t worry about the grappling hook we have more.’  Harley quickly writes down before sending the note back through the hat.

 ”Thankyou Herring, what exactly did you manage to do with the hat and how much juice did it cost you?”  Harley questions.

 ”As for last turns payment if you would like to keep the staff yes you may consider it yours”  Harley then declares.  ”I’m sure we could put that extra juice to good use too”  Harley adds.


Harley then smiles.  ”All identified excellent”  Harley declares with a nod of approval in Herring’s direction.  ”Dee is there anything that takes your interest?”  Harley then asks.

 ”Thankyou May. Do you have anymore juice to work with this turn?”  Harley then asks.
WurmD
+1
.............

EDIT
Add to Howie
 'Go find a place to hide in the hex next to mine, where you can monitor the mine entrance, to scout for active Darfs there off turn' 
_Wiz_
+1 to Wurm’s add on
Cyphermancer
’Good work Farstrider Howie, did the Uncroaked attack you in stacks or did they attack as individual units? And don’t worry about the grappling hook we have more.’[/i] Harley quickly writes down before sending the note back through the hat.

Also 'Go find a place to hide in the hex next to mine, where you can monitor the mine entrance, to scout for active Darfs there off turn'

B]They were individual and in one case a two stack that seemed to be searching for me. I sneak attacked them when they were blocking my path.understood moving on.[/B]

 ”Thankyou Herring, what exactly did you manage to do with the hat and how much juice did it cost you?”  Harley questions.

 Hat magic spell called hat trick used 25 juice 
 ”As for last turns payment if you would like to keep the staff yes you may consider it yours”  Harley then declares.  ”I’m sure we could put that extra juice to good use too”  Harley adds.

 alright and since you paided me for the identifies you still have 175 juice left. 

Harley then smiles.  ”All identified excellent”  Harley declares with a nod of approval in Herring’s direction.  ”Dee is there anything that takes your interest?”  Harley then asks.

 Think I will take the cloak. 
 ”Thankyou May. Do you have anymore juice to work with this turn?”  Harley then asks.

 i have a little over 2/3rds left what did you have in mind? 
WurmD
Spike hitches the 2 Hobbies to a Wagon, hoists the Woodcutting Axe, takes the 4 farm rations and orders 6 pikers to board the Wagon. Harley then joins Spike on the driver's seat.
 "You'll always be my favorite body guard"  she winks at him
Then they depart to tame the Hobbies.
On the 2 green hexes on the way they forage wild rations
 

After taming, they go all the way to -02.-08 where 1 piker cuts 8 Wood (-4Move), and another then cuts 4 more Wood.

Then the pikers load 8 Wood onto the wagon, and everyone pairs up and manually carries the other 4 wood back home.


EDIT:
Spike then hitches the Dire Woof to the Wagon, attaches the Amulet of Healing to Ash, and has all the 4 Pokedaemons group near the Wagon, plus the last piker, Stabber Jab and Shadow. He orders 8 Wood loaded onto the wagon, and he watches as Shadow, Harley, the piker and the stabber pair up, and lift 2 more wood units.
He then sees them move out and deposit the 10 wood at the farm, reclaiming it.
Harley then joins Shadow in the driver's seat, and they continue to confront the Blue Horse.
After the confrontation Harley, Shadow, the piker and the Stabber go with the Dire Woof and the Wagon to collect some wood. The piker cuts 4, and the Stabber cuts another 4.
They then load 7 onto the Wagon, and carry the last one back to the Farm, Harley in the driver seat.
 

EDIT2:
1 Worker Ant
1 Soldier Ant
1 Darf Warrior
1 Shady Elf
1 Lancer Knight
1 Darf Rider
1 Darf Crossbowman
1 Warlord
1 Archer
 "Dee, of this list, have you uncroaked any of these before? Are they all novel to you? (do you feel it's important to do a Full Uncroaking, or the Mass Uncroaking already gave you all the info for the darfs?)"  she inquires bookishly curious with an inkstain in her cheek from her hasty list
Cyphermancer
Taking care of this first.

EDIT2:
1 Worker Ant
1 Soldier Ant
1 Darf Warrior
1 Shady Elf
1 Lancer Knight
1 Darf Rider
1 Darf Crossbowman
1 Warlord
1 Archer
"Dee, of this list, have you uncroaked any of these before? Are they all novel to you? (do you feel it's important to do a Full Uncroaking, or the Mass Uncroaking already gave you all the info for the darfs?)"she inquires bookishly curious with an inkstain in her cheek from her hasty list.

She sighs

 well was hoping to go take a nap, but guess I can uncroak. Full uncroaking ia best and I learned next to nothing from the mass uncroaked. Ive uncroaked a that list we are looking at 300 juice or so. Knights and warlords take a  it more from what I have heard. Only thing on that list I habe uncroaked is an archer.  
Cyphermancer
Spike then hitches the Dire Woof to the Wagon, attaches the Amulet of Healing to Ash, and has all the 4 Pokedaemons group near the Wagon, plus the last piker, Stabber Jab and Shadow. He orders 8 Wood loaded onto the wagon, and he watches as Shadow, Harley, the piker and the stabber pair up, and lift 2 more wood units.
He then sees them move out and deposit the 10 wood at the farm, reclaiming it.

Harley's stack enters the farm reclaiming it. Harley finds 23 farm rations. In the farm.

Harley then joins Shadow in the driver's seat, and they continue to confront the Blue Horse.

Harley stack enters 07.00. Seeing the pokedamon hanging out near a small puddle of water. The pokedamon is a blueish green in color. Its mane and tail appear to be made of flowing water. Ash studies the pokedamon, before walking over to the twin horn and motions him forward.

The Twin horn and the horse pair off. The twin horn charges a ditto popping out as it charges. Both horns connect knocking the mount to the ground ending the fight before it even started.

The mount stands back up shaking its head.

Tribe ash: new member Pondsea. New pop 280

Pondsea
2/2/8/16
Damage 1d3
Specials: mount, water walking

Water walking: unit can run or walk on water as if it was solid ground.

After the confrontation Harley, Shadow, the piker and the Stabber go with the Dire Woof and the Wagon to collect some wood. The piker cuts 4, and the Stabber cuts another 4.
They then load 7 onto the Wagon, and carry the last one back to the Farm, Harley in the driver seat.

The wood is collected with no problem

+8 wood.
WurmD
From farm, only Harley and Dire Woof return to Capital.

Then proceed to the Hobby taming described above
Cyphermancer
Strangely you find very little wild rations a total of three little plant that wont even add up to a ration. With them you attempt to tame the hobby horses. It takes all three wild ration and 2 farm rations befor all three hobby horse join the side. Wood cutting goes off with out a problem. As your troops trudge the wood back to the capital. +12wood
WurmD
3 wild rations in 2 green hexes is a lot :)
Also 12 wood please ^_^
Edit both?

Also we brought with us from Farm the 15 farm rations and leather
Cyphermancer
Its more rations than that with the upgrade and all. You  out of room with all the wood. But with the road condition Krippens archers could go and collect it all with thier move.
WurmD
Nice :)
The wood is to stay at the Farm
So only the rations and materials need transporting.

How much space does 1 ration take? (In Erfman it takes 1/24 space, so 1 humanoid could carry all rations in a bag by himself)
WurmD
Hit with an insight Harley asks  "Herring, would you pen Meta and ask if he knows the 'Promote' spell, and if so how much he would charge in Rands or Schmuckers for it?" 
Cyphermancer
 
 Originally Posted by WurmD 
 Nice :)
The wood is to stay at the Farm
So only the rations and materials need transporting.

How much space does 1 ration take? (In Erfman it takes 1/24 space, so 1 humanoid could carry all rations in a bag by himself) 
 

Was more meaning the rations and leather, but sure you said bring the rarion with you if you are picking them up on your return trip that fine.

Herring, would you pen Meta and ask if he knows the 'Promote' spell, and if so how much he would charge in Rands or Schmuckers for it?"

Herring pens a quick note.

 He does know the spell. The spell is based on the level of the target. He could do three level worth a turn. And would charge 2 rands for each level for knights. He is not sure about heaviea never tried it before. But the thinks its unlikely. A weirdamancer would be a better option since its a special. 
_Wiz_
 ”Thankyou Herring, could you a thank Meta and let him know that we will be in touch in the next few turns when we are ready to promote up some knights”  Harley declares.

 ”Do you by any chance have a weirdomancer contact that might be able to convert light units to heavies?”  Harley then asks.
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Thankyou Herring, could you a thank Meta and let him know that we will be in touch in the next few turns when we are ready to promote up some knights”  Harley declares.

 ”Do you by any chance have a weirdomancer contact that might be able to convert light units to heavies?”  Harley then asks. 
 

Herring scribles a quick note.

 Weirdamancer are very rare I only know of one in the mk. She is a bit strange, very selective on the clients she takes. Alot of rumors about her float through the MK. She ia very expensive from what I understand. I could go talk with her, but I should know exactly what you want to hire her for.  
_Wiz_
 ”We would want her to promote one or two mounts to heavies and it would only be worth it if it was cheaper than the usual route of promotion. We’d want to pay less than 500 shmuckers a piece or about 2 rands. We wouldn’t need her services until next turn.”  Harley replies.

Edit: ”May do you think these arrows were made using Dollamancy?”  Harley declares as she has one of the flaming arrows brought to her.  ”Do you think you could replicate them?”  she then asks.

 ”How much would you charge to make a suit of masterwork armour out of this chitin?”  Harley enquires.  ”The price in rands and in shmuckers if you don’t mind”  she adds.


Harley then begins handing out some of the loot to her trusty warlords including a set of armour to Spike and Bill and the +1 axe to Bill.
WurmD
+1
..................
Cyphermancer
[QUOTE=_Wiz_;24427720] ”We would want her to promote one or two mounts to heavies and it would only be worth it if it was cheaper than the usual route of promotion. We’d want to pay less than 500 shmuckers a piece or about 2 rands. We wouldn’t need her services until next turn.”  Harley replies.

 I can check but honestly I would be suprised if she would take a contact that low. 


Edit: ”May do you think these arrows were made using Dollamancy?”  Harley declares as she has one of the flaming arrows brought to her.  ”Do you think you could replicate them?”  she then asks.

 ”How much would you charge to make a suit of masterwork armour out of this chitin?”  Harley enquires.  ”The price in rands and in shmuckers if you don’t mind”  she adds.

 The arrows are not dollamancy, not magic at all from what I can see. How intresting. As for the armor. I could enchant both right now. Four rands would be my price. 


Harley then begins handing out some of the loot to her trusty warlords including a set of armour to Spike and Bill and the +1 axe to Bill.

Understood.
_Wiz_
 ”I see if you think the weirdomancer is unlikely to be interested it is not urgent and can wait. It would make things easier next turn but is not critical. If you do later find out that she would be willing please let me know though”  Harley replies to Herring with a slight frown.

 ”Herring, Dee can I have a word with you in private for a moment”  Harley then asks before beckoning the pair in to a private room. Once alone Harley then turns to the pair of them.  ”Please forgive me if this is an insulting thing to ask but if I were to provide the rations and the juice would you be willing to perform rand conversions for me?”  Harley asks.

 ”Herring do you think there are others in the MK who would be willing to provide a similar service or any casters that would be willing to donate their juice to our tower for payment in rations?”  Harley then asks.
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”I see if you think the weirdomancer is unlikely to be interested it is not urgent and can wait. It would make things easier next turn but is not critical. If you do later find out that she would be willing please let me know though”  Harley replies to Herring with a slight frown.

 ”Herring, Dee can I have a word with you in private for a moment”  Harley then asks before beckoning the pair in to a private room. Once alone Harley then turns to the pair of them.  ”Please forgive me if this is an insulting thing to ask but if I were to provide the rations and the juice would you be willing to perform rand conversions for me?”  Harley asks.

 ”Herring do you think there are others in the MK who would be willing to provide a similar service or any casters that would be willing to donate their juice to our tower for payment in rations?”  Harley then asks. 
 


Herring

 Well that could work, however if I may sugget a diffent route. Moneymancers have a spell that can convert shmuckers or ratiins to rands. They charge a fee for this generally they keep one rand for every five they convert. So ten rations you get eight rands. Not sure of juice cost or snything else. Some sided have been know to convert rations in this manner. I could take some rations and see what I can do. I have some other matters in the mk to see to. So I would take care of those before I returned. Unless you want to accompany me?
 
WurmD
 "That is good to know. When doing it in-house we spend 40 Juice to make 4 Rands. Going to the Moneymancers it costs 1 Ration to net the same result. Very well, we'll ask you to transform 20 rations this turn."  She says satisfied

" However, before you go, would you place the 175J in the tower?"  she says clapping him on the shoulder

" And Dee, we have 45J surplus that won't fit in the tower and Hammer, would you start using it by uncroaking 1 Worker Antz? " She tentatively asks, not wishing to push


EDIT:
Struck by another thought  "Herring, it just occurred to me that there might be a spell to help pop natural allies, use Juice instead of shmuckers. Have you ever heard of one? Dateamancy perhaps? (ask James?)"  she wonders
_Wiz_
Sure +1....
Cyphermancer
[QUOTE=WurmD;24427934] "That is good to know. When doing it in-house we spend 40 Juice to make 4 Rands. Going to the Moneymancers it costs 1 Ration to net the same result. Very well, we'll ask you to transform 20 rations this turn."  She says satisfied

" However, before you go, would you place the 175J in the tower?"  she says clapping him on the shoulder

Herring heads up to the tower charging it up. Before grabbing the fruits and getting ready to head out

Struck by another thought  "Herring, it just occurred to me that there might be a spell to help pop natural allies, use Juice instead of shmuckers. Have you ever heard of one? Dateamancy perhaps? (ask James?)"  she wonders


Herring writing another note.
 James say yes he has a spell that could pay the cost of popping a new natural ally. He says he would take to rands for each natural ally and could do two a turn. 

" And Dee, we have 45J surplus that won't fit in the tower and Hammer, would you start using it by uncroaking 1 Worker Antz? " She tentatively asks, not wishing to push

She nodds
WurmD
Mentally nudging our commanders over as Dee works Harley then shares  “A random thought struck and stuck with me, and now I’m concerned that the carny debt I incurred by avoiding arrows might not have gone fully away at turn start. So I’ve imagined a test and escape hatch for it. An uncroaked palm bug should only deal 1 damage. We set it loose, as an unled uncroaked, with me in the front of an 8 stack, total defending. If there is carny debt still, it should hit me. If he does, we hopefully don’t croak from it, and the carny debt is ameliorated. If he doesn’t it suggests we were already safe. Any holes that you see in such a plan? ” she asks

W92.  Innate Knowledge : On the path to gaining Novice in Croakamancy does Harley feel any inkling of what would be most helpful? Learning new spells, Vs Uncroaking novel body types?
_Wiz_
Rands I would like to spend this turn

Anna 3 rands - farm fortifications
James 4 rands - pop 2 Pokedaemons
May 2 rands - enchant 1 set of armour

Everyone ok with this?
Cyphermancer
[QUOTE=WurmD;24429142]Mentally nudging our commanders over as Dee works Harley then shares  “A random thought struck and stuck with me, and now I’m concerned that the carny debt I incurred by avoiding arrows might not have gone fully away at turn start. So I’ve imagined a test and escape hatch for it. An uncroaked palm bug should only deal 1 damage. We set it loose, as an unled uncroaked, with me in the front of an 8 stack, total defending. If there is carny debt still, it should hit me. If he does, we hopefully don’t croak from it, and the carny debt is ameliorated. If he doesn’t it suggests we were already safe. Any holes that you see in such a plan? ” she asks


Spike looks at you like your crazy

 so your plan is to let it hit you until it stops being able to.... That seems like a big risk. What if it crits? What if it burrows into you? 

You see both Krippen and Dee staring at you before turning and walking away. Speaking with one another as they do.

W92.  Innate Knowledge : On the path to gaining Novice in Croakamancy does Harley feel any inkling of what would be most helpful? Learning new spells, Vs Uncroaking novel body types?

Harley has no innate knowledge on this only what she has seen and heard. It seems learning and casting such spells helps as does an understanding of the class.
WurmD
 
 Originally Posted by Cyphermancer 
 " And Dee, we have 45J surplus that won't fit in the tower and Hammer, would you start using it by uncroaking 1 Worker Antz? " She tentatively asks, not wishing to push

She nodds 
 

Ahm, where's the Uncroaked Worker Antz stats?


&gt; What if it crits? What if it burrows into you?
Harley pinches the bridge of her nose with chagrin  "..burrows.. you saw a hole alright... Hmm, for crits I could use your helm? Spike, if I really have some carny debt hanging over me, then I'm going to be hit unexpectedly at the worst possible moment in the future (when someone breaks through my screen and attacks me). We need to be proactive. Now all we need is a low damaging standard unit's body, a scout or piker?"  she prods her main protector
And considering Spike's helm she mumbles  "(hmm, we should have more of these)"  and turns to May  "May, check this helm, it prevents 1 crit per turn, is it dollamancy? Could you replicate it? " she asks
(if she can't)
 "Herring, what other ways of replicating items is there? Do moneymancers do that?"  she explores, then she pauses blinking " (a helm is a hat..!) Herring! Is that Helm Hat magic??"  she blurts


EDIT:
Anna 3 rands - farm fortifications
James 4 rands - pop 2 Pokedaemons
May 2 rands - enchant 1 set of armour
+1
_Wiz_
There was no +1 for Wurm’s crazy plan.... just saying...
Cyphermancer
Ahm, where's the Uncroaked Worker Antz stats?

You asked if she would not confirming doing it.



And considering Spike's helm she mumbles  "(hmm, we should have more of these)"  and turns to May  "May, check this helm, it prevents 1 crit per turn, is it dollamancy? Could you replicate it? " she asks


After Herring returns from the Mk

 that helm isnt dollamancy 
 "Herring, what other ways of replicating items is there? Do moneymancers do that?"  she explores, then she pauses blinking " (a helm is a hat..!) Herring! Is that Helm Hat magic??"  she blurts

  well this is a hat magic item, Im not sure if Moneymancers doing that. I could make one but it would take a bit. 

Herring holds out his hand transphering 16 rands to Harley and handing her two scrolls

  Two basic healamancy scrolls. I negotiated hard foe that staff. First will stabilize a target. Other will cast a basic heal spell on the target. Harley you should know thier are rumors in the MK about a ruler shockamancer..... 




EDIT:
Anna 3 rands - farm fortifications
James 4 rands - pop 2 Pokedaemons
May 2 rands - enchant 1 set of armour
+1[/QUOTE]
_Wiz_
 ”That’s great! I really should utilise you’re talents as a hat magician more!”  Harley exclaims excitedly.  ”Maybe not this turn but maybe next turn I’ll have you start on a few hat magic projects if that’s ok with you?”  Harley then declares.

 ”Thankyou...”  Harley declares as she receives the rands though she does give a surprised look at the scrolls.  ”That’s incredibly useful Herring, I was just thinking we could do with stocking up on some scrolls!”  Harley declares.  ”Your talents at negotiation obviously match your magical talents!”  she adds.

 ”Oh what rumours? What do they say?”  Harley asks with a serious look.


 ”Ok to business!”  Harley then declares as she cracks her knuckles.

 ”Dee if you would be so kind please use juice from the tower and uncroak one of the worker antz”  Harley requests.

 ”Anna all resources are now in place at the farm please can you go ahead and begin work on the ditch and berm wall fortifications at the farm”  Harley asks as she transfers three rands.

 ”May I will take one set of the enchanted armour please”  she adds transferring two rands to the Dollamancer and motioning Spike to bring his new armour over.

 ”Herring could you please confirm with James that we would like him to help us pop two pokedaemons for four rands this turn”  Harley declares turning to Herring.
WurmD
Ash only spent 4 move so far.

+1 to all that

Ash moves to Capital

Add to Herring on the rumors " Did we let anyone non NDAed know?" 
Cyphermancer
 ”That’s great! I really should utilise you’re talents as a hat magician more!”  Harley exclaims excitedly.  ”Maybe not this turn but maybe next turn I’ll have you start on a few hat magic projects if that’s ok with you?”  Harley then declares.

 ”Thankyou...”  Harley declares as she receives the rands though she does give a surprised look at the scrolls.  ”That’s incredibly useful Herring, I was just thinking we could do with stocking up on some scrolls!”  Harley declares.  ”Your talents at negotiation obviously match your magical talents!”  she adds.

Herring smiles at the compliment

 Well Healamancer make alot anything that boosts thier level and reduces spell cost means they can make even more. Plus thier a bit vain. End up with a bit of a bidding war over it... 
 ”Oh what rumours? What do they say?”  Harley asks with a serious look.

Herring turns a bit grimer

 No one has mentioned you by name. However all rumors mention a Female caster. Some call you a shockamancer and some a croakamancer. 


"Did we let anyone non NDAed know?"

 Not to my knowledge..... but could be someone is getting around the NDA by being very vauge or someone put it together out pf a bunch od little details. 
 ”Ok to business!”  Harley then declares as she cracks her knuckles.

 ”Dee if you would be so kind please use juice from the tower and uncroak one of the worker antz”  Harley requests.

Dee gives you a nodd before setting to work.

-45 juice

Uncroak Ant worker ( 12 turns)

1/2/10/10
1d3
Specials: crawler, uncroaked

 ”Anna all resources are now in place at the farm please can you go ahead and begin work on the ditch and berm wall fortifications at the farm”  Harley asks as she transfers three rands.

Anna heads off. She returns a short while ( to you) later.

 Berm is started. Its about 1/4 the way around the farm so far.  unlike with the cities upgrade harley feels no real change to the farm from her ruler sense.

 ”May I will take one set of the enchanted armour please”  she adds transferring two rands to the Dollamancer and motioning Spike to bring his new armour over.

May motions spike to follow her. She takes a few measurement of spike before setting to work.

Master craft armor enchanted to +1

 ”Herring could you please confirm with James that we would like him to help us pop two pokedaemons for four rands this turn”  Harley declares turning to Herring.

James walks in shortly after Harley asks. Almost like magic. Taking his Rands he begins to cast on the chief. After each casting thier is a flash of light and a pokedamon egg is sitting at Ash feet. He then carries the egg into a near by building. Two eggs in total.
WurmD
 "Okay Dee, since you're tired I wouldn't ask if it weren't strategically critical. We'll need these Hobbies up today to send them into the field this turn, so next turn we hit the new city with them and more. I'll put my Juice in the tower now, would you uncroak the 6 Hobbies and then the Heavy Hobby?"  Harley tentatively asks
_Wiz_
+1 (let the uncroaked rise)
WurmD
(after Dee uncroaks, if she succeeds in making Mounts, we'll be able to use more Wagons)

 "Herring, would you check on Meta? If he can work today and tomorrow? His price for his full Juice was 500s and 1 ration before, would you find out his price in Rands? His contribution would be invaluable by making another Wagon or starting up a Road for our attack on the ruined city"  Harley explains
Cyphermancer
[QUOTE=WurmD;24430164] "Okay Dee, since you're tired I wouldn't ask if it weren't strategically critical. We'll need these Hobbies up today to send them into the field this turn, so next turn we hit the new city with them and more. I'll put my Juice in the tower now, would you uncroak the 6 Hobbies and then the Heavy Hobby?"  Harley tentatively asks



Dee looks a little crest fallen but nodds

 I cant say you will get great results. I have already used almost twice my normal limit of juice this turn and your asking me to use an extra 320. At this point I think we are crossing over the limit of my contract for this turn however. If I do this I think I will take next turn off 
Cyphermancer
 
 Originally Posted by WurmD 
 (after Dee uncroaks, if she succeeds in making Mounts, we'll be able to use more Wagons)

 "Herring, would you check on Meta? If he can work today and tomorrow? His price for his full Juice was 500s and 1 ration before, would you find out his price in Rands? His contribution would be invaluable by making another Wagon or starting up a Road for our attack on the ruined city"  Harley explains 
 


Herring gives you a look

 Meta already took another contact for the turn. He asked me to find him one after you said you were not going to hire him for the promotion. However I have been talking with a dirtamancer. He will be more expensive, but think he can work faster. Be warned he is kind of a ass. 
_Wiz_
 ”Dee if you are too tired we could always ask your Croakamancer contacts in the MK to do it...”  Harley replies with a look of concern.  ”But we will need those units up this turn if we want to take the ruined city next turn with relative safety next turn.”  she adds.  ”I merely thought you would want the experience yourself that is why I offered it to you first before offering it to a Croakamancer I do not know.”  Harley finishes.
WurmD
+1
.........
WurmD
To Herring about Meta  "That is okay. Just let him know he'll have work here next turn making a wagon or a road if he's willing. (Will he be willing Herring?)" 
 "Ohoho! A Dirtamancer! Expensive you say? Okay, we currently have 4 Rands, 9 rations, 6 more in the bodies of the soldiers antz, and then Goat bodies for rations.
How much can he do?? Do you know?!"  she gushes excited  "How many road hexes can he do? and for how much??"  She pants excited
_Wiz_
And a +1 right back at you
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Dee if you are too tired we could always ask your Croakamancer contacts in the MK to do it...”  Harley replies with a look of concern.  ”But we will need those units up this turn if we want to take the ruined city next turn with relative safety next turn.”  she adds.  ”I merely thought you would want the experience yourself that is why I offered it to you first before offering it to a Croakamancer I do not know.”  Harley finishes. 
 

Dee gives you a tired smile

 I appreciate that Harley, but your hoping to gain specials from these mounts and in my condition its taking every bit of concentation to put the at full stats. Another 200 or 300 juice through my brain... As for the other croakamancer I dont really know them that well. I Master Librus is the kind of pervy one. Carrion ia the one who runs the fighting ring. 
Cyphermancer
To Herring about Meta  "That is okay. Just let him know he'll have work here next turn making a wagon or a road if he's willing. (Will he be willing Herring?)" 

Herring sends a message. Recieves a response back.

 Meta says he can do three hexes he will charge six rands for the work and wants a full escort and mount for while he is working. 
 "Ohoho! A Dirtamancer! Expensive you say? Okay, we currently have 4 Rands, 9 rations, 6 more in the bodies of the soldiers antz, and then Goat bodies for rations.
How much can he do?? Do you know?!"  she gushes excited  "How many road hexes can he do? and for how much??"  She pants excited

Again writing a quick note. It is along time before he gets a response back.

 Alright for work outside of the city he will charge 12 Rands for six road hexes. He requires a pretty escort... He put it less polite than that. 
_Wiz_
 ”I think from your description I would prefer to work with this Carrion fellow”  Harley replies.  ”Do you think he would be able to uncroak a unit with a mount special intact?”  Harley then asks.  ”How do we make contact with him?”  Harley then adds with a thoughtful look.

 ”Would you like a bed made up for you?”  Harley then asks.  ”Now that we have Crud I could literally have a bed made for you”  she adds with slight grin.  ”Or perhaps something to help bring your energy back... something from the farm? Roast Goat? Barbecued Ant perhaps?”  Harley then offers.
WurmD
+1

^_^ no expected mechanical effect, but still nice to offer
SomeGuy411
Im in favour of working with Carrion (never thought I'd say that). I'd rather not work with this dirt. We're hiring his for a job, and anyone that's that crude and rude (given the need to have it filtered) to potential employers also will make a poor employee, and I'd rather someone I'd want to work with in the future. We already have someone who can do the roads, just not as proficiently.

Probably wasting resources, and crud then isnt working on masterwork armor, but better amenities leads to good morale if nothing else. I'll sign off on that too
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”I think from your description I would prefer to work with this Carrion fellow”  Harley replies.  ”Do you think he would be able to uncroak a unit with a mount special intact?”  Harley then asks.  ”How do we make contact with him?”  Harley then adds with a thoughtful look.

 ”Would you like a bed made up for you?”  Harley then asks.  ”Now that we have Crud I could literally have a bed made for you”  she adds with slight grin.  ”Or perhaps something to help bring your energy back... something from the farm? Roast Goat? Barbecued Ant perhaps?”  Harley then offers. 
 


  I would talk with Herring I have only seen him in passing, but Herring has strange ways he maybe able to get in touch with him someway. No food, but a bed would be lovely. I dont need a custom one just a cot would feel like a feather bed at this point.
 
_Wiz_
 ”Thankyou Dee I will speak with Herring”  Harley replies before suddenly clapping her hands causing a piker to appear at her side.  ”Piker please take Caster Ceas to a guest room and make sure she has whatever she needs...”  Harley requests.  ”Dee rest well you have certainly earned it”  Harley declares before departing and looking for Herring.

 ”Herring I need six Hobby horses and one Hobby Warhorse Uncroaked preferably with their mount specials intact but Dee is in need of rest. Dee has recommended a Croakamancer by the name of Carrion who runs an Uncroaked fighting ring in the MK. Would you be able to make contact with him and ask him if he is interested?”  Harley asks.  ”Dee also mentioned that he may be interested in some of the bodies that we have as payment”  Harley adds.
WurmD
+1..........

And add

" And if he declines for lack of Juice, let him know that we have tower Juice that can be used." 

EDIT:
As they wait, Harley starts to become increasingly curious, and mentally orders pikers to bring up one archer, stabber, Darf crossbowman, Darf warrior, shady elf and worker ant bodies and place them in the workshop in preparation for her own castings of Uncroak
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Thankyou Dee I will speak with Herring”  Harley replies before suddenly clapping her hands causing a piker to appear at her side.  ”Piker please take Caster Ceas to a guest room and make sure she has whatever she needs...”  Harley requests.  ”Dee rest well you have certainly earned it”  Harley declares before departing and looking for Herring.

 ”Herring I need six Hobby horses and one Hobby Warhorse Uncroaked preferably with their mount specials intact but Dee is in need of rest. Dee has recommended a Croakamancer by the name of Carrion who runs an Uncroaked fighting ring in the MK. Would you be able to make contact with him and ask him if he is interested?”  Harley asks.  ”Dee also mentioned that he may be interested in some of the bodies that we have as payment”  Harley adds. 
 

"And if he declines for lack of Juice, let him know that we have tower Juice that can be used."

Herring writes a quick note.

 sent one of my runners it will. Shouldnt take to long. Do you want an NDA for him? 
WurmD
 "Yes indeed, thanks for reminding me. What would you like for it?"  she replies cracking her neck and stretching

 "Would 2 Rands for 3 NDAs be doable?"  she curiously muses
Cyphermancer
 three NDA for two randa is more than fine.   Herring hands over three NDAs taking the two rands.

A short while later Herring recieves a message.

 Carrion is willing to do some uncroaking He only has 100 juice to sell for the turn,  but ia willing to use some tower juice. Says he is on the way. Shall we head out to meet him? 
WurmD
" Yes Please"  she replies with a smile accompanying him to the Portal Room

EDIT
Harley accepts the NAP request when it comes and follows Herring's lead until the NDA is signed
_Wiz_
 ”Herring if you wouldn’t mind would you head out and meet him for us, get him to sign the NDA and bring him back. It wouldn’t do to greet him as the Queen of Arkum while in the Magic kingdom with all these rumours flying about”  Harley comments. Harley then walks with Herring to the portal room as she requests a NAP with Carrion.
WurmD
+1
,..........
Cyphermancer
Herring gives you a nodd before heading out. After having you sign the first. You feel the NDA/NAP. Come into effect.

Herring walks through, with a rather well dressed and groomed caster.

 May I present caster Carrion 
_Wiz_
 ”Croakamancer Carrion Thankyou for coming”  Harley declares in greeting.  ”I am Queen Harley Tesla of the Kingdom of Arkum but please just call me Harley”  she introduces herself with a smile.

 ”Now I  have six light mounts and one heavy mount that I need uncroaking I  believe that you have 100 juice to offer and would not be opposed to using juice from our tower?”  Harley questions.  ”Croakamancer Ceas mentioned that you may be interested in bodies as payment or part payment for your services. Shall we first discuss your price?”  Harley begins.
WurmD
+1
...............
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Croakamancer Carrion Thankyou for coming”  Harley declares in greeting.  ”I am Queen Harley Tesla of the Kingdom of Arkum but please just call me Harley”  she introduces herself with a smile.

 ”Now I  have six light mounts and one heavy mount that I need uncroaking I  believe that you have 100 juice to offer and would not be opposed to using juice from our tower?”  Harley questions.  ”Croakamancer Ceas mentioned that you may be interested in bodies as payment or part payment for your services. Shall we first discuss your price?”  Harley begins. 
 


 alright, im going to assume you want these uncroaked with thier specials intact. I would need about 300 juice from your tower to ensure that thier specials are intact. The price for my own juice is two rands. For juice from your tower I will gladly take bodies. Not intrested in common infantry. Ferals, knights, natural allies and the like suit my intrests. So what do you have on hand? 
WurmD
Harley nods  "Spend all you must so they preserve their Mount special. 2 Rands for your own 100 Juice? Done. For bodies, we have darf warriors and Worker Antz that we're willing to part to benefit from your expertise using our own Juice. We're willing to give you 1 body for each 200 Juice you spend uncroaking for us from tower Juice, what do you say?"  She finishes seriously
_Wiz_
+1..............
Cyphermancer
 
 Originally Posted by WurmD 
 Harley nods  "Spend all you must so they preserve their Mount special. 2 Rands for your own 100 Juice? Done. For bodies, we have darf warriors and Worker Antz that we're willing to part to benefit from your expertise using our own Juice. We're willing to give you 1 body for each 200 Juice you spend uncroaking for us from tower Juice, what do you say?"  She finishes seriously 
 

 I value bodies but not that much. I would say one darf or ant for each mount I uncroak for you. Let me ask you this what is more important to you. Having these these mounts up this turn, or having those units later on?  
_Wiz_
Harley cups her chin pursing her lips  "You know, *we* value these bodies that much, especially these extra hardy Antz and Darfs. How about a body and a Rand for every 200 tower Juice, and a promise to hire you again next turn? Appealing? Free bodies and Rands. (How often do casters get paid to not spend own Juice?)"  Harley offers.
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley cups her chin pursing her lips  "You know, *we* value these bodies that much, especially these extra hardy Antz and Darfs. How about a body and a Rand for every 200 tower Juice, and a promise to hire you again next turn? Appealing? Free bodies and Rands. (How often do casters get paid to not spend own Juice?)"  Harley offers. 
 

 Well if thats what you want to offer.. two ant bodies and four rands. I will take what I can get. However my time is worth alot and I have several casters how work for me. I was hoping this would. Be a new source for my my arena.  I understand you have a need of these bodies. So I wont be back in the future 
_Wiz_
 ”At the moment every body counts”  Harley replies  ”Maybe in a few turns we will have more of a surplus of bodies that we can offer you...”  Harley adds.

 ”Two rands for your personal juice and two rands and two antz for using juice from the tower. Yes it’s a deal!”  Harley declares thrusting her hand out.

 ”I understand how important your time is, if you have more croakamancers working for you I would not be opposed to dealing with one of those. I’m sure we could both still benefit from working with each other in the future.”  Harley then suggests.

Harley then leads Carrion up to the tower where the bodies of the six Hobby horses and one Hobby warhorse have been neatly arranged.  ”If you would be so kind”  She then declares.
WurmD
+1

And pay particular attention to how much Juice is spent for each body
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”At the moment every body counts”  Harley replies  ”Maybe in a few turns we will have more of a surplus of bodies that we can offer you...”  Harley adds.

 ”Two rands for your personal juice and two rands and two antz for using juice from the tower. Yes it’s a deal!”  Harley declares thrusting her hand out.

 ”I understand how important your time is, if you have more croakamancers working for you I would not be opposed to dealing with one of those. I’m sure we could both still benefit from working with each other in the future.”  Harley then suggests.

Harley then leads Carrion up to the tower where the bodies of the six Hobby horses and one Hobby warhorse have been neatly arranged.  ”If you would be so kind”  She then declares. 
 


Carrion gives you a shrug before heading up to the tower

 We will see 

Standing over the first hobby. You feel the juice of the tower drop by 50

Uncroaked hobby horse ( 23 turns)
1/2/8/16 (1d3)
Specials: uncroaked, mount, passenger

Carrion casts once more with the same results and same juice cost. As he moves to the third hobby he pauses tapping his foot twice. Before turning to Harley.

 Your tower doesnt have enough juice. Who is powering it up?   
WurmD
Harley gushes " Twenty-three turns..! You really *are* a master! I know Basic Uncroak, and so far it has only used 40 Juice by a Novice to uncroak a Hobby, are you using an advanced spell?? " she says wide eyed  "Oh! And please continue with your own Juice while I charge the tower with the rest"  she finishes a bit flustered

After he begins casting Harley then places all of her own Juice in the tower
_Wiz_
+1........
Cyphermancer
 
 Originally Posted by WurmD 
 Harley gushes " Twenty-three turns..! You really *are* a master! I know Basic Uncroak, and so far it has only used 40 Juice by a Novice to uncroak a Hobby, are you using an advanced spell?? " she says wide eyed  "Oh! And please continue with your own Juice while I charge the tower with the rest"  she finishes a bit flustered

After he begins casting Harley then places all of her own Juice in the tower 
 

 Trade secrets and your a caster? Intresting.... 

Carrion moves over to the Heavy casting seeming to take a bit more time with this one

Uncroaked Heavy War Horse (23 turns)
4/4/12/16 (1d6)
Specials: uncroaked, Heavy, mount, Passenger

With the tower now filled he moves over and quickly uncroaks the last four hobby horses. Each will last 23 turns and took 50 juice each

Tower 200/400

 So kept up my end your turn your majesty. 
WurmD
 "Harley is fiiine, Master Carrion"  she says waving her hand nonchalantly " Here " she says transferring the 4 Rands while ordering the 2 Worker Antz to be brought from the morgue " You know, after such an impressive display we're reconsidering the value of the bodies versus your casting.. " she says with a sly smile " How are you feeling? Could you do more (you already cast 300 over your daily usual)? " she asks appraisingly

EDIT:
Mental order to Crud to harvest another soldier and start on another MW Armor
Mental order to have spidews converted to cash
_Wiz_
+1..........
Cyphermancer
 
 Originally Posted by WurmD 
  "Harley is fiiine, Master Carrion"  she says waving her hand nonchalantly " Here " she says transferring the 4 Rands while ordering the 2 Worker Antz to be brought from the morgue " You know, after such an impressive display we're reconsidering the value of the bodies versus your casting.. " she says with a sly smile " How are you feeling? Could you do more (you already cast 300 over your daily usual)? " she asks appraisingly

EDIT:
Mental order to Crud to harvest another soldier and start on another MW Armor
Mental order to have spidews converted to cash 
 


 Well Harley I still have my own show to run. I could do another 100 tower juice before I hit my limit if the price is right. However, if you think this is impressive you should come check out my show. There is food, betting and alot of action 
WurmD
" Great! Then I'm happy to give you two more bodies to see you work on a Stone Bull heavy! Deal?"  She says grinning with excitement
" And I'm sure to visit your ring in the future! When is the next show? " She prompts
_Wiz_
And the mandatory +1
Cyphermancer
 
 Originally Posted by WurmD 
 " Great! Then I'm happy to give you two more bodies to see you work on a Stone Bull heavy! Deal?"  She says grinning with excitement
" And I'm sure to visit your ring in the future! When is the next show? " She prompts 
 

 let me take a look 

Looking over the stone Bull he shrugs

 I can do it I will take two more antz 

Burning through 100 juice

Uncroaked stone bull ( 23 turns)
5/5/14/10 (1d6)
Specials: uncroaked, heavy, mount, breathweapon (4) 1d6 physical damage

As the you arrive at the lower level Carrion starts unfolding something from his pocket he puts it on the ground and continues to unfold the the object it turns out to be a large chest as finishes he opens the box and points.

 Go ahead and place the antz in here 
WurmD
" Ooh! So handy! " she says ordering her pikers to haul the bodies

" Thank you so much for coming! Tomorrow we'd love to receive you again (loads more bodies from where those came from) " she thanks happily
" And I'm sure to visit your ring in the future! When is the next show? " She prompts
Cyphermancer
 
 Originally Posted by WurmD 
 " Ooh! So handy! " she says ordering her pikers to haul the bodies

" Thank you so much for coming! Tomorrow we'd love to receive you again (loads more bodies from where those came from) " she thanks happily
" And I'm sure to visit your ring in the future! When is the next show? " She prompts 
 


After the last of the bodies is loaded he begin folding it up before speaking

 Tonight is champions night. Caster pick from my pool or use thier own. Fights are for bragging rights, settle debts, ect. Two turns from now we will have a large stack fight. As for tommorow we will see. 
_Wiz_
&lt;&lt;While Wurm thinks about the logistics for getting to the ruins let’s have a brief interlude regarding another matter&gt;&gt;

 ”Spike I am going to check on the prisoners that we took last turn would you care to join me?”  Harley declares as she mentally orders a stack of pikers to form up and join the pair. As one the group then heads down to the dungeons where the prisoners are being kept. Making sure that Breach’s infantry are kept seperate  from the darfs Harley first heads to see the piker and the archer.

Arriving at the cell Harley takes a moment to check on the condition of the two units. Harley stands there in silence for a few moments as she waits to see how the units will react to her presence.
WurmD
+1


Later the Darf
- No hard feelings
- "Did you just had enough rations to get here? It was a do or croak mission?"
- "If we release you here, can you survive?
- "If we release you in a hill hex can you mine enough for upkeep? Do you need Move to mine?"
Cyphermancer
 
 Originally Posted by _Wiz_ 
 &lt;&lt;While Wurm thinks about the logistics for getting to the ruins let’s have a brief interlude regarding another matter&gt;&gt;

 ”Spike I am going to check on the prisoners that we took last turn would you care to join me?”  Harley declares as she mentally orders a stack of pikers to form up and join the pair. As one the group then heads down to the dungeons where the prisoners are being kept. Making sure that Breach’s infantry are kept seperate  from the darfs Harley first heads to see the piker and the archer.

Arriving at the cell Harley takes a moment to check on the condition of the two units. Harley stands there in silence for a few moments as she waits to see how the units will react to her presence. 
 


The piker and archer are in one large cell by themselfs. While the darfs are in another. ( which are the only two cells you have)

Both the piker and archer are glaring at you as you approch.
_Wiz_
Harley steps forwards and returns the prisoners glare though her look is more intense and there appears to be fire in her eyes.  ”Cut that out!”  Harley barks with the force of an order behind her words.  ”I have only ever offered you peace and friendship yet you were the ones who attacked my home. If anyone has reason to resent the other then it is me!”  Harley declares firmly.

 ”Now I am not an unreasonable ruler and I understand that you were merely following the orders of the warlord that you were popped with. You can not be blamed for doing what you were popped to do, it was Breach made the decision to attack and it was Breach who got your stack mates and so many others croaked yet you have still croaked good loyal units of Arkum and you now owe Arkum a debt. I will put this bluntly. You will turn to Arkum and repay your debt or this cell will be the last place you see before you croak. “  Harley declares ominously.
WurmD
Sure

....
SomeGuy411
To breaches stackmates, absolutely. The dorf I'd still like to support asking the other questions at least. If nothing else, that will teach us about that particular natural ally, if they choose to talk
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley steps forwards and returns the prisoners glare though her look is more intense and there appears to be fire in her eyes.  ”Cut that out!”  Harley barks with the force of an order behind her words.  ”I have only ever offered you peace and friendship yet you were the ones who attacked my home. If anyone has reason to resent the other then it is me!”  Harley declares firmly.

 ”Now I am not an unreasonable ruler and I understand that you were merely following the orders of the warlord that you were popped with. You can not be blamed for doing what you were popped to do, it was Breach made the decision to attack and it was Breach who got your stack mates and so many others croaked yet you have still croaked good loyal units of Arkum and you now owe Arkum a debt. I will put this bluntly. You will turn to Arkum and repay your debt or this cell will be the last place you see before you croak. “  Harley declares ominously. 
 

Both the piker and archer stare at you. Seeming to have a hard time. Keeping up with Harleys speech. They continue to stare, but do not answer back.
_Wiz_
Harley sighed slightly at the lack of response from the prisoners, if anything they now looked a little confused.  ’Infantry... they can be so simple at times...’  Harley thought to herself with some resignation.

 ”You will turn to Arkum!”  Harley declares with the force of an order deciding to keep things simple. After waiting a moment to see if they would comply Harley then spoke once again.  ”If not now then soon. Perhaps some time in the cell will convince you to turn...”  Harley then declares before spinning on the spot and marching out of sight.


Harley then goes over to the cell holding the darfs. Approaching the cell she moves close enough so that she can be seen and waits to see how the darfs will react to her presence.
WurmD
+1
..........
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley sighed slightly at the lack of response from the prisoners, if anything they now looked a little confused.  ’Infantry... they can be so simple at times...’  Harley thought to herself with some resignation.

 ”You will turn to Arkum!”  Harley declares with the force of an order deciding to keep things simple. After waiting a moment to see if they would comply Harley then spoke once again.  ”If not now then soon. Perhaps some time in the cell will convince you to turn...”  Harley then declares before spinning on the spot and marching out of sight.


Harley then goes over to the cell holding the darfs. Approaching the cell she moves close enough so that she can be seen and waits to see how the darfs will react to her presence. 
 



The infsntry doesnt respond turning around Harley faces the darfs. The one who surrendered before for stares at Harley waiting.
WurmD
 "Hello, I am Harley, Queen Shockamancer of Arkum. Would you tell me your name?"  she calmly starts

EDIT

" First, let me say 'no hard feelings' from our part. Your Chief choose to attack us and he paid the ultimate price."  she matter-of-factedly continues


EDIT2
 "I'm curious, I noticed you brought just enough rations to make it here. Was conquering Arkum a 'do or croak' mission?"  She politely inquires


EDIT 3
 "As we currently have two Natural Ally alliances we won't ask for your allegiance, but we don't seem your annihilation either. Would you help me understand how Darfs usually survive when unallied?
- If we release you here, can you survive?
- If we release you in a hill hex can you mine? (Enough for upkeep? Do you need Move to mine)?"  She slowly asks
_Wiz_
[I’d suggest changing the wording very slightly so it reads as follows]


 "I do not believe  we have ever been properly introduced I am Queen Harley Tesla, Shockamancer and Queen of Arkum. Would you tell me your name?"  Harley calmly starts.


" First, let me say I do not blame you for your part in the attack. Your Chief choose to attack us most likely under the poor advice of Warlord Breach and they both paid the ultimate price."  Harley matter-of-factedly states.


 "I'm curious though, I noticed you brought just enough rations to make it here. Was conquering Arkum a 'do or croak' mission?"  Harley politely inquires.


 "As we currently have two Natural Ally alliances we won't ask for your allegiance, at this time but we don't seek your annihilation either.” Harley declares.  ”Would you help me understand how Darfs usually survive when unallied?
- If we were to say release you here, could you survive?
- If we release you in a hill hex can you mine? (Enough for upkeep? Do you need Move to mine)?"  Harley slowly asks.
WurmD
+1, just changed a comma for clarification



 "I do not believe we have ever been properly introduced I am Queen Harley Tesla, Shockamancer and Queen of Arkum. Would you tell me your name?"  Harley calmly starts.


" First, let me say I do not blame you for your part in the attack. Your Chief choose to attack us most likely under the poor advice of Warlord Breach and they both paid the ultimate price."  Harley matter-of-factedly states.


 "I'm curious though, I noticed you brought just enough rations to make it here. Was conquering Arkum a 'do or croak' mission?"  Harley politely inquires.


 "As we currently have two Natural Ally alliances we won't ask for your allegiance at this time, but we don't seek your annihilation either.”  Harley declares.  ”Would you help me understand how Darfs usually survive when unallied?
- If we were to say release you here, could you survive?
- If we release you in a hill hex can you mine? (Enough for upkeep? Do you need Move to mine)?"  Harley slowly asks.
_Wiz_
A sleepy +1..........
Cyphermancer
 "I do not believe we have ever been properly introduced I am Queen Harley Tesla, Shockamancer and Queen of Arkum. Would you tell me your name?"  Harley calmly starts.

 Flinn of the shatter stone tribe 


" First, let me say I do not blame you for your part in the attack. Your Chief choose to attack us most likely under the poor advice of Warlord Breach and they both paid the ultimate price."  Harley matter-of-factedly states.


 "I'm curious though, I noticed you brought just enough rations to make it here. Was conquering Arkum a 'do or croak' mission?"  Harley politely inquires.

 Not a do or croak. You were just underestimated. The tribe was trippled in size just before the attack 
 "As we currently have two Natural Ally alliances we won't ask for your allegiance at this time, but we don't seek your annihilation either.”  Harley declares.  ”Would you help me understand how Darfs usually survive when unallied?
- If we were to say release you here, could you survive?
- If we release you in a hill hex can you mine? (Enough for upkeep? Do you need Move to mine)?"  Harley slowly asks.

 We mine, we hunt, we forage. Same as most tribes. A reation of two wouldnt go unwelcome if your release us. There is only four of us. Finding enough rations shouldnt be to hard. I thank you for not deciding to whip out my tribe. 
WurmD
 "I'll let you know I'm sending out a force to clear out and build up the ruined city near the Mine; later I'd take control of the Mine as well. Are there any of your brothers left at the Mine?  Will you be able to mine in a Mine hex that is sided? *Are* you able to mine in simple hill hexes?"  She asks with a frown of concern

 "Also, if there are no Darf Riders left in a tribe can a Darf Warrior become Chief? Does it take Schmuckers for it?" 
_Wiz_
(+1 let’s do the talky talky)
Cyphermancer
 "I'll let you know I'm sending out a force to clear out and build up the ruined city near the Mine; later I'd take control of the Mine as well. Are there any of your brothers left at the Mine?  Will you be able to mine in a Mine hex that is sided? *Are* you able to mine in simple hill hexes?"  She asks with a frown of concern

Flinn looks back at his tribe mates before answering

 The rest of our tribe is at the mine. For sparing us I will give yoi a warning. We have sent several stacks into the haunted city none have ever returned. While we know there are uncroaked there we are unsure of how many. We will be moving on from the area. Im sure the tribe will be moving on soon. There are mountains to the north we can mine therenis peace.  
 "Also, if there are no Darf Riders left in a tribe can a Darf Warrior become Chief? Does it take Schmuckers for it?" 
 



A chief doesnt have to be a rider. If a chief is lost the highest level of the tribe normally becomes the next chief. 
_Wiz_
 ”Thankyou Flinn that warning could save good units from croaking”  Harley replies with a look of gratitude.

 ”Perhaps it won’t be necessary for your people to move away completely... we might be able to work out something via Signamancy for an enforceable peace at the very least.”  Harley replies.  ”And if your tribe are able to make things like those impressive arrows we may be able to support you via trade”  Harley suggests.  ”We will ofcourse need to speak with your new chief. “  Harley adds.

 ”I’m afraid we are not in a position to release you this turn but until we are able please consider this a guest suite rather than a prison. I will have some units bring you some better beds and blankets and if there is anything else you need please ask”  Harley then declares.
WurmD
a diplomatic +1
WurmD
We forgot Scout J
Here, I say we move him over there, which enables him to start a repeating circuit next turn that covers the final hole in the 11-move radius of our capital

 

EDIT
Stepping out of the dungeon Harley collects her Commanders for a strategy meeting.
 “So! Recapping what is known:
 - The ruins city contains an uncertain number of uncroaked, Howie detected at least 20, 1 Heavy;
 - The ruins city contains an uncertain number of Traps
We plan on being able to take these 4 stacks to assault it next turn ” Harley instructs pointing at the battle map  “which will include 7 uncroaked infantry, and likely myself to be decided tomorrow after the scout reports ” she enumerates
“ Plan A would be, attire Scout Knight Howie with a magical armor (for the +1 against traps), the amulet of healing, the ring of slow falling, and climbing gear. Then we would stay outside the city gates while he would pull unlead units to us: sneak in, spot an uncroaked, reveal himself at a distance and run back to us”  she elaborates
“ Plan B, if no more units detected, but still hex contested, we move in, single file behind Scout Howie, towards the Garrison of the city, and attempt to capture the city that way. ” she finishes
“ Finally, my battle power increased exponentially with my level up. When before I could deal 2d6+3 to a single target, now I can deal 2d6+6 to all 8 units of a stack (1d6+3 on a miss), with a +14 bonus to hit over the normal combat, stack and leadership bonuses. To top it all off, with an extra 50 Juice saved in my Hammer, I can discharge two of those blasts a round, for 2 rounds. So while protected by all of you, I can croak 4 stacks at a distance. ” she concludes
“ Thoughts everyone?”  she then prompts

{also lets not forget our standing order - Units with upkeep over 99 that are to spend the turn in field take rations}
_Wiz_
+1 to scout J

(I suggest the following slight additions / modifications)



Stepping out of the dungeon Harley collects her Commanders including Spike, Bill, Krippen and Shadow for a strategy meeting.  ”Herring you are also more than welcome to join us, your advice on magical matters would be much appreciated”  Harley declares.

 ”Now the reason I have gathered you all together is to discuss our plans and strategy for claiming the city ruins in the hills next turn”  Harley begins.

 “So! Recapping what is known:
 - The ruins city contain an uncertain number of uncroaked, Howie detected at least 20, 1 of which was Heavy;
 - The ruins city contains an uncertain number of Traps
We plan on being able to take these 4 stacks to assault it next turn ” Harley instructs pointing at the battle map  “which will include 7 uncroaked infantry, and since we are now able to field a decent force likely myself aswell to be decided tomorrow after the scout reports ” she enumerates.  ”Hopefully next turn we will pop another Pudgie and we can use it to scout both the route to the city and the city itself. If we don’t pop a second pudgie we may need to Carny the first against ranged attacks so we can use it to scout with little risk of it being croaked”  Harley begins.

“ Plan A would be, attire Scout Knight Howie with a magical armor (for the +1 against traps), the amulet of healing, the ring of slow falling, and climbing gear. Then we would stay outside the city gates (but inside the hex itself) while he would  identify any traps within aswell as to lure any unlead units to us if he can do so safely: sneak in, spot an uncroaked, draw it’s attention or reveal himself at a distance if necessary and run back to us”  she elaborates
“ Plan B, if no more units detected, but still hex contested, we move in, single file behind Scout Howie, towards the Garrison of the city, and attempt to capture the city that way. ” she finishes
“ Finally, my battle power increased exponentially with my level up. When before I could deal 2d6+3 to a single target, now I can deal 2d6+6 to all 8 units of a stack (1d6+3 on a miss), with a +14 bonus to hit over the normal combat, stack and leadership bonuses. To top it all off, with an extra 50 Juice saved in my Hammer, I can discharge two of those blasts a round, for 2 rounds. So while protected by all of you, I can croak 4 stacks at a distance. My presence therefore could reduce the casualties we take from any engagements with Uncroaked significantly which I believe makes it worth me being there.  ” she concludes
“ Thoughts everyone?”  she then prompts looking to her Chief warlord Spike in particular.

{also lets not forget our standing order - Units with upkeep over 99 that are to spend the turn in field take rations}
WurmD
+1
..,............

EDIT:
Struck by a sudden inspiration Harley quickly pens a note and sends it to Howie
 
 ' Did you spot any Darf uncroaked in the ruins?'  

 
Cyphermancer
Farstrider Howie

 'Did you spot any Darf uncroaked in the ruins?'

 
 I did see a few darfs as well as a few woofs, a hobby horse and several infantry.

 

 Stepping out of the dungeon Harley collects her Commanders including Spike, Bill, Krippen and Shadow for a strategy meeting.  ”Herring you are also more than welcome to join us, your advice on magical matters would be much appreciated”  Harley declares.

 ”Now the reason I have gathered you all together is to discuss our plans and strategy for claiming the city ruins in the hills next turn”  Harley begins.

 “So! Recapping what is known:
 - The ruins city contain an uncertain number of uncroaked, Howie detected at least 20, 1 of which was Heavy;
 - The ruins city contains an uncertain number of Traps
We plan on being able to take these 4 stacks to assault it next turn ” Harley instructs pointing at the battle map  “which will include 7 uncroaked infantry, and since we are now able to field a decent force likely myself aswell to be decided tomorrow after the scout reports ” she enumerates.  ”Hopefully next turn we will pop another Pudgie and we can use it to scout both the route to the city and the city itself. If we don’t pop a second pudgie we may need to Carny the first against ranged attacks so we can use it to scout with little risk of it being croaked”  Harley begins.

“ Plan A would be, attire Scout Knight Howie with a magical armor (for the +1 against traps), the amulet of healing, the ring of slow falling, and climbing gear. Then we would stay outside the city gates (but inside the hex itself) while he would  identify any traps within aswell as to lure any unlead units to us if he can do so safely: sneak in, spot an uncroaked, draw it’s attention or reveal himself at a distance if necessary and run back to us”  she elaborates
“ Plan B, if no more units detected, but still hex contested, we move in, single file behind Scout Howie, towards the Garrison of the city, and attempt to capture the city that way. ” she finishes
“ Finally, my battle power increased exponentially with my level up. When before I could deal 2d6+3 to a single target, now I can deal 2d6+6 to all 8 units of a stack (1d6+3 on a miss), with a +14 bonus to hit over the normal combat, stack and leadership bonuses. To top it all off, with an extra 50 Juice saved in my Hammer, I can discharge two of those blasts a round, for 2 rounds. So while protected by all of you, I can croak 4 stacks at a distance. My presence therefore could reduce the casualties we take from any engagements with Uncroaked significantly which I believe makes it worth me being there.  ” she concludes
“ Thoughts everyone?”  she then prompts looking to her Chief warlord Spike in particular.  

Spike

 It would help to know which stack your planning on bringing. Our intel on the city is spotty at best. Letting Howie pull some units seem like it will work. Little more concerned about moving in on the city with so few stacks. 

Edit: Krippen and Shadow both nodd.

Herrin

 very little in the way of magic advice I can offer. Does seem to be a big risk.  
_Wiz_
 ”The suggested stacks are recorded right here...”  Harley declares pointing to a particular area of the map.  ”But would consist of Spike, Shadow, 3 Shaddys, a Stabber, 6 pikers, 2 uncroaked woofs, 1 Uncroaked antz, 1 Uncroaked Anhog, an Uncroaked dire woof, an Uncroaked stone bull, an Uncroaked hobby warhorse, 6 Uncroaked hobby horses, 6 hobby horses and likely myself and 7 units to be Uncroaked next turn most likely woofs and darf crossbowers”  Harley lists.  ”Oh and we would meet up with Howie ofcourse”  she adds.

 ”I understand your caution Spike, Herring would you be able to check if Spi Glass the lookamancer is available to hire next turn and what his range is with a level two tower”  Harley asks.  ”Also do you know if Lookamancers or Findamancers or any class of caster have a spell to locate traps?”  Harley then asks.

 ”If the ruins look like they are an unviable target then we may need to switch our attention to the ratz and deal with the threats that are closer to home first”  Harley then comments.
WurmD
+1
................
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”The suggested stacks are recorded right here...”  Harley declares pointing to a particular area of the map.  ”But would consist of Spike, Shadow, 3 Shaddys, a Stabber, 6 pikers, 2 uncroaked woofs, 1 Uncroaked antz, 1 Uncroaked Anhog, an Uncroaked dire woof, an Uncroaked stone bull, an Uncroaked hobby warhorse, 6 Uncroaked hobby horses, 6 hobby horses and likely myself and 7 units to be Uncroaked next turn most likely woofs and darf crossbowers”  Harley lists.  ”Oh and we would meet up with Howie ofcourse”  she adds.

 ”I understand your caution Spike, Herring would you be able to check if Spi Glass the lookamancer is available to hire next turn and what his range is with a level two tower”  Harley asks.  ”Also do you know if Lookamancers or Findamancers or any class of caster have a spell to locate traps?”  Harley then asks.

 ”If the ruins look like they are an unviable target then we may need to switch our attention to the ratz and deal with the threats that are closer to home first”  Harley then comments. 
 

Spike

 I dont like that a third of our power is hobby horses and another stack is just infantry. We only have three heavies and only one or two counters to heavies I would advise against this attack until we can bring more units and some way to find traps. We could also bring Krippen.  

Herring

Herring

Writes two quick notes

 Spi glass says with a level two tower he should be able to scan out to 18 hexes. His is avaliable for next turn. He says he can do a deep look of the city for three rands.

Findamancer says there are three options one you could hire him to find traps. He could cast a buff on a unit that would increase thier chance of finding traps. Third a magic item for locating traps. 
Cyphermancer
  Titanic retcon  

Shockamancy special ( novice): caster level is doubled for all shockamancy spells when applied to damage of the spell. Shockamancers may fire into melee with no penalties. Caster can also overcharge city towers. An extra 100 juice per level of the tower. This over charge must be in the form of hung spells not raw juice.

Shockamancy special ( Adept): caster level is Tripled for all shockamancy spells when applied to damage of the spell. Shockamancers may fire into melee with no penalties. Caster  can also overcharge city towers. An extra 100 juice per level of the tower. This over charge must be in the form of hung spells not raw juice.

Croakamancy Special (Novice): Caster may add thier level ×2 to the duration of any unit uncroaked. Provides a leadership bonus equal to Half caster level to uncroaked in casters stack.

Now why am I doing this. Before the retcon Harley had a +18 to hit with no stack bonus. This is almost double what spike your chief warlord has to hit with an axe. After the change Harley will still have a +10 ( or 8 with area effect spells) still higher than than spike before you factor in his leadership bonus and equal if you do add his bonus. This doesnt effect Harley damage. Harley will still outright destroy most unled stacks.
_Wiz_
 ”Thankyou Chief, if you feel that strongly I fear we may have to postpone the attack”  Harley replies with a thoughtful look.

 ”Please inform Spi, that we would definitely like to hire him next turn. Also could you ask if he is able to perform two deep looks a turn? If necessary we can provide extra juice if he is a little short”  Harley then replies to Herring.

 ”Please let the findamancer know that in the coming turns we would definitely want to hire them for one of the three options. Would he need to be present in the trapped hex to detect them or could he cast at range?”  Harley questions.  ”Could he also provide the price of all three options...”  Harley then asks.
WurmD
+1
...........
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Thankyou Chief, if you feel that strongly I fear we may have to postpone the attack”  Harley replies with a thoughtful look.

 ”Please inform Spi, that we would definitely like to hire him next turn. Also could you ask if he is able to perform two deep looks a turn? If necessary we can provide extra juice if he is a little short”  Harley then replies to Herring.

 ”Please let the findamancer know that in the coming turns we would definitely want to hire them for one of the three options. Would he need to be present in the trapped hex to detect them or could he cast at range?”  Harley questions.  ”Could he also provide the price of all three options...”  Harley then asks. 
 

I will answer this one since it has not direct commitments

Spike will nod lookong pleased. You also notice Krippen give him a slight nodd of approval.

Herring

 Spi Glass says he can do up to three deeplooks a turn out of his own juice.

Findamancer options

Direct intervention: will use a summon with trap finding abilities. Its effectiveness will depend just how far the summon will have to move. Price 7 rands

Buff: will have to be cast on the unit(s) cast four minor buffs on four units or 1 major buff on one unit: price 2 rands

One time use item: will give a bonus to trap finding for one turn: 3 randa

Item: price will vary but atleast 10 rands half up front. Price will depend on how effective the item is. This will take a few turns to craft so need to know up front. 
_Wiz_
 ”Herring can you please thank the findamancer for their time and let them know we will confirm which option we would like to go for next turn.”  Harley requests.

Harley then suppresses a shudder.  ”I guess we must deal with the dirty dirtamancer now...”  she declares with a look of dread.  ”Herring if it wouldn’t be too much of an imposition would you mind taking another 15 rations in to the Magic Kingdom and having them converted to rands?”  Harley asks as she mentally orders Crud to harvest the last two soldier antz for rations and their chitin.  ”And then would you confirm with the dirtamancer that we would like to hire him for the road this turn and if possible get him to sign one of our NDAs before coming through the portal”  Harley asks with an apologetic look.

Returning her attention to her commanders Harley then grins.  ”Ok if we’re not attacking the ruins next turn I suggest we make use of our forces elsewhere!”  She declares.  ”I suggest we hunt the monkeys that we scouted in the heavy forest. Once the road is built we should be able to bring the majority of our forces on the hunt and still get them back to the city or the farm afterwards... any objections?”  Harley then questions.  ”Krippen you are more than welcome to join us if you would like to try out your new ability against a relatively soft target...”  Harley then offers.
WurmD
+1
..........
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Herring can you please thank the findamancer for their time and let them know we will confirm which option we would like to go for next turn.”  Harley requests.

Harley then suppresses a shudder.  ”I guess we must deal with the dirty dirtamancer now...”  she declares with a look of dread.  ”Herring if it wouldn’t be too much of an imposition would you mind taking another 15 rations in to the Magic Kingdom and having them converted to rands?”  Harley asks as she mentally orders Crud to harvest the last two soldier antz for rations and their chitin.  ”And then would you confirm with the dirtamancer that we would like to hire him for the road this turn and if possible get him to sign one of our NDAs before coming through the portal”  Harley asks with an apologetic look.

Returning her attention to her commanders Harley then grins.  ”Ok if we’re not attacking the ruins next turn I suggest we make use of our forces elsewhere!”  She declares.  ”I suggest we hunt the monkeys that we scouted in the heavy forest. Once the road is built we should be able to bring the majority of our forces on the hunt and still get them back to the city or the farm afterwards... any objections?”  Harley then questions.  ”Krippen you are more than welcome to join us if you would like to try out your new ability against a relatively soft target...”  Harley then offers. 
 


Herring gives a nodd

 I fine with that however in the future it might raise questions if I keep going back several times a turn. 

-15 rations
+ 12 rands

Krippen

 I think I will remain. May step outside the city while you are out. Practice a bit there. 

Spike looks resigned to his rulers actions. You see him glance at Krippen for support. Not finding any he signs but says nothing.

You recive a message from Herring. Just after recieving a new NDA for the side

 I have dirtamancer Ding Dogg outside the portal he is insisting on a NAP before crossing the portal.  
_Wiz_
 ”I understand, in future we will try and limit it to a maximum of one trip to the bank a turn”  Harley replies with a grateful smile.

 ”That’s fine Krippen but please could you manage the city before you go. I presume you will only be going one hex out and won’t require a mount or anything?”  Harley then asks.

 ”Spike you are my Chief Warlord, I value your input if you have concerns please raise them”  Harley declares as she turns to face Spike.

Receiving the message from Herring Harley sends a request for a NAP with Ding Dogg before rising to her feet.  ”Spike, Shadow if you would join me at the portal room too meet the dirtamancer...”  Harley then declares before heading down.
WurmD
+1
.............
Cyphermancer
 ”I understand, in future we will try and limit it to a maximum of one trip to the bank a turn”  Harley replies with a grateful smile.

Herring gives you a nod

 ”That’s fine Krippen but please could you manage the city before you go. I presume you will only be going one hex out and won’t require a mount or anything?”  Harley then asks.

 I dont need a mount. And yes I can handle the city this turn. 
 ”Spike you are my Chief Warlord, I value your input if you have concerns please raise them”  Harley declares as she turns to face Spike.

Spike motions you to follow and takes you a little out of ear shot.

 Your majesty.... did I say one word during the capital fight.I understand you bring alot to a fight. You have more power than most of the side. However, these minor fights or fights that we have little to no info on. These fights are a risk not only to you , but to the whole side. If you go down we all go down. We have no heir..... While there might be low risk battle. It only takes one lucky or unlucky shot....  

Receiving the message from Herring Harley sends a request for a NAP with Ding Dogg before rising to her feet.  ”Spike, Shadow if you would join me at the portal room too meet the dirtamancer...”  Harley then declares before heading down.

Herring walks through the portal with another caster. The caster has several days of growth on his face, slightly wrinkled clothes, and is carrying a pick axe. He give Harley a wide grin before looking her up and down.

 You the client or my eye candy for my walk? 
WurmD
Before the Dirt arrives

 ”Spike, I appreciate your concern and I would not risk myself or any unit of the side needlessly...”  Harley replies with a serious look.  ”Given the scout report and the forces that we can bring to bear, are you against going at all or merely my presence? (We eliminate a nearby threat, we increase our forces or rations and our forces gain xp)”  Harley reasons looking Spike in the eye.
_Wiz_
+1 ........,,,,,
Cyphermancer
 
 Originally Posted by WurmD 
 Before the Dirt arrives

 ”Spike, I appreciate your concern and I would not risk myself or any unit of the side needlessly...”  Harley replies with a serious look.  ”Given the scout report and the forces that we can bring to bear, are you against going at all or merely my presence? (We eliminate a nearby threat, we increase our forces or rations and our forces gain xp)”  Harley reasons looking Spike in the eye. 
 


 This is more a objecting to you risking yourself for little gain. With how big of a force we are planing on for this clearing I doubt we would gain much from it. In fact I wouldnt mind just sending bill and maybe shadow as the only commanders. Give them a chance to level.  
WurmD
Innate knowledge!
W93. When is Harley feeling her XP go up? In the midst of battle?
W93.2 If in the midst of battle, only when she directly croaks a unit, or when others croak units too?
W94. Does Harley feel just staying in-Hex is enough to get XP?
W94.2 Being in-hex but not engaging with any enemy stack will be enough to not get any XP?
Cyphermancer
 
 Originally Posted by WurmD 
 Innate knowledge!
W93. When is Harley feeling her XP go up? In the midst of battle?
W93.2 If in the midst of battle, only when she directly croaks a unit, or when others croak units too?
W94. Does Harley feel just staying in-Hex is enough to get XP?
W94.2 Being in-hex but not engaging with any enemy stack will be enough to not get any XP? 
 

Harley thinks her xp goes up after combat ends. However it is a hard thing to keep up with in the middle of a battle. As for why she gains xp. That is one of the mysteries of erfworld, many units have spent many turns trying to answer that very question.
WurmD
 “Very well dearest Spike, I shall take your council and stay at home. But we shall not risk Bill and Shadow without a reserve backup. Here, we can send these 3 stacks”  she says re-organizing the battle map

 
 “And you can let Shadow and Bill (with the lumberjack axe) hunt stealthily while remaining in-hex near the hex boundary, and only if they need help, do you intervene. How does that sound?”  she asks
_Wiz_
+1...............
WurmD
Only if Spike is reasonably happy do we move to the Dirt

Harley saunters up to the dirtamancer with a mischievous grin on her lips and swing to her hips. Placing one hand on his shoulder Harley then leans in close.   ”Trust me I’m more than you could handle!”   Harley whispers in a teasing tone before softly pushing him away.  ”Now I’m going to send you out with some of my finest ladies... just don’t get too friendly or I’ll get jealous...”  Harley warns with a smiling pout.  ”The route has already been scouted for the turn but I’ll also be sending my Chief Warlord along for your protection. They will show you the route I’d like my new road to take”  Harley adds with more seriousness.

Harley then pulls Spike to one side and once they are out of sight Harley pulls a look of disgust.  ”Try to stop the slime ball from doing anything, but if he does overstep the mark let me know”  Harley whispers.
_Wiz_
Another +1..........
WurmD
This is the units that will escort Dirt the 6 hexes out, Spike will take the Lumberjack at this time
 

And the 6 road hexes to be built are these in pink
 

After road is built Pondsea is to be ordered with Dirt back to Capital alone

Spike is to enter first Heavy Forest hex, restack for surprise battle (3 Shadies and 1 Piker on foot in back), and move to 06.-03 (everybody hop onto the Hobbies to cross the hex boundary)
Restack for surprise battle, and Move to receive rest of army at SW hex boundary

EDIT:
As the Dirt returns, these are the units that are to follow and go to meet Spike at 06.-03

 

EDIT2:
Then this is the stack that sneakily enters Monkey hex first, to guarantee the Monkeys aren't next to the hex boundary hiding
(Hobbies need to be in stack to benefit from the Lumberjack Axe move-wise)
 

As soon as they are in, and not attacked, the rest moves in, Crud jumps out of Wagon and they restack, Bill with Lumberjack axe, and they move out hunting or lie in ambush {ready to deal ambush extra damage}
 

While the rest unhitch the Hobbies and set themselves on guard to be attacked
 

EDIT3:
After fight is won, check if any Monkey survived incapacitated. Load all the bodies in a wagon
Crud also back on Wagon.

That leaves 20 Wagon space to be filled with Wood, and 10 unit pairs able to safely carry 10 more wood.
3 Shadies and Shadow walking will spend 5 Move to get to Capital (4 * 3 = 12 Move available for Wood Cutting)
Rest of 9 humanoid units walking will all join up in a 9-unit oversized stack with Lumberjack axe, and also only spend 5 Move, (9 * 3 = 27 Move available for Wood Cutting)

 - Harvesting Wood takes 1 Move per 2 Wood 

15 Move is spent harvesting 30 Wood
30 Wood and bodies brought home

EDIT4:
The two Heavy Forest hexes are exhaustively searched for wild rations
WurmD
W95. A medium unit can carry 0.5 units of wood safely. What's the safely wood carrying capacity of a Heavy?

EDIT:
W96. How many combat rounds does unhitching 1 Hobby Horse take?
Cyphermancer
 
 Originally Posted by WurmD 
 Only if Spike is reasonably happy do we move to the Dirt

Harley saunters up to the dirtamancer with a mischievous grin on her lips and swing to her hips. Placing one hand on his shoulder Harley then leans in close.   ”Trust me I’m more than you could handle!”   Harley whispers in a teasing tone before softly pushing him away.  ”Now I’m going to send you out with some of my finest ladies... just don’t get too friendly or I’ll get jealous...”  Harley warns with a smiling pout.  ”The route has already been scouted for the turn but I’ll also be sending my Chief Warlord along for your protection. They will show you the route I’d like my new road to take”  Harley adds with more seriousness.

Harley then pulls Spike to one side and once they are out of sight Harley pulls a look of disgust.  ”Try to stop the slime ball from doing anything, but if he does overstep the mark let me know”  Harley whispers. 
 


Ding Dogg

Gives Harley a wide smile as he follows Harley upstairs

 Dont worry about it I will make sure to save plenty of energy for my return. 



Spike give the dirtamancer a glare as

Dogg stares around the city as you enter the garrison. Seeming to stare at the tower and the paved roads. He bends down running his hand along the road. Standing he turns to Harley

 Shoddy work, but functional 

Turning to the spike

 well lead on 

The stack heads out of the city. Dogg following behind the stack .

You recieve a message from spike a while later informing you that the dirtamancer is on his way back.

Harley sees Ding Dogg return to the city, looking a like more worn. But atill smiling. He walks up to Harley.

 Ahhh always liked elfs, so where were we? 
_Wiz_
After reading Spike’s note and spotting Ding Dogg on his return Harley writes a hasty note of her own.

 ’I see him coming back. Send me a note in exactly five minutes. It doesn’t matter what about’  Harley writes and sends back through the hat.

Harley then strides out to meet Ding Dogg with a smile on her lips.  ”Ah if it isn’t my favourite dirtamancer...”  Harley declares with a smile.  ”I trust you’ve behaved yourself?”  Harley then questions in a teasing tone.

When her hat buzzes as arranged Harley quickly pulls the hat out and takes a step back.  ”I really need to get this...”  Harley apologises as she retreats a few more paces pulling the note out and intensely frowning as she reads it.  ”Something big has just came up... I’m really sorry but we’re going to have to save this for another time...”  Harley apologises with a slight pout as she quickly transfers the agreed twelve rands and silently summons her two woof soldiers.  ”Ding you have my thanks and sorry once again for cutting this short”  Harley apologises before turning to face her units.  Soldiers, guide master Dogg to the portal room.”  Harley then orders.
WurmD
+1
..........
Cyphermancer
 
 Originally Posted by _Wiz_ 
 After reading Spike’s note and spotting Ding Dogg on his return Harley writes a hasty note of her own.

 ’I see him coming back. Send me a note in exactly five minutes. It doesn’t matter what about’  Harley writes and sends back through the hat.

Harley then strides out to meet Ding Dogg with a smile on her lips.  ”Ah if it isn’t my favourite dirtamancer...”  Harley declares with a smile.  ”I trust you’ve behaved yourself?”  Harley then questions in a teasing tone.

When her hat buzzes as arranged Harley quickly pulls the hat out and takes a step back.  ”I really need to get this...”  Harley apologises as she retreats a few more paces pulling the note out and intensely frowning as she reads it.  ”Something big has just came up... I’m really sorry but we’re going to have to save this for another time...”  Harley apologises with a slight pout as she quickly transfers the agreed twelve rands and silently summons her two woof soldiers.  ”Ding you have my thanks and sorry once again for cutting this short”  Harley apologises before turning to face her units.  Soldiers, guide master Dogg to the portal room.”  Harley then orders. 
 


Dogg looks at the golems before turning back to Harley and shrugging. He heads for the portal room
Cyphermancer
[
  
 Spoiler: The plan 
QUOTE=WurmD;24446370]This is the units that will escort Dirt the 6 hexes out, Spike will take the Lumberjack at this time
 

And the 6 road hexes to be built are these in pink
 

After road is built Pondsea is to be ordered with Dirt back to Capital alone

Spike is to enter first Heavy Forest hex, restack for surprise battle (3 Shadies and 1 Piker on foot in back), and move to 06.-03 (everybody hop onto the Hobbies to cross the hex boundary)
Restack for surprise battle, and Move to receive rest of army at SW hex boundary

EDIT:
As the Dirt returns, these are the units that are to follow and go to meet Spike at 06.-03

 

EDIT2:
Then this is the stack that sneakily enters Monkey hex first, to guarantee the Monkeys aren't next to the hex boundary hiding
(Hobbies need to be in stack to benefit from the Lumberjack Axe move-wise)
 

As soon as they are in, and not attacked, the rest moves in, Crud jumps out of Wagon and they restack, Bill with Lumberjack axe, and they move out hunting or lie in ambush {ready to deal ambush extra damage}
 

While the rest unhitch the Hobbies and set themselves on guard to be attacked
 

EDIT3:
After fight is won, check if any Monkey survived incapacitated. Load all the bodies in a wagon
Crud also back on Wagon.

That leaves 20 Wagon space to be filled with Wood, and 10 unit pairs able to safely carry 10 more wood.
3 Shadies and Shadow walking will spend 5 Move to get to Capital (4 * 3 = 12 Move available for Wood Cutting)
Rest of 9 humanoid units walking will all join up in a 9-unit oversized stack with Lumberjack axe, and also only spend 5 Move, (9 * 3 = 27 Move available for Wood Cutting)

15 Move is spent harvesting 30 Wood
30 Wood and bodies brought home

EDIT4:
The two Heavy Forest hexes are exhaustively searched for wild rations
 
 

 
 Spoiler: The plan 
 
[/QUOTE]

Movement goes off without a hitch.

As Bill and shadow move in it isnt long before battle is joined. The battle is short only lasting a single round. You gain a single  prisoner. Bills stack return to the capital two of the shaddy elfs have taken minor damage.

+30 wood
+ 5 wild rations
+4 chimpoo bodies

1 chimpoo captive
Upkeep 40

Crud approches Harley

 who armr fore? 
WurmD
 "FIVE wild rations in two hexes?? Great success!! Great work everyone!" 
 "Also who gained XP and how much?"  she asks avidly curious

EDIT:
 "Oh, Crud, it should be for Shadow here"  she says gesturing to the Chief Elf  ".. because your Shadies were hit?"  she notices with a mix of concern and confusion
 "What happened for the Shadies not to be covered by the front rank? They ambushed you from behind?" 
_Wiz_
Sounds good +1
WurmD
 
 Originally Posted by WurmD 
 We forgot Scout J
Here, I say we move him over there, which enables him to start a repeating circuit next turn that covers the final hole in the 11-move radius of our capital

  
 

Missed move
Wiz already +1'ed it

EDIT:
Hand 750s over to Shadow  "Repop your sisters Shadow"  she says solemnly

And as the turn is coming to a close, Harley seeks out Krippen.  "Krippen, stalwart Krippen"  she says resting a hand in his shoulder  "I'm ready to ask Piker 'ike' to join you in barbarianhood"  she says motioning to one of the newly pops  "Shall I?"  She asks seriously, looking him in the eye

(if he is not joining yet, set production to pop Stabbers; if He joins, set production to pop Archers)
_Wiz_
More +1s.......
Cyphermancer
[QUOTE=WurmD;24448160] "FIVE wild rations in two hexes?? Great success!! Great work everyone!" 
 "Also who gained XP and how much?"  she asks avidly curious

5 total already adjusted on the info page

EDIT:
 "Oh, Crud, it should be for Shadow here"  she says gesturing to the Chief Elf  ".. because your Shadies were hit?"  she notices with a mix of concern and confusion
 "What happened for the Shadies not to be covered by the front rank? They ambushed you from behind?" 

Crud nodds

Shadow
 They attacked from the trees almost right over head. Guessing thier specials let them act as flyers somehow. So they bypassed our screeners 
Cyphermancer
[QUOTE=WurmD;24448173]Missed move
Wiz already +1'ed it

EDIT:
Hand 750s over to Shadow  "Repop your sisters Shadow"  she says solemnly

Shadow gives you a nodd

And as the turn is coming to a close, Harley seeks out Krippen.  "Krippen, stalwart Krippen"  she says resting a hand in his shoulder  "I'm ready to ask Piker 'ike' to join you in barbarianhood"  she says motioning to one of the newly pops  "Shall I?"  She asks seriously, looking him in the eye

 We can wait until start of turn assuming you are popping stabber. Otherwise Jab and Ike can join me now.  Krippen says looking Harley in the eye.

(if he is not joining yet, set production to pop Stabbers; if He joins, set production to pop Archers)
WurmD
She stares for a moment, then nods  “I’ll talk to them now”  she says blankly

Pulling Piker Ike and Stabber A Jab into a huddle she whispers to them  “Jab, I told you we were planning on promoting you to a Cutter. Your chance is now clearer than ever. I’m giving you and Ike a special mission. You are to turn to Warlord Krippen’s barbarian stack, and needle him to join the side of Arkum, ‘specially because Queen Harley promised to make us all Knights’ you two and the two archers as well”  she imparts holding their shoulders and heads close  “Will you take on this mission?”  she solemnly asks

(after they accept)
Harley then conducts a short but solemn ceremony where Piker Ike and Stabber A Jab turned to Krippen's stack.

Production set to archers


EDIT:
 Innate Knowledge!  W95. What's the Move cost of Swamp hexes?
If we don't know, ask Shadow

Missed move of Scout J again, did we feel anything through natural thinkamancy?
_Wiz_
I think it’s time we make our intentions  abundantly clear I would say the following during the ceremony while Krippen and his archers can hear.


 ”Stabber Jab, Piker Ike until the turn that Warlord Krippen joins Arkum as Captain of our Knights and you both rejoin us as Knights of Arkum I place you in to his service. May you serve him faithfully.”  Harley declares seriously.  ”But never forget that Arkum will always be your home”  she adds solemnly with a bowed head.



But other than that +1
WurmD
+1
.............
Cyphermancer
 ”Stabber Jab, Piker Ike until the turn that Warlord Krippen joins Arkum as Captain of our Knights and you both rejoin us as Knights of Arkum I place you in to his service. May you serve him faithfully.”  Harley declares seriously.  ”But never forget that Arkum will always be your home”  she adds solemnly with a bowed head.


Both units nodd as they turn to Krippen going Barbarian and joining his stack. Krippen gives both his new units and Harley a nodd. You see Krippen heading for the walls. A short time later hearing an explosion.

Harley sets production for archers.

Swamps have a movement cost of three

Scout J moves but spots no new units

Farstrider Howie moves to watch the mine.

Any other actions before you end turn?
WurmD
- all units able to, move to and sleep at farm

And end turn
_Wiz_
Yes I think we’ve done everything like manage city and manage farm.

So +1
Cyphermancer
   Turn 16!   

The turn ends. Harley and her side sleep well even with the turn starting after the battle her first capital battle, It still was a long exhausting day. As the turn starts Harley feels seven new units join her growing side and family. The two archers pop in the courtyard. Spike already there to greet them. Three new shady elves pop in to existence. At first Harley is confused. One of them is different. With a much higher upkeep than normal. A natural caster shady elf! Ash's new tribe mates are a pudgie and twin horn. Herring and Anna arrive from the Mk for their rations. While Dee emerges from her room after eating.

Scouting Report
03.06: Woof pack 5 atleast
08.03: Ratz
06.-01 2 Hobby Horses
-09.02 Bears ( 2 atleast)
-05.03 Deer( Not twin horns)
-04.-03 Antz
10.-12 8 darfs, 1 cart, 2 goats: left the hex heading North West

The land continues to change the area around the capital has returned to normal, however the area around both the antz and Ratz dens in now all wasteland. Farstrider Howie Reports Hexes 09.-11, 09.-12, 10.-12 are hills. while 10.-12 is a mountain hex with a mine set into the side.

Map  https://app.roll20.net/join/4646217/jklS-w 

9 farm rations and 1 wild ration consumed at start of turn.


  Arkum Side Stats  
Rand Pool: 1
Juice Pool:
Tower: 100/400 J
Hammer: 000/100 J
Harley: 400/400 J
Anna: 200/200 J
Dee: 200/200 J
Herring: 400/400 J


Treas at beg of last tu:2697
Gifts +80 - Expend last tu:2750
Treas at end of last tu:27
Income 2000 (3000 managed)
Upkeep 2445 ( 1125 after rations)
Treasury 1902

 
 Spoiler: Side Stats 
Capital City Arkum 00.00
Level 2 (16000 to upgrade to level 3)
Building Slots 4/4 (Administration center, Walls, Workshop, Tower level 2)
Tower lv 2 400J capacity
Income 2000/ 3000 Managed
Production:  2 archers
Production capacity:
Scouts (4/turn)
Pikers (4/turn)
Stabbers (2/turn)
Archers (2/turn)
Courtier (1/turn)
Hobby horse (1/turn)
War hobby horse (1 per 2 Turns)
Knight "champion" (1 per 2 Turns)
Knight "Lancer" (1 per 2 Turns)
Knight "Sniper" (1 per 2 Turns)
Knight "Far strider" (1 per 2 Turns)
Heavy "Twoll" (1 per 2 Turns)
Warlord (1 per 4 turns)[/

Farm level 3 03.01 (walls ¼)
Produces 15 rations and leather for crafting (23 managed)
 

 
 Spoiler: Loot and gear 
    Loot/Gear    
   Larder   
4 wild rations
14 farm rations

 Armory 
1 Piker spears
2 Twin fang swords 1 firey
1 Ring of slow fall
2 vials of poison
1 Lumberjack axe
 magical two handed axe (+1 oversized axe of cutting)
 amulet  of healing
 silver can
1 partial complete mw ant armor (shadow)
+ 1 scroll of stabilize
+1 scroll of lesser heal
7 grapple hooks
28 battle axes
30 light darf armor
2 warlord armors
16 crossbows
4 special arrows
(bodies and prisoners gear stored elsewhere)

 Morgue 
1 Palm bug
6 Goat
4 Minertaur
7 Worker ant
33 Darf warrior
1 Pudgie
2 Shady elf
1 War goat
1 Lancer knight
2 Darf rider
7 Piker
2 Archer
7 Darf crossbow
1 Stabber
1 Rattika
2 Woof
1 Warlord
4 chimpoos


 Other loot 
3 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
4 twin horn skins
1 Message hat (linked to Herring hat)
1 Paired message hats (Other with scout H)
Set of message hats (Spike and Harley
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
10 units of wood in capital
3 chunks of unknown metal
Hub hat
2 messenger hats
38 wood
+3 solder ant chitin
1 NDA
 

 
 Spoiler: Units and Prisoners 
  Units  
Queen Harley Tesla, Shockamancer level 4
Juice 400/400
3(4)/3/9/9 “Combat/defense/hits/Move” 44/72xp / 150s “paid”
Specials: caster “Shockamancy adept”, Noble
Equipment: Blunted smile 0/100

Warlord Spike, Warlord level 3
6(7)/6(7)/12/9 (1d6) / 31/48xp / 140s “paid”
Special: leadership, base popped
Equipment: +1 flaming Battle axe, critical helm, +1 armour

Shadow "shady elf", Level 2 chief
5(6)/4/11/9 (1d6) / 16/24xp / 120s “paid”
Gear: +1 Fiery Twinhorn bow, Bow, and sword
Specials: shady, archery, tribal command "shady elves”

Bill, warlord level 1
4(5)/4(5)/10/8 (1d6) / 2/8xp / 130s
Special: Farmer, Steadholder, Leadership
Equipment: Pitch fork, +1 Battleaxe, Masterwork armour

Crud, Level 2 twoll
5(6)/5/13/8 (1d6) / 13/24xp / 110s
Specials: heavy, Fabrication
Equipment : mastercraft club, bag of junk


Piker A, Level 2
1/3/7/8 (1d3) / 8/24xp / 14s

Piker G, Level 1
1/2/6/8 (1d3) / 4/8xp / 12s

Piker I, Level 1
1/2/6/8 (1d3) / 4/8xp / 12s

Piker C15A level 1
1/2/6/8 (1d3)/ 0/8xp / 12s

Piker C15B level 1
1/2/6/8 (1d3)/ 0/8xp / 12s

Piker C15C level 1
1/2/6/8 (1d3)/ 0/8xp / 12s

Archer C16A level 1
1/1/6/8 (1D3) 0/8xp/ 14s

Archer C16D level 1
1/1/6/8 (1D3) 0/8xp/ 14s



Shady elf C11A
2/2/7/8 (1d4) / 6/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C11B
2/2/7/8 (1d4) / 6/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C11C
2/2/7/8 (1d4) / 5/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C16A
2/2/7/8 (1d4) / 0/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf C16B
2/2/7/8 (1d4) / 0/8xp / 35s “Paid”
Specials: Shady, Archery

Shady elf MoonSong
2/2/6/8 (1d4)/ 0/8 /100 paid
Specials: Shady, Archery, Natural caster (Foolamancy)


Hobby horse A
1/2/8/14 (1d3) / 35s “Paid”
Specials: Mount, Passenger

Hobby horse B
1/2/8/14 (1d3) / 35s “Paid”
Specials: Mount, Passenger

Hobby horse T15A
1/2/8/14 (1d3) / 35s “Paid”
Specials: Mount, Passenger

Hobby horse T15B
1/2/8/14 (1d3) / 35s “Paid”
Specials: Mount, Passenger

Hobby horse T15C
1/2/8/14 (1d3) / 35s “Paid”
Specials: Mount, Passenger

X6 Uncroaked hobby horse ( 22 turns)
1/2/8/16 (1d3)
Specials: uncroaked, mount, passenger

Uncroaked Heavy War Horse (22 turns)
4/4/12/16 (1d6)
Specials: uncroaked, Heavy, mount, Passenger

Uncroaked stone bull ( 22 turns)
5/5/14/10 (1d6)
Specials: uncroaked, heavy, mount, breathweapon (4) 1d6 physical damage

X2 uncroaked woofs (10 turns)
3/3/8/12 (1d4)
Special: uncroaked

Uncroaked Dire Woof (12 turns)
6/5/13/12 (1d6)
Specials: Heavy, Mount, Forest Capable

Uncroaked Anhog (12 turns)
3/3/10/8 (1d4)
Specials: Uncroaked

Uncroaked worker ant (11 turns)
1/2/10/10 (1d3)
Specials: crawler, uncroaked

Woof Soldier A
2/2/8/0 (1d4) 20s
Specials: Golem, Garrison

Woof Soldier B
2/2/8/0 (1d4) 20s
Specials: Golem, Garrison

“Ash", Embar “Pokedamon, Chief Level 2
4/4/10/8 (1d6) / 130s “paid”
Special: breath weapon fire 1d6 (4), fire immunity, tribal leadership

Twin Horn lv 2
3/2/9/14 (1d4) / 45s “Paid”
Specials: Charge, Mimic”twice a day”

Twin Horn C16A lv 1
2/2/8/14 (1d4) / 35s “Paid”
Specials: Charge, Mimic

Pudgie A
0/3/5/20 (1 damage) / 40s “paid”
Specials: flight, scout, natural thinkamancy

Pudgie C16A
0/3/5/20 (1 damage) / 40s “paid”
Specials: flight, scout, natural thinkamancy

Rattika A
1/2/5/10 (1d4) / 40s “paid”
Specials: mini sized

Pondsea A
2/2/8/16 (1d3)/ 40s move 16/16
Specials: mount, water walking



Hex 07.04
X1 Scout A, Level 2, 1/1/5/14 (1 damage) / 19/24xp  move 1/14

Hex 00.01
X1 scout B, Level 1, 1/1/5/12 (1 damage) / 4/8xp move 0/12

Hex 04.01
X1 Scout C, Level 1, 1/1/5/12 (1 damage) / 6/8xp Move 0/12

Hex 05.-03
 X1 Scout D, Level 1, 1/1/5/12 (1 damage) / 5/8xp Move 0/12

Hex 00.-01
X1 Scout E, Level 1, 1/1/5/12 (1 damage) / 2/8xp Move 0/12

Hex -05.-02
X1 Scout F, Level 1, 1/1/5/12 (1 damage) / 4/8xp move 0/12

Hex -02.01
X1 scout G, Level 1, 1/1/5/12 (1 damage) / 4/8xp Move 0/12

Hex 10.-12
Knight Far Strider Howie Level 2, 4/4/(5)8/18 (1d4) / 110s
Specials: Knight,  Scout, Sneak attack / 16/24xp Move 18/18

Hex -12.-03
Scout I, Level 1, 1/1/5/12 (1 damage) / 0/8xp Move 12/12

Hex -06.03
Scout J, Level 1, 1/1/5/12 (1 damage) / 3/8xp Move 12/12

Hex 10.04
Scout K, Level 1, 1/1/5/12 (1 damage) / 1/8xp Move 12/12

Hex 08.-03
Scout L, Level 1, 1/1/5/12 (1 damage) / 1/8xp Move 12/12




 Barbarian Contractors 
Master Herring carnymancer "140 upkeep"
Anna Meta Changeamancer "Upkeep 120"
Dee Ceas Croakamancer "Upkeep 120"
Krippen Lv 4 warlord “Upkeep 160”
X2 Archer lv 2 Upkeep 16
Stabber ‘A’ Jab, Level 1
2/2/6/8 (1d4) / 6/8xp / 14s
Piker “Iki” C15D level 1
1/2/6/8 (1d3)/ 0/8xp / 12s


 Prisoners 

4 axemen darfs 35 shmuckers each (140)
1 darf crossbowmen 35 shmuckers (35)
1 piker (12S)
1 archer(14S)
1 Chimpoo (35s)
 

 
 Spoiler: Agreements 
   Agreements   
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with James.

Nonaggression and Nondisclosure with Dee Ceas.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with May Stitch.

Nonaggression and Nondisclosure with Meta Morf.

Nonaggression and Nondisclosure with Carrion

Non Aggression and Nondisclosure with Ding Dogg

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

Natural ally "shady elves Nightshade tribe" contract
250 shmucker new pop

Natural Ally “ Pokedamons Ash tribe” contract
Current forms: Embar, Pudgie, Rattika, Twin horn, Pondsea
(5) 280 shmuckers new pop
“Agreement to expand the tribe and pop more pokedamons”
 
WurmD
First things first

Harley goes to the morgue, inviting Dee on the way, and sets the Chimpoos' bodies clearly to one side and writes six big labels,  '5 turns old' , ' 4 turns old ', ' 3 turns old' ,   '2 turns old', '1 turn old', 'fresh',  and sets the standing order to always have the Morgue bodies organized so that it is clearly visible which is which

EDIT
After this Harley surveys her work and all the juicy bodies next to Dee, and nudges her " (Exciting?) !" she stage whispers

(after a little while)
" OH! Yesterday Master Carrion came! And he spent FIFTY Juice on each Hobby, and ONE HUNDRED on each Heavy to preserve their Specials! You really should have seen it, I hope he comes again today so you can experience his work " she bursts out excited

(after a little while)
" In the past you've asked for 300 for your 200 Juice pool, and that again plus loot for battle pay. How much would that be in Rands?"  She asks quietly
_Wiz_
(Postpone Wurm’s post for now)

Harley wakes up bright and early excited for the start of a new turn, like most turns she has big plans for this one. She positively bounds down the stairs after feeling her new units pop and rushes straight towards the courtyard where she meets up with Spike.

 ”Spike! How are the new pops!”  Harley declares excitedly as she slaps her Chief warlord on the back.  ”Welcome to Arkum! I expect great things from you!”  Harley then declares as she turns to the archers and flashes them a quick grin.  ”I’ll see you in the great hall for the start of turn planning meeting...”  Harley then declares as she looks at Spike.

Continuing her rounds Harley then comes across Shadow and her elves.  ”Quite the impressive popping you have there Shadow”  Harley then declares with a grin.  ”Welcome to Arkum!”  Harley then adds as she turns to look at the three new elves.

 ”Natural caster hey? Now that’s impressive!”  Harley adds as she looks the new unit up and down.  ”Whats your name?”  she then asks.  ”As a natural caster what spells do you know?”  Harley then asks with interest.

Continuing her tour Harley then offers a wave and a smile to Ash and his new pops. Pokedaemons after all weren’t exactly talkers.

When Dee emerges from her room Harley heads straight towards the croakamancer.  ”Dee good to see you up and about!”  Harley declares with a look of slight concern.  ”How are you feeling after yesterturn? Refreshed?”  Harley asks.  ”You can keep the room by the way, it’s yours whenever you want it”  Harley adds with a smile.  ”Please join me at the morning briefing, do you think you will be up to casting today?”  Harley then asks delicately as she leads Dee towards the great hall.

Harley then sends out a mental order for Bill to manage the farm and then return to the capital so that he may join the meeting aswell.



 Question:  Does the lone deer have the signamancy of a pokedaemon or does it just seem to be a regular feral?

Edit:  Question 2:  Does a natural caster count as a command unit?
WurmD
sure +1
...
Cyphermancer
Harley wakes up bright and early excited for the start of a new turn, like most turns she has big plans for this one. She positively bounds down the stairs after feeling her new units pop and rushes straight towards the courtyard where she meets up with Spike.

 ”Spike! How are the new pops!”  Harley declares excitedly as she slaps her Chief warlord on the back.  ”Welcome to Arkum! I expect great things from you!”  Harley then declares as she turns to the archers and flashes them a quick grin.  ”I’ll see you in the great hall for the start of turn planning meeting...”  Harley then declares as she looks at Spike.

 I will be there shortly your majesty.  

As the archers salute harley

Continuing her rounds Harley then comes across Shadow and her elves.  ”Quite the impressive popping you have there Shadow”  Harley then declares with a grin.  ”Welcome to Arkum!”  Harley then adds as she turns to look at the three new elves.

 ”Natural caster hey? Now that’s impressive!”  Harley adds as she looks the new unit up and down.  ”Whats your name?”  she then asks.  ”As a natural caster what spells do you know?”  Harley then asks with interest.

Shadow gives you a nodd looking pleased with her new tribe mates. The natural caster looks at Harley giving her a small smile

 Nice to meet you Harley. My name is Moonsong. I have three foolamancy spells I know. 
 Blur  
 25 juice/ target touched/ attack action

The caster gains a 20% miss chance against incoming targeted attacks. This spell lasts three combat rounds a level.

 Shadow blend 
 50 juice/ casters plus stack up to 8. /Attack action

The caster and thier stack mates. Gain a bonus to stealth. This bonus increases if the hex has natural shadows. This spell lasts for two hexes per caster level. Agressive action will break the casting.

 Flash 
Juice 25/ target/ Attack action

The caster distracts a target with flashes of light and shapes. The target takes a negative - 2 any attack roll. This spell lasts for 1 round per caster level.

Continuing her tour Harley then offers a wave and a smile to Ash and his new pops. Pokedaemons after all weren’t exactly talkers.

The varies pokedamon roar and squeak as Harley walks by.

When Dee emerges from her room Harley heads straight towards the croakamancer.  ”Dee good to see you up and about!”  Harley declares with a look of slight concern.  ”How are you feeling after yesterturn? Refreshed?”  Harley asks.  ”You can keep the room by the way, it’s yours whenever you want it”  Harley adds with a smile.  ”Please join me at the morning briefing, do you think you will be up to casting today?”  Harley then asks delicately as she leads Dee towards the great hall.

 Yes quite refreshed thank you. Yes I should be up for casting this turn. I would be happy to join you at the meetinf 

Harley then sends out a mental order for Bill to manage the farm and then return to the capital so that he may join the meeting aswell.

Bill head out and returns in short order

 Question:  Does the lone deer have the signamancy of a pokedaemon or does it just seem to be a regular feral?

Seems to be a feral based on the discription

Edit:  Question 2:  Does a natural caster count as a command unit?

Command
_Wiz_
 ”Thankyou all for coming”  Harley declares with a nod of the head once all her commanders have gathered.  ”I’d like to welcome Moonsong our new Shady Foolamancer that we have just popped to her first meeting.”  Harley declares with a smile.

 ”Now our first point of business must be finances. We only want Herring to have to take one trip to the Moneymancers so we need to get our rations in order. As a first point of buisness Bill could you take a couple of rations from the larder and attempt to tame the Chimpoo that we captured last turn. This will hopefully earn you experience aswell and get you on your way to levelling up. Next I’d like you to take the Pondsea and ride down the new road with a few rations and the lumberjack axe. Then thoroughly search the seven already scouted heavy forest hexes for wild rations. Then on the way home attempt to tame the two scouted Hobby horses in (06,-01) before returning to the road and back to Arkum. Then we should have a better idea of how many rations we have to work with this turn”  Harley declares.
Cyphermancer
Which heavy forest hexes
WurmD
Bill Also take crit helm and amulet of healing

Then +1

 
_Wiz_
Sure he can take magic items along incase of emergency. Bill should also flee if he encounters any unexpected ferals.

+1
Cyphermancer
Bill nodds heading down the larder grabbing the four wild rations before. Heading down to the prisoners. Usng a single wild ration he manages to tame the Chimpoo.

- 1 wild rations

Chimpoo
3/1/5/10
(1d3)
Upkeep 35
Specials: tree capable, burning poo

Specials

Tree capable: forest capable, also able to climb trees. Which allows the unit to stay out of reach of melee and being able to bypass screeners on the ground.

Burning poo: makes range attack that deals fire damage

As Bill mounts the pondsea he heads out on his mission. While In hex 06.-04 Harley feels a new unit join the side.

Doe Deer level 2
2/2/(4/9)/(4/14)
(1d4)
Specials mount, forest capable
Upkeep 40

As Bill enters hex 07.-04 Harley feels Bill enter combat. As the battle ends Harley feels that the Pondsea and Doe Deer are injured but still up. As Bill enters 07. -03 Harley again feels Bill enter a battle. This time the Doe Deer takes another hit. However the stack manages to disengage.

Bill continues his journey as his stack enters 06.-01. Bill again manage to tame both Hobby horses.

Hobby horse T16A
1/2/8/(11/14)
(1d3)
Specials: mount, passenger

Hobby horse T16B
1/2/8/(11/14)
(1d3)
Specials: mount, passenger

Bill rides back into the capital. The movement listed are for the end of the ride.

Loot
11 wild rations ( including the rations Bill took at the start)
4 woof rations
2 woof hides

 07.-03 was a heavy bear had to run 
WurmD
" Wow Bill, that was much better than expected! Great job!"  She congratulates " Did you gain XP right after taming each feral? (How much?)"  She then asks with curiosity
Cyphermancer
 
 Originally Posted by WurmD 
 " Wow Bill, that was much better than expected! Great job!"  She congratulates " Did you gain XP right after taming each feral? (How much?)"  She then asks with curiosity 
 

 wasnt really paying attention I seemed to go up by one each time, but with the hobbies I was focused on the next mount rather than what my xp total was. 
_Wiz_
 ”What is most important is you have returned safely Bill and it has also taught me a couple of valuable lessons”  Harley declares.  ”One I have been overestimating the effectiveness of our scouts in heavy forest hexes and two the forest hexes are richer in resources than I previously realised”  Harley declares.  ”If I were to send you back with a full stack of units most likely four mounted commanders and four archers do you believe you would be able to tame the lone bear or if necessary croak it with minimal risk?”  Harley questions.
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”What is most important is you have returned safely Bill and it has also taught me a couple of valuable lessons”  Harley declares.  ”One I have been overestimating the effectiveness of our scouts in heavy forest hexes and two the forest hexes are richer in resources than I previously realised”  Harley declares.  ”If I were to send you back with a full stack of units most likely four mounted commanders and four archers do you believe you would be able to tame the lone bear or if necessary croak it with minimal risk?”  Harley questions. 
 


 I spoke with the other commanders before I left taming works best if done without threating the feral. So I approach it alone. I would have to be unstacked to approach the feral I am willing to try however. 
_Wiz_
 ”Spike if Bill wore the Crit Helm and amulet of healing do you think it would be worth the risk?”  Harley questions turning to face her Chief warlord.  ”If he were to fail he would immediately disengage and rejoin the stack”  Harley adds.


 ”Moonsong are you able to use scrolls?”  Harley then questions turning to the elf.
Cyphermancer
 ”Spike if Bill wore the Crit Helm and amulet of healing do you think it would be worth the risk?”  Harley questions turning to face her Chief warlord.  ”If he were to fail he would immediately disengage and rejoin the stack”  Harley adds.


 Its a risk we would habe to be back far enough that Bill would be on his own for atleast one round. Its a manageable risk. We could just send Krippen with and have him beat. The bear down and tame it next turn. 
 ”Moonsong are you able to use scrolls?”  Harley then questions turning to the elf.

 Dont think so maybe foolamancy scrolls, but not sure. 
_Wiz_
 ”Krippen how much to hire you for field work for the turn? I’d want you for backup incase Bill’s taming attempt on the bear fails and to possibly take part in a large scale operation to clear the ratz nest which we will plan once we have up to date information on the hex via lookamancy.”  Harley declares turning to face Krippen.  ”Now is also probably a good time to ask you about what you learnt about your new blast attack aswell”  Harley adds.
WurmD
+1


...........
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Krippen how much to hire you for field work for the turn? I’d want you for backup incase Bill’s taming attempt on the bear fails and to possibly take part in a large scale operation to clear the ratz nest which we will plan once we have up to date information on the hex via lookamancy.”  Harley declares turning to face Krippen.  ”Now is also probably a good time to ask you about what you learnt about your new blast attack aswell”  Harley adds. 
 


 Well our deal was for 250 or loot and popping units per battle. I was hoping you would hire me more than you have. So I feel I should get my moneys worth this time around. So 250 for the taming attempt. For the ratz loot and a piker. As for my new ability its intresting. I can make the power build in on its self. Longer I charge more damage the blast will do. Longest I can charge is four rounds. It doesnt seem to take extra points for my pool to charge it also.  
_Wiz_
Harley offers Krippen a sheepish smile.  ”I’m afraid up until now we really couldn’t afford to be giving away units... otherwise I would have hired you more”  Harley admits honestly.  ”And I must admit asking my units to turn, even if it is to you is a hard thing to do. Infact I probably wouldn’t be able to do it at all if you didn’t already feel like part of the side...”  Harley admits.

 ”250 shmuckers is acceptable and we will pop you a new piker next turn. As for loot I am not sure if the ratz will have anything suitable for you in their nest. I have been giving some thought regarding what you could use. I have been attempting to equip all my commanders with magical weapons. How about I order May to make you a set of magical gauntlets or knuckledusters or other fist based weapon...”  Harley suggests.
WurmD
+1...............
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley offers Krippen a sheepish smile.  ”I’m afraid up until now we really couldn’t afford to be giving away units... otherwise I would have hired you more”  Harley admits honestly.  ”And I must admit asking my units to turn, even if it is to you is a hard thing to do. Infact I probably wouldn’t be able to do it at all if you didn’t already feel like part of the side...”  Harley admits.

 ”250 shmuckers is acceptable and we will pop you a new piker next turn. As for loot I am not sure if the ratz will have anything suitable for you in their nest. I have been giving some thought regarding what you could use. I have been attempting to equip all my commanders with magical weapons. How about I order May to make you a set of magical gauntlets or knuckledusters or other fist based weapon...”  Harley suggests. 
 

Krippen gives Harley a hard look. Before taking a deep breath. Looking more relaxed and calm. Before speaking.

 Harley I have been on contract with you for eight turns. You have hired me exactly one time and that only happen because of you losing your farm. Rest of it has been sitting in the capital managing the city and training. I can understand not wanting to turn units, but that is also the deal you struck. As for loot... Im not sure such weapons would work with my special before investing that amount of to create such a weapon it should be tested. For this turn Im fine with rations and taking a part of what can be pulled from the nest.  
_Wiz_
Harley blinks in surprise at the response she got from Krippen before giving a slight sigh.  ”Krippen, I think we need to have a proper talk, just the two of us... Maybe at turn end?”  Harley suggests wanting to smooth out any issues that Krippen might have but not in the middle of the meeting with everyone watching.

 ”But back to the matter at hand if you want to wait and see what loot the ratz have in their nest that is fine. I merely thought a magic weapon would be something you would be interested in.”  Harley replies.  ”In fact if there is something else you want May to make that might be possible too”  Harley declares.
WurmD
+1
...............
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley blinks in surprise at the response she got from Krippen before giving a slight sigh.  ”Krippen, I think we need to have a proper talk, just the two of us... Maybe at turn end?”  Harley suggests wanting to smooth out any issues that Krippen might have but not in the middle of the meeting with everyone watching.

 ”But back to the matter at hand if you want to wait and see what loot the ratz have in their nest that is fine. I merely thought a magic weapon would be something you would be interested in.”  Harley replies.  ”In fact if there is something else you want May to make that might be possible too”  Harley declares. 
 


 Not saying I wouldnt be intrested, but just need to find something that will work with my special. So rations and maybe some other loot. Also I would be fine speaking at the end of turn. 
_Wiz_
 ”Ok back to planning!”  Harley declares.  ”Before the Bear we should be able to quickly tame the Doe deer.”  Harley declares .  ”Bill and Shadow take a single Hobby and ride to (-05,03) Bill then dismounts and attempts to tame the deer before returning to the city. On the way back they can then search the light forest hexes (-05,03),(-04,03) and (-03,02) for rations. “  Harley finishes.

 ”Simple enough?”  Harley then declares as she looks to her commanders.

 ”Ok on to operation bear hunt then, I suggest we send four hobby horses with a wagon in case the bear doesn’t have the move or is incapacitated. We will send Bill with the lumberjack axe, crit helm and amulet of healing to attempt the taming. The back up stack will consist of the four Hobby horses(mentioned earlier) with Krippen, Shadow and Moonsong mounted and four Shady elves on foot. (This will give the stack +7 stack bonus, +4 leadership bonus, +1 CW bonus). On the way to hex the wagon will be left at (06,-02) all units will mount up and cross the hex boundary to (07,-03). The Shadys can then dismount and stack up while Bill leaves the stack. Bill then proceeds alone to attempt to tame the bear. If this fails Bill then immediately attempts to rejoin the stack. Moonsong you have permission to cast flash if Bill is being attacked. Once Bill is safely back in the stack Krippen then attempts to subdue the bear. If at any point it looks like we are close to losing units you may switch to attempting to croak instead. To this end we will send Bill with the axe of cutting as a backup weapon. “  Harley briefs.  ”Once the bear is tamed or subdued the hex should then be searched for rations. The commanders will then immediately ride back to the capital with the rations on two hobby horses while the rest wait for further orders.”  Harley adds.  ”If the bear isn’t tamed the commanders bring it back with the wagon whether it is croaked or incapacitated.”  Harley adds.

 ”Agreed?”  Harley then questions.

Deer

Hobby T15C 12 move used back in Arkum

Bear

Hobby A 10 move used back in Arkum
Hobby B 10 move used back in Arkum
Hobby T15A 5 move used waiting in (07,-03)
Hobby T15B 5 move used waiting in (07,-03)
WurmD
+1
.........................
WurmD
+1

..................
Cyphermancer
 
 Spoiler: the plan 

 
 Originally Posted by _Wiz_ 
  ”Ok back to planning!”  Harley declares.  ”Before the Bear we should be able to quickly tame the Doe deer.”  Harley declares .  ”Bill and Shadow take a single Hobby and ride to (-05,03) Bill then dismounts and attempts to tame the deer before returning to the city. On the way back they can then search the light forest hexes (-05,03),(-04,03) and (-03,02) for rations. “  Harley finishes.

 ”Simple enough?”  Harley then declares as she looks to her commanders.

 ”Ok on to operation bear hunt then, I suggest we send four hobby horses with a wagon in case the bear doesn’t have the move or is incapacitated. We will send Bill with the lumberjack axe, crit helm and amulet of healing to attempt the taming. The back up stack will consist of the four Hobby horses(mentioned earlier) with Krippen, Shadow and Moonsong mounted and four Shady elves on foot. (This will give the stack +7 stack bonus, +4 leadership bonus, +1 CW bonus). On the way to hex the wagon will be left at (06,-02) all units will mount up and cross the hex boundary to (07,-03). The Shadys can then dismount and stack up while Bill leaves the stack. Bill then proceeds alone to attempt to tame the bear. If this fails Bill then immediately attempts to rejoin the stack. Moonsong you have permission to cast flash if Bill is being attacked. Once Bill is safely back in the stack Krippen then attempts to subdue the bear. If at any point it looks like we are close to losing units you may switch to attempting to croak instead. To this end we will send Bill with the axe of cutting as a backup weapon. “  Harley briefs.  ”Once the bear is tamed or subdued the hex should then be searched for rations. The commanders will then immediately ride back to the capital with the rations on two hobby horses while the rest wait for further orders.”  Harley adds.  ”If the bear isn’t tamed the commanders bring it back with the wagon whether it is croaked or incapacitated.”  Harley adds.

 ”Agreed?”  Harley then questions.

Deer

Hobby T15C 12 move used back in Arkum

Bear

Hobby A 10 move used back in Arkum
Hobby B 10 move used back in Arkum
Hobby T15A 5 move used waiting in (07,-03)
Hobby T15B 5 move used waiting in (07,-03) 
 
 



Bill and shadow ride off. Using two wild rations they manage to tame a level 1 doe deer. Searching the light forest hexes they manage to find another two wild rations. Bill returns to the capital. Setting off to tame a bear. After searching the hex Bill finds the bear again he. He slowly approaches the bear pauses seeming to sniff the air. It takes three woof rations. But the Heavy Green Bear joins the side. Searching the hex reveals nothing. Seems the bear was very hungery. The commanders return to the capital.

Green Bear
4/4/14/10 (1d8) / 110s
Specials: heavy, forest capable


( new units added and move adjusted)
WurmD
(EDIT the bear stats into your post would you? So it's not lost later when copy pasting into the compilation thread)

Green Bear
4/4/14/10 (1d8) / 110s
Specials: heavy, forest capable
WurmD
W96. Can a mounted scout retreat from a fight? (does the Mount need to have the "Special: Scout" to be able to retreat even when ridden by a Scout?)
Cyphermancer
 
 Originally Posted by WurmD 
 W96. Can a mounted scout retreat from a fight? (does the Mount need to have the "Special: Scout" to be able to retreat even when ridden by a Scout?) 
 


Harley is unsure. She is pretty sure that the scout would have a hard time hiding while riding.
WurmD
Harley is sure a Scout would hide just fine in Heavy Forest with a Forest Capable mount correct?
Cyphermancer
 
 Originally Posted by WurmD 
 Harley is sure a Scout would hide just fine in Heavy Forest with a Forest Capable mount correct? 
 


Nothing is sure, but a forest capable mount would probably do better than a normal mount.
WurmD
 "Okay! We're almost ready! We currently have 25 Rations and 1 Rand
and would like to spend
3 for Anna
6 for Meta
3 for Dee (or 300s)
3 for the Lookamancer
save at least 4 for Carrion
and 4 for James."  She nods confidently
 "AAaaand, we'd love to have *you* dear Herring" she turns on him smiling widely "work on replicating the Crit Helm!" 
 "How much would you like for that (so we see if we have enough Rands today or need to harvest some Goats for rations)" 

(after he replies with 6 Rands, and that we can pay him when he finishes in a future turn)
 "Nice!"  she clasps his hands in hers  "Thanks so much!"  :3

 "Theeeeen, how about James, Herring do you already know or estimate how many schmukers he would take instead of 4 Rands (if we had to pay in cash)?"  she asks tilting her head
Cyphermancer
[QUOTE=WurmD;24455602] "Okay! We're almost ready! We currently have 25 Rations and 1 Rand
and would like to spend
3 for Anna
6 for Meta
3 for Dee (or 300s)
3 for the Lookamancer
save at least 4 for Carrion
and 4 for James."  She nods confidently
 "AAaaand, we'd love to have *you* dear Herring" she turns on him smiling widely "work on replicating the Crit Helm!" 
 "How much would you like for that (so we see if we have enough Rands today or need to harvest some Goats for rations)" 

(after he replies with 6 Rands, and that we can pay him when he finishes in a future turn)
 "Nice!"  she clasps his hands in hers  "Thanks so much!"  :3


 I should be able to finish the helm this turn. 
 "Theeeeen, how about James, Herring do you already know or estimate how many schmukers he would take instead of 4 Rands (if we had to pay in cash)?"  she asks tilting her head

Sending a message

 James says he will take 500 shmuckers to pop four natural allies. 
WurmD
 "Great! Then lets have 5 Antz bodies harvested expecting to net 10 Rations"  she says brightly ordering her units to proceed with the butcher work

 "Then, you'll have 35 rations to cash in at the Bank, and Carrion and the Lookamancer to contact and bring over here... hmm that's a lot for you to carry, Dee, what do you think of helping Herring carry those, and meeting Carrion?"  she prods good naturedly
Cyphermancer
 
 Originally Posted by WurmD 
  "Great! Then lets have 5 Antz bodies harvested expecting to net 10 Rations"  she says brightly ordering her units to proceed with the butcher work

 "Then, you'll have 35 rations to cash in at the Bank, and Carrion and the Lookamancer to contact and bring over here... hmm that's a lot for you to carry, Dee, what do you think of helping Herring carry those, and meeting Carrion?"  she prods good naturedly 
 

Both casters give you a nod before hefting their load and heading out. They return with both master Carrion and lookamancer spi glass in tow.

Crud works on the armor sets presenting shadows armor to her.

- 35 rations
+ 28 rands
WurmD
 "Welcome! Welcome!"  she warmly greets both casters with slight bows

 "Master Carrion, would you let Lookamancer Spi Glass cast first, so his finding inform how much of my own Juice I will save for battle, and how much I'll put it in the tower for your own use?"  she politely asks

(if he's fine with that)
 "Long time no Look master Spi Glass"  she greets again warmly,  "Shall we go up the tower? I'd have you Deep Look the same Ratz nest you're Looked at before to confirm their numbers" 
_Wiz_
Sure +1........
Cyphermancer
 
 Originally Posted by WurmD 
  "Welcome! Welcome!"  she warmly greets both casters with slight bows

 "Master Carrion, would you let Lookamancer Spi Glass cast first, so his finding inform how much of my own Juice I will save for battle, and how much I'll put it in the tower for your own use?"  she politely asks

(if he's fine with that)
 "Long time no Look master Spi Glass"  she greets again warmly,  "Shall we go up the tower? I'd have you Deep Look the same Ratz nest you're Looked at before to confirm their numbers"  
 


Master Carrion

 As long as its quick I have three more sides to visit this turn. 

Spi Glass gives a nod before heading up to the top of the tower. Taking his time you see him focus on the ball before turning to Harley.

 Thier numbers seem to have grown slightly , but not overwhelming so. I also see a new type. This one has an overlu long tail.
 

30 pack ratz
14 sewar ratz
4 fat ratz
8 ( long tailed ratz)
WurmD
 "Thank you so much Caster Spi"  she says warmly,  "We will definitely be calling on you next turn as well"  she says as she transfers the Rands and walks him back to the other commanders

 "Okay! Ready!"  she brightly calls to Carrion as she walks down the stairs  "How much Juice do you have for us today?"  she asks  "I have a LOT and a LOT of bodies"  she playfully boasts
_Wiz_
+1...... it’s uncroaking time!!!!!!!
Cyphermancer
 
 Originally Posted by WurmD 
  "Thank you so much Caster Spi"  she says warmly,  "We will definitely be calling on you next turn as well"  she says as she transfers the Rands and walks him back to the other commanders

 "Okay! Ready!"  she brightly calls to Carrion as she walks down the stairs  "How much Juice do you have for us today?"  she asks  "I have a LOT and a LOT of bodies"  she playfully boasts 
 

Spi glass nodds heading for the magic kingdom

Carrion

 Well like I said I have a few sides to visit those side offer bodies. One side has asked me to uncroak a full stack from me. That will take a little over half my juice. My plan was to sell you 100 juice this turn. I could maybe do 120 if the price is right what are you offering. In exchange for my casting. 
_Wiz_
Harley makes a quizzical face as she considers the question.  ”Hmmm well I think two rands is a fair price for 100 Juice but if you prefer bodies in payment we could probably stretch as far as four bodies. We have a number of stout darf bodies that should put up a decent fight in your arena”   Harley replies.  ”We could even mix and match so 1 rand and 2 bodies is another option. If your happy with that deal we’d like you to uncroak a Wargoat with it’s special intact”  Harley continues.

 ”Also if you are willing we’d like you to use some juice from our tower to uncroak some minertaurs. We’d pay one rand or two bodies when using our juice.”  Harley adds with a hopeful look.  ”We were hoping you’d be able to uncroak atleast two minertaurs but ideally three...”  she then declares.

 ”Also I might throw in an extra body or two if you would let Dee here watch and maybe give her a few tips...”  Harley adds.
WurmD
+1
....................
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley makes a quizzical face as she considers the question.  ”Hmmm well I think two rands is a fair price for 100 Juice but if you prefer bodies in payment we could probably stretch as far as four bodies. We have a number of stout darf bodies that should put up a decent fight in your arena”   Harley replies.  ”We could even mix and match so 1 rand and 2 bodies is another option. If your happy with that deal we’d like you to uncroak a Wargoat with it’s special intact”  Harley continues.

 ”Also if you are willing we’d like you to use some juice from our tower to uncroak some minertaurs. We’d pay one rand or two bodies when using our juice.”  Harley adds with a hopeful look.  ”We were hoping you’d be able to uncroak atleast two minertaurs but ideally three...”  she then declares.

 ”Also I might throw in an extra body or two if you would let Dee here watch and maybe give her a few tips...”  Harley adds. 
 


Carrion listens closely, before seeming to ponder the offer. Looking a Dee before giving her a smile.

 Alright, so I will let Dee watch for two darfs. I will take two darfs for each 100 juice from your tower. Lastly I will take two darfs and 1 rand for my juice. For a total of eight darfs. However I want to pick and choice the darfs. 
WurmD
Harley smiles knowingly  "Sure thing, but knights count double" 

wait for +1, there may be a better way to put it
_Wiz_
Harley looks thoughtful for a moment as she considers Carrion’s response.  ”That is acceptable however we have two Darf riders in our collection, as they are knight class units if you pick one of those they will count as two bodies.”  Harley replies before smiling.  ”Now let Dee and I show you to the morgue where you can pick your bodies and I will have them loaded in to that chest of yours”  Harley declares.  ”Useful piece of gear that, where did you buy it?”  Harley then asks casually.

 ”Here we are, feel free to look around and take your time picking!”  Harley declares with a wave of the hand.

At the same time Harley then orders the Wargoat and three minertaurs moved so that Carrion can cast on them from the tower when he is ready.

When Carrion moves to the tower Harley we accompany him and charge it with the necessary juice.
WurmD
+1
............
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley looks thoughtful for a moment as she considers Carrion’s response.  ”That is acceptable however we have two Darf riders in our collection, as they are knight class units if you pick one of those they will count as two bodies.”  Harley replies before smiling.  ”Now let Dee and I show you to the morgue where you can pick your bodies and I will have them loaded in to that chest of yours”  Harley declares.  ”Useful piece of gear that, where did you buy it?”  Harley then asks casually.

 ”Here we are, feel free to look around and take your time picking!”  Harley declares with a wave of the hand.

At the same time Harley then orders the Wargoat and three minertaurs moved so that Carrion can cast on them from the tower when he is ready.

When Carrion moves to the tower Harley we accompany him and charge it with the necessary juice. 
 


Cadavar looks at the bodies, pulling out a set of glasses glancing at the riders, axeman, and crossbow darfs.

 I wouldnt call them knights thier stats are the same as the crossbowmen. However you only have two so I fine paying double for them. So two darf riders, four axemen, and two crossbowmen are my price. Acceptable? As for my box it is a useful item its expensive, I could put you im contact if you wish, but I paid 25 rands for this box. 
_Wiz_
 ”I can live with that price... We have a deal!”  Harley agrees with a slight nod as she holds out her hand to shake.

 ”I wouldn’t mind being put in contact with your seller but I wouldn’t want them to think I would be making such an extravagant purchase immediately...”  Harley replies.  ”If you don’t mind me asking how many bodies can you actually fit in there?”  she asks.
WurmD
+1
....................
Cyphermancer
Cadavar will head up to the tower slowly pausing over each body. You see him draw a small rod almost shaped like a long needle before starting to cast

Uncroaked Minertaur ( 26 turns)
6/5/12/8
Specials: uncroaked, heavy, mountain capable, sapper
Damage 1d8

Uncroaked Minertaur level 2 ( 23 turns)
6/6/13/8
Specials: uncroaked, heavy, mountain capable, sapper
Damage 1d8

Uncroaked Minertaur level 2( 23 turns)
7/6/12/8
Specials: uncroaked, heavy, mountain capable, sapper
Damage 1d8

Uncroaked war goat (26 turns)
5/4/12/10
Specials: uncroaked, heavy, mountain capable, mount
Damage 1d6

Harley -300 juice

 sorry had to sacrifice duration to factor in the levels on two of them to keep it in budget. As for my tool this one can hold eight units, four mounts, or two heavies.   After collecting his rand and bodies. Carrion turns to Harley passing her two tickets. Two tickets for next turns events. The ants ans darfs will take up one part of the conflict. Now thier is betting so bring shmuckers or rands if you want to take part. I wont be avaliable for next turn. So hope to see you there. 
_Wiz_
 ”No that’s totally understandable, I had not considered the fact that they might not have all been level one”  Harley admits.  ”Hmmm very useful... “  Harley replies to the explanation about the box.  ”That’s an impressive wand aswell does it come from the same supplier?”  she asks with curiosity.

 ”Why thankyou master Carrion that’s rather kind of you!”  Harley declares with a big smile.  ”We’ll be sure to be there won’t we Dee!”  Harley then declares.  ”What time does the event start? We’re usually quite busy at the beginning of the turn...”  Harley questions.

Question: Do the two level 2 minertaurs really have different stats from each other?

Question 2: The Rattika and pudgie bodies are not uncroakable correct? Can they be harvested for anything?
WurmD
+1
..........
Cyphermancer
 ”No that’s totally understandable, I had not considered the fact that they might not have all been level one”  Harley admits.  ”Hmmm very useful... “  Harley replies to the explanation about the box.  ”That’s an impressive wand aswell does it come from the same supplier?”  she asks with curiosity.

 ”Why thankyou master Carrion that’s rather kind of you!”  Harley declares with a big smile.  ”We’ll be sure to be there won’t we Dee!”  Harley then declares.  ”What time does the event start? We’re usually quite busy at the beginning of the turn...”  Harley questions.

 same supplier, I added a few touches to it to. Have it work for my type of casting. It starts a little bit after sunset in the Mk. 

Question: Do the two level 2 minertaurs really have different stats from each other?

Yep

Question 2: The Rattika and pudgie bodies are not uncroakable correct? Can they be harvested for anything?

You might be able to harvest rations from them or skin them.
WurmD
Harley returns to the morgue, inviting Dee on the way, and sets the Chimpoos' bodies clearly to one side and writes six big labels,  '5 turns old' , ' 4 turns old ', ' 3 turns old' ,   '2 turns old', '1 turn old', 'fresh',  and sets the standing order to always have the Morgue bodies organized so that it is clearly visible which is which

After this Harley surveys her work and all the juicy bodies next to Dee, and nudges her " (Exciting?) !" she stage whispers

(after a little while)
" In the past you've asked for 300 for your 200 Juice pool, and that again plus loot for battle pay. How much would that be in Rands?"  She asks quietly

(After she replies with 3 Rands)
Harley nods and asks "What about casting from tower Juice (up to 200)? Do you jump at the opportunity of working with even more bodies than you'd normally could or do you feel it as a burden?"


(Later)
 "Did you see how Master Carrion spend 100J on a lvl1 Heavy? (And yesterturn he spent  50 on each Hobby) What did you get from what you saw? Do you think he was casting Basic Uncroak?" 

Wait for +1
_Wiz_
Sure why not +1
Cyphermancer
 
 Originally Posted by WurmD 
 Harley returns to the morgue, inviting Dee on the way, and sets the Chimpoos' bodies clearly to one side and writes six big labels,  '5 turns old' , ' 4 turns old ', ' 3 turns old' ,   '2 turns old', '1 turn old', 'fresh',  and sets the standing order to always have the Morgue bodies organized so that it is clearly visible which is which

After this Harley surveys her work and all the juicy bodies next to Dee, and nudges her " (Exciting?) !" she stage whispers

(after a little while)
" In the past you've asked for 300 for your 200 Juice pool, and that again plus loot for battle pay. How much would that be in Rands?"  She asks quietly

(After she replies with 3 Rands)
Harley nods and asks "What about casting from tower Juice (up to 200)? Do you jump at the opportunity of working with even more bodies than you'd normally could or do you feel it as a burden?"


(Later)
 "Did you see how Master Carrion spend 100J on a lvl1 Heavy? (And yesterturn he spent  50 on each Hobby) What did you get from what you saw? Do you think he was casting Basic Uncroak?" 

Wait for +1 
 


Dee pauses to think on the questions before answering
  three Rands should cover my costs. For this turn how about three rands for 100 of my juice and 200 tower juice. I want to play with my new spells. As for Master Carrion it was basic uncroaking. He said understanding how to unlock a units specials is a big step towards hitting adept. He gave me a few hints but said its better to gain the understanding myself. Im willing to try to unlock specials if you want.  
WurmD
&gt; Im willing to try to unlock specials if you want

What did she mean by her body language? That it will cost more Juice?

Harley nods pondering what was said " What did you mean by try unlock specials?" 
_Wiz_
(Happy to +1 wurms question aswell)


 ”Sounds good”  Harley replies with a smile.  ”Do you mind if I watch when you practice with your new spells I’d love to see what you’ve learnt”  Harley replies.

 ”Which bodies do you think you will learn the most from? I’d like to get them all up eventually so I don’t mind if you pick the ones that are most likely to help you”  Harley declares.  ”And sure try to keep the specials if you can...”  she adds.
Cyphermancer
 
 Originally Posted by _Wiz_ 
 (Happy to +1 wurms question aswell)


 ”Sounds good”  Harley replies with a smile.  ”Do you mind if I watch when you practice with your new spells I’d love to see what you’ve learnt”  Harley replies.

 ”Which bodies do you think you will learn the most from? I’d like to get them all up eventually so I don’t mind if you pick the ones that are most likely to help you”  Harley declares.  ”And sure try to keep the specials if you can...”  she adds. 
 

 Darfs, shady elfs, minertaurs, goats. It makes little difference beyong juice spent what do you want me to work on? Of course you can watch. Its the basic uncroak spell im just adding extra juice to jump start thier specials. 
_Wiz_
 ”Hmmm let’s start with the minertaur, then the two shady elves and then as many darf crossbowers with the juice that you have left...”  Harley replies after some thought.
WurmD
+1
.............

For later:
Ask Archers if they can effectively use a Battle Axe in melee
If yes, new standing order, gift each Archer a melee weapon
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Hmmm let’s start with the minertaur, then the two shady elves and then as many darf crossbowers with the juice that you have left...”  Harley replies after some thought. 
 


With a wide smile dee gets to work

Uncroaked Minertaur (11 turns)

6/5/12/8
1d8
Specials: heavy, mountain capable

Uncroaked shady elf ( 13 turns)
2/2/7/8
1d4
Special: archery

Uncroaked shady elf ( 11 turns)
2/2/7/8
1d4
Special: archery, shady

Uncroaked crossbow darf ( 13 turns)
3/2/8/6
1d4/ 1
Special: archery

Uncroaked crossbow darf ( 11 turns)
3/2/8/6
1d4/1
Specials: archery

Uncroaked crossbow darf ( 11 turns)
1d4/1
Specials: archery, Hardy

Hardy: unit is mountain capable, tunnel capable, and also gains a plus two to defense against spells.

-100 juice dee
-200 juice harley.
_Wiz_
 ”Good job Dee you managed to maintain some of the specials!”  Harley declares as she inspects the newly Uncroaked units.  ”We’ll keep working on this in the coming turns...”  she adds with a smile.

 ”Let me know when you’re going to practice your shockamancy”  Harley then declares as they turn to leave the tower.

Harley then sends a mental order for Crud to head down to the morgue and harvest the pudgie body for feathers and rations and the rattika for rations and hide (if possible)


Returning to her commanders Harley then seeks out Anna and Herring.

 ”Anna could you continue on with the defences at the farm if that’s ok with you?”  Harley declares with a smile.

 ”And Herring whenever your ready the workshop is ready for you to start work on the new critical helm”  Harley adds.
WurmD
+1

Add to Crud to preserve Rattika's front teeth (it's their most prominent feature)
Cyphermancer
 ”Good job Dee you managed to maintain some of the specials!”  Harley declares as she inspects the newly Uncroaked units.  ”We’ll keep working on this in the coming turns...”  she adds with a smile.

 ”Let me know when you’re going to practice your shockamancy”  Harley then declares as they turn to leave the tower.

Dee
 sure Im going to set up the targets. I will meet you on the North wall. Just dont wait to long. 

Harley then sends a mental order for Crud to head down to the morgue and harvest the pudgie body for feathers and rations and the rattika for rations and hide (if possible)


Returning to her commanders Harley then seeks out Anna and Herring.

 ”Anna could you continue on with the defences at the farm if that’s ok with you?”  Harley declares with a smile.

 Sure thing 

Anna heads back out continuing work on the farm. Anna returns shortly after. 2/4

 ”And Herring whenever your ready the workshop is ready for you to start work on the new critical helm”  Harley adds.

Herring heads up to the workshop. Grabing a helm along the way. After spending a long time in the in the workshop. He returns handing Harley a new critical helm

Plus

1 pudgie rations
1 Rattika ration
Bunch of pudgie feathers
1 Rattika Hide
1 set of Rattika teeth
1 critical helm
_Wiz_
With her latest requests made to the casters Harley heads up to the north wall inorder to observe Dee practicing with her new Shockamancy spells.


Once Dee is finished practicing Harley heads back down and seeks out Herring finding him with the completed Critical Helm.  ”Sterling work Herring! You will have to let me know what other helms you can make”  She adds with a grin as she looks at the new helm.

 ”Could you tell James we’re ready for him now. We’d like for him to help us pop another two pokedaemons”  Harley confirms.

Spotting Anna Harley heads over to the changeamancer.  ”Thanks again Anna, once the farm defences are finished I will try to shift you over to something a little more interesting. Is there anything in particular you would like to work on?”  Harley asks.
WurmD
+1
And pay them as that was not written yet
Cyphermancer
With her latest requests made to the casters Harley heads up to the north wall inorder to observe Dee practicing with her new Shockamancy spells.

Dee sends a single  fireblasts and three energy shots at the targets ( one of each element).

 That was strangely enjoyable. Its differnt using my juice for out right destruction 


Once Dee is finished practicing Harley heads back down and seeks out Herring finding him with the completed Critical Helm.  ”Sterling work Herring! You will have to let me know what other helms you can make”  She adds with a grin as she looks at the new helm.

 I can make a few. A helm that will boost the wears defense by one. That will cost four rands and I can do two a turn. Also hats. One that boosts slightly boosts perception and another that gives a bonus to mining. Those are easy two rands a piece 
 ”Could you tell James we’re ready for him now. We’d like for him to help us pop another two pokedaemons”  Harley confirms.

James gives Harley a grin before heading over to ash. Again two eggs appear at the pokedamons feet. Which are taken into the pokedamons nest. After Ash give you a bow.

Spotting Anna Harley heads over to the changeamancer.  ”Thanks again Anna, once the farm defences are finished I will try to shift you over to something a little more interesting. Is there anything in particular you would like to work on?”  Harley asks.

 I wouldnt mind doing some equipment work or trying my hand at promoting units 
_Wiz_
 ”Welcome to my world Dee!”  Harley declares with a smirk.  ”When we both have some juice to spare I will try and teach you a few more Shockamancy spells if you like...”  Harley then offers.



 ”Hmmm I don’t suppose it is possible to stack the effects of the increased defence helm and the critical helm on to a single helm is it?”  Harley asks with curiosity.



Harley grins and bows back at the little Embar before turning to face James.   ”Thankyou James...”  Harley declares with a smile.  ”While I have you here do you mind if I pick your brain about something?”  she asks

(Presuming he says yes)

 ”Have you ever encountered Ratz with unusually long tails? Do you by any chance know what they can do?”  Harley questions.



 ”Well knights would certainly come in handy...”  Harley replies with a slight grin.  ”What do you have in mind for equipment work?”  she then asks.
WurmD
+1
..........
Cyphermancer
 ”Welcome to my world Dee!”  Harley declares with a smirk.  ”When we both have some juice to spare I will try and teach you a few more Shockamancy spells if you like...”  Harley then offers.

Dee gives Harley a wide smile

 Sounds good Harley 
 ”Hmmm I don’t suppose it is possible to stack the effects of the increased defence helm and the critical helm on to a single helm is it?”  Harley asks with curiosity.

 could try, but putting that much conflicting energy into a single item not sure it will work. 

Harley grins and bows back at the little Embar before turning to face James.   ”Thankyou James...”  Harley declares with a smile.  ”While I have you here do you mind if I pick your brain about something?”  she asks

 sure go ahead. 
 ”Have you ever encountered Ratz with unusually long tails? Do you by any chance know what they can do?”  Harley questions.

 Well, could be a few types. Most likey they could be whip tails. Not sure of thier stats, but their on par with sewar and pack ratz. They are able to attack from the back ranks.  
 ”Well knights would certainly come in handy...”  Harley replies with a slight grin.  ”What do you have in mind for equipment work?”  she then asks.

 magic weapons amd armor. I have a few ideas but not sure if they would work. I want to work on focus items as well. 
WurmD
Ask Archers if they can effectively use a Battle Axe in melee
If yes, new standing order, gift each Archer a melee weapon
_Wiz_
(+1 to Wurm’s question)


 ”Ok we’ll put stacking hat magic effects on the back burner for now, maybe  something to try once you hit adept...”  Harley replies with a thoughtful look.

 ”I don’t suppose you know a spell to discover the activation word for a hat, this hub hat we took from Breach is useless until we can activate it...”  Harley comments.




 ”Thanks James, I suspected it was something like that but it’s good to be more sure”  Harley replies with a smile.  ”See you again next turn?”  Harley then asks.  ”Unless you’d like to stick around? We’ve tamed a few more types of ferals if you’d like to see them...”  Harley offers.




 ”Focus items sound really useful”  Harley replies with a grin.  ”Are there any particular materials you would need to create one?”  Harley then asks.
WurmD
+1
..........
Cyphermancer
 ”Ok we’ll put stacking hat magic effects on the back burner for now, maybe  something to try once you hit adept...”  Harley replies with a thoughtful look.

 ”I don’t suppose you know a spell to discover the activation word for a hat, this hub hat we took from Breach is useless until we can activate it...”  Harley comments.

Herring gives you a strange look, like he really wondering if your asking that question.

 Harley its a magic item... you can identify it. You should also identify the other hats you captured to learn thier command words. 
 ”Thanks James, I suspected it was something like that but it’s good to be more sure”  Harley replies with a smile.  ”See you again next turn?”  Harley then asks.  ”Unless you’d like to stick around? We’ve tamed a few more types of ferals if you’d like to see them...”  Harley offers.

James gives you a smile

 Thanks for the offer, but I have company expecting me. I will be back next turn unless I get a more intresting offer. Popping natural allies is fine but can get a bit stale over and over again. 
 ”Focus items sound really useful”  Harley replies with a grin.  ”Are there any particular materials you would need to create one?”  Harley then asks.

 I honestly dont know, was planning on shopping around seeing what I can find. That metal you have might work for part of the item, but not sure. 
_Wiz_
 ”Oh I had presumed that the activation word of a hat would be better protected than that but if a simple identification spell would work that would be perfect”  Harley replies.

 ”How much would you charge to identify the three hats and maybe link one more hat to the hub?”  Harley asks.  ”Now that I think about it, is it possible to link one hub hat to another?”  Harley questions.  ”I’d really like to sort out all the hats that I have but obviously I don’t want to lose our connection...”  Harley adds.




Harley grins.  ”Oh...Oh! Enjoy yourself then James. Hope to see you next turn”  Harley then declares with a wave as she bids the dateamancer goodbye.




 ”Ok I’ll keep a hold of any interesting materials that I come across just incase”  Harley replies to Anna.
WurmD
bc Herring has a hub hat, and our normal hat is linked to his

+1
Cyphermancer
 ”Oh I had presumed that the activation word of a hat would be better protected than that but if a simple identification spell would work that would be perfect”  Harley replies.

 ”How much would you charge to identify the three hats and maybe link one more hat to the hub?”  Harley asks.  ”Now that I think about it, is it possible to link one hub hat to another?”  Harley questions.  ”I’d really like to sort out all the hats that I have but obviously I don’t want to lose our connection...”  Harley adds.

 Two rands should cover the work. Hats are magic items, but I do know sides that use codes and such to protect thier comunications.  I can link mt hub hat to yours. Also not sure it matters but the three hats Breach had. They are Brutrums work.Next turn I can try and show you the linking spell so you can work on it when you habe spare juice. 




Harley grins.  ”Oh...Oh! Enjoy yourself then James. Hope to see you next turn”  Harley then declares with a wave as she bids the dateamancer goodbye.

James gives Harley a wicked Grin before heading out.


 ”Ok I’ll keep a hold of any interesting materials that I come across just incase”  Harley replies to Anna.[/QUOTE]

Anna gives you a nodd before heading out
WurmD
+1 to pay 2 Rands to Herring
Cyphermancer
Herring quickly identifies the three hats. He the links his hat to Harleys hub hat.

 Harley always a pleasure. I will see you in the morning. 

Herring turns to take his leave.
_Wiz_
 ”Sorry Herring before you go could you send a quick note to Meta and let him know we’re ready for him now if he is still available...”  Harley declares with an apologetic look.  ”Other than that we won’t keep you any longer and thanks for everything this turn and we’ll see you in the morning”  Harley adds.



While waiting for Meta to hopefully arrive Harley seeks out Spike as she writes a quick note to Howie.

 ’Farstrider Howie,

Please report can you see any further sign of activity within the mine since the cart load of darfs left?’ 
WurmD
+1.............
Cyphermancer
 ”Sorry Herring before you go could you send a quick note to Meta and let him know we’re ready for him now if he is still available...”  Harley declares with an apologetic look.  ”Other than that we won’t keep you any longer and thanks for everything this turn and we’ll see you in the morning”  Harley adds.

Herring writes a note before leaving. A short time later Meta arrives

 So what do you have for my this turn? 




While waiting for Meta to hopefully arrive Harley seeks out Spike as she writes a quick note to Howie.

 ’Farstrider Howie,

Please report can you see any further sign of activity within the mine since the cart load of darfs left?’ 
 No movement detected. Should I move in? 
_Wiz_
 ’Yes move in with extreme caution. If units present try to avoid detection and report as soon as safe to do so’  Harley writes back.
WurmD
’ Yes move in with extreme caution. If units present retreat out of hex and report when safe to do so ’ Harley writes back.

Any reason for him to stay in hex?
_Wiz_
+1

If he enters and finds no units he stays and sends a report.

If he enters and finds units he takes a rough count, exits hex and sends a report.
Cyphermancer
’ Yes move in with extreme caution. If units present retreat out of hex and report when safe to do so ’ Harley writes back.


 understood moving in. 

Harley feels Howie cross the hex. Harley quickly learns the mine is currently level 0. Suddenly Harley feels Howies hits fall by 3 point.

A short time later the hat rumbles.

 Mine is clear of enemies as far as I can tell. Obvious signs of the hex being razed. Ran into a crossbow trap took a bolt to the leg. Still parts of the mine I havn't explored do you wish me to press on? 
WurmD
 No, stay in hex, but hidden where you can quickly escape out of hex if units spotted. After your hits refresh then you're allowed to continuing exploring. 

Yes?
_Wiz_
+1............
SomeGuy411
If he's right, and there are no units in hex, keeping him there should suppress pops in the mine. +1
_Wiz_
 ”Thankyou for coming Meta, I think this turn we will have you build some road”  Harley replies.  ”How many road hexes can you build?”  Harley questions.



After talking to Meta Harley then sends out a Pudgie to scout the route to the mine.

(Down the road and then follow the route marked in purple)


 

Edit: Pudgie will only scout first 10 hexes and then wait until a command unit is in place at end of road to receive natural thinkamancy.
WurmD
+1 only for movement up to 10 hexes away

EDIT:
 Innate Knowledge!  W97. Claiming mine and building it up will allow us to receive it's revenue in Capital?
Cyphermancer
 ”Thankyou for coming Meta, I think this turn we will have you build some road”  Harley replies.  ”How many road hexes can you build?”  Harley questions.



After talking to Meta Harley then sends out a Pudgie to scout the route to the mine.

(Down the road and then follow the route marked in purple)


 

Edit: Pudgie will only scout first 10 hexes and then wait until a command unit is in place at end of road to receive natural thinkamancy.


Pudgie A takes off flying out scouting the route. The pudgie takes its time, but spots no enemies. -10 move

Meta

 Well I can do three hexes of road assuming they are plains or light forest 

Glancing at the map

 The Heavy forest will cost me double juice. So I can do half the road for that hex. So six rands? 


Innate Knowledge! W97. Claiming mine and building it up will allow us to receive it's revenue in Capital?

Yes a command unit can claim the hex and you can recive the funds from it in the capital. These funds will be in the form of gems and other materials based on the level of the mine. A mine can also be mined to produce extra resources each turn with unit with proper specials. ( like bill can produce extra ration with his special)
_Wiz_
 ”Six rands is fine”  Harley replies holding her hand out to shake.  ”Let me show you to your escourt.”  she then declares as she leads Meta to a small force lead by Spike.


Uncroaked Hobby A
Spike (with lumberjack axe)
Shady C16B

Uncroaked Hobby B
Uncroaked Hobby C
Wagon
Space for Meta
Piker G
Piker I
Piker C15A
Piker C15B
Archer C16A
Archer C16D
Uncroaked Shady

The force will ride to the end of the current road where meta will then walk to start the new road. Before entering the heavy forest hex the stacks will reorganise.

Spike (with lumberjack axe) mounted on Uncroaked Hobby A (front)
Piker I  (front)
Piker C15A (front)
Piker C15B (front)
Archer C16A
Archer C16D
Uncroaked Shady
Shady C16B


Uncroaked Hobby B
Uncroaked Hobby C
Wagon
Piker G
Space for Meta

Spikes stack will cross in to the heavy forest first and thoroughly check for ferals. Once confirmed there are no ferals they will then search for wild rations before signalling Meta to follow.


Once the road is complete the Pudgie is sent the rest of the way to the mine (down the purple route) with orders to send it’s natural thinkamancy report back to Spike.
WurmD
+1
...................
Cyphermancer
 ”Six rands is fine”  Harley replies holding her hand out to shake.  ”Let me show you to your escourt.”  she then declares as she leads Meta to a small force lead by Spike.


Uncroaked Hobby A
Spike (with lumberjack axe)
Shady C16B

Uncroaked Hobby B
Uncroaked Hobby C
Wagon
Space for Meta
Piker G
Piker I
Piker C15A
Piker C15B
Archer C16A
Archer C16D
Uncroaked Shady

The force will ride to the end of the current road where meta will then walk to start the new road. Before entering the heavy forest hex the stacks will reorganise.

Spike (with lumberjack axe) mounted on Uncroaked Hobby A (front)
Piker I  (front)
Piker C15A (front)
Piker C15B (front)
Archer C16A
Archer C16D
Uncroaked Shady
Shady C16B


Uncroaked Hobby B
Uncroaked Hobby C
Wagon
Piker G
Space for Meta

Uncroaked hobby A move 8/14
Uncroaked hobby B move 7/14
Uncroakee Hobby C move 7/14
Piker I  7/8
Piker C15A 7/8
Piker C15B 7/8
Archer C16A 7/8
Archer C16D 7/8
Uncroaked Shady 7/8
Shady C16B 7/8



Spikes stack will cross in to the heavy forest first and thoroughly check for ferals. Once confirmed there are no ferals they will then search for wild rations before signalling Meta to follow.


No ferals are found. Enough for three wild rations are found in hex 05. -07. Meta stops half way through the hex

Once the road is complete the Pudgie is sent the rest of the way to the mine (down the purple route) with orders to send it’s natural thinkamancy report back to Spike.

The pudgie takes wing again heading for the mine.

In hex 08.-09 its hard to get a clear view at first, because the Pudgie is bobbing up and down so much but spike eventually spots three pokedamons! A Rattika, a yellow scorpion of some kind, and a cat with a large mouth. The path to the mine is otherwise clear. As the pudgie moves on towards the mine.
WurmD
Harley rushes happily to find Embar  "Ash!Ash! Spike says he found more pokehs! A rattika, a yellow scorpion, and a cat with a large mouth! Who do you want to take with you to challenge them?! Rattika?"  she asks mimicking large teeth  "Twin-horn?"  mimicking two horns
_Wiz_
Sounds like we’re going to look like an idiot but sure +1

Oh and the Embar’s name is Ash
WurmD
Missed

Ask Archers if they can effectively use a Battle Axe in melee
If yes, new standing order, gift each Archer a melee weapon
Cyphermancer
 
 Originally Posted by WurmD 
 Harley rushes happily to find Em bar  "Ash!Ash! Spike says he found more pokehs! A rattika, a yellow scorpion, and a cat with a large mouth! Who do you want to take with you to challenge them?! Rattika?"  she asks mimicking large teeth  "Twin-horn?"  mimicking two horns 
 

Ash, looks around calling a few times. With the rest of the tribe coming over. The pokedamons talk for a while. Before Ash and the level 2 twin horns step forward.

 Emb, Emb Embar! 


Ask Archers if they can effectively use a Battle Axe in melee
If yes, new standing order, gift each Archer a melee weapon

Archer can use melee weapons however thier damage would only be 1.
_Wiz_
(Apologies but this might get complicated)

 Step 1 

Uncroaked Hobby A, Meta and Piker G return to Arkum

Uncroaked Hobby A - 4.5 move used
Meta
Piker G

 Step 2 

Spike (with lumberjack axe) and his stack thoroughly searches (06,-07) and (07,-08) for ferals and then wild rations before returning to (05,-07)

Spike - 4 move used
Piker I - 4 move used
Piker C15A - 4 move used
Piker C15B - 4 move used
Archer C16A - 4 move used
Archer C16D - 4 move used
Uncroaked Shady - 4 move used
Shady C16B - 4 move used

 Step 3 

Spike (with lumberjack axe) moves to (04,-06) while the rest of his stack moves to (04,-02)

Spike - 1 move used
Piker I - 2.5 move used
Piker C15A - 2.5 move used
Piker C15B - 2.5 move used
Archer C16A - 2.5 move used
Archer C16D - 2.5 move used
Uncroaked Shady - 2.5 move used
Shady C16B - 2.5 move used

 Step 4 

Hobby A and Hobby B  pulls wagon with the Warogoat and Twinhorn Lv2 in the back of the wagon transport them to (04,-02) and then return to Arkum with the wagon and Spike's stack (but not Spike) who board the wagon.

Hobby A - 4 move used
Hobby B - 4 move used

 Step 5 

Hobby T16A and Hobby T16B pull wagon with uncroaked hobby D, Uncroaked Hobby E and Twin horn C16A in the back and Ash in the front of a wagon transport him to (04,-02) and then return to Arkum on their own (leaving the wagon behind)

Hobby T16A - 4 move used
Hobby T16B - 4 move used

 Step 6 

Uncroaked Hobby D and E pull wagon with Uncraoked warogoat, Twin horn level2, Twinhorn C16A and Ash to (04,-06) where they pickup Spike and then continue on to (09,-09)

Uncroaked Hobby D - 7 move used
Uncroaked Hobby E - 7 move used

 Step 7 

Ash and Twinhorns move to (08,-09) and challenge wild Pokadaemons before returning

Ash - 2 move used
Twinhorn lvl 2 -2 move used
Twinhorn C16A - 2 move used

 Step 8 

Wargoat and Hobbys switch places so the wargoat is now pulling the wagon and moves to mine. Spike claims mine. (If necessary Twinhorn dittos are used to trigger traps)

Wargoat - 4 move used


 Step 9 

Wargoat pulls wagon back to 07,-08 and then switches to let the hobbys pull the wagon the rest of the way back to arkum

Wargoat -6 move used
Uncroaked Hobby D - 6.5 move used
Uncroaked Hobby E - 6.5 move used

 Step 10 

New Pokadaemons move to (05,-07) and board the wagon. Wagon then returns to Arkum

New Pokadaemons - 7 move used
Uncroaked hobby B - 4 .5 move
Uncroaked Hobby C - 4.5 move used


 Notes 
Ash wears Amulet of healing
Ring of slowfall is brought along and given to Spike incase of pit traps in the mine
A grappling hook is brought along in the wagon to give to Howie to keep with him
One of the hats linked to the Hub hat is brought along and given to Howie. Howie's old hat is then brought back to Arkum
Spike gives 3 rations to Howie to keep with him

The second twinhorn is being brought along as his ditto might be useful to spring traps if required
WurmD
Completed

Step 1 - Uncroaked Hobby A, Meta and Piker G return to Arkum

Uncroaked Hobby A - 4.5 move used (Move 3.5/14)
Meta
Piker G

Step 2 - Spike (with lumberjack axe) and his stack thoroughly searches (06,-07) and (07,-08) for ferals and then wild rations before returning to (05,-07)

Spike - 4 move used (Move 5/9)
Piker I - 4 move used (Move 4/8)
Piker C15A - 4 move used (Move 4/8)
Piker C15B - 4 move used (Move 4/8)
Archer C16A - 4 move used (Move 4/8)
Archer C16D - 4 move used (Move 4/8)
Uncroaked Shady 1 - 4 move used (Move 4/8)
Shady C16B - 4 move used (Move 4/8)

Step 3 - Spike (with lumberjack axe) moves to (04,-06) while the rest of his stack moves to (04,-02)

Spike - 1 move used (Move 4/9)
Piker I - 2.5 move used (Move 1.5/8)
Piker C15A - 2.5 move used (Move 1.5/8)
Piker C15B - 2.5 move used (Move 1.5/8)
Archer C16A - 2.5 move used (Move 1.5/8)
Archer C16D - 2.5 move used (Move 1.5/8)
Uncroaked Shady - 2.5 move used (Move 1.5/8)
Shady C16B - 2.5 move used (Move 1.5/8)

Step 4 - Hobby A and Hobby B with the Warogoat and Twinhorn Lv2 in the back of a wagon transport him to (04,-02) and then return to Arkum with the wagon and Spike's stack (but not Spike)

Hobby A - 4 move used (Move 0/14)
Hobby B - 4 move used (Move 0/14)

Step 5 - Hobby T16A and Hobby T16B with uncroaked hobby D, Uncroaked Hobby E and Twin horn C16A in the back and Ash in the front of a wagon transport him to (04,-02) and then return to Arkum on their own

Hobby T16A - 4 move used (Move 7/14)
Hobby T16B - 4 move used (Move 7/14)

Step 6

Uncroaked Hobby D and E pull wagon with Uncroaked wargoat, Twin horn level2, Twinhorn C16A and Ash to (04,-06) where they pickup Spike and then continue on to (09,-09)

Uncroaked Hobby D - 7 move used (Move 7/14)
Uncroaked Hobby E - 7 move used (Move 7/14)

Step 7

Ash and Twinhorns move to (08,-09) and challenge wild Pokadaemons before returning

Ash - move used
Twinhorn lvl 2 -2 move used (Move 12/14)
Twinhorn C16A - 2 move used (Move 12/14)

Step 8

Wargoat and Hobbys switch places so the wargoat is now pulling the wagon and moves to mine. Spike claims mine hex, does not go in

Wargoat - 4 move used (Move 6/10)

Step 9

Wargoat pulls cart back to 07,-08 and then switches to let the hobbys pull the wagon the rest of the way back to arkum

Wargoat -6 move used (Move 0/10)
Uncroaked Hobby D - 6.5 move used (Move 0.5/14)
Uncroaked Hobby E - 6.5 move used (Move 0.5/14)

Step 10

New Pokadaemons move to (05,-07) and board the wagon. Wagon then returns to Arkum

New Pokadaemons - 7 move used
Uncroaked Hobby B - 4.5 move used (Move 2.5/14)
Uncroaked Hobby C - 4.5 move used (Move 2.5/14)

 Notes 
Spike wears Amulet of healing
Ring of slowfall is brought along and given to Spike incase of pit traps in the mine
A grappling hook is brought along in the wagon to give to Howie to keep with him
One of the hats linked to the Hub hat is brought along and given to Howie. Howie's old hat is then brought back to Arkum
Spike gives 3 rations to Howie to keep with him
The second twinhorn is being brought along as his ditto might be useful to spring traps if required
_Wiz_
+1..........
WurmD
Aww I had this written in the voting page, and wiz already had acceeded, but was waiting to post at the end of turn, but forgot to post as Herring fled

 Flashback!  ?
 "And Herring! Will you give this ration to Lee?"  she calls offering one of the last rations
 “Let her know we don’t have the spare cash to hire her to teach us spells, but we will in the future, and we’d like to start a steady relationship with her, (and Shockies should look out for one another), she should expect to have Upkeep from us from now and onto the foreseeable future”  she finishes smiling
Cyphermancer
[ 
 Spoiler: the plan..... 
QUOTE=WurmD;24469077]Completed

Step 1 - Uncroaked Hobby A, Meta and Piker G return to Arkum

Uncroaked Hobby A - 4.5 move used (Move 3.5/14)
Meta
Piker G

Step 2 - Spike (with lumberjack axe) and his stack thoroughly searches (06,-07) and (07,-08) for ferals and then wild rations before returning to (05,-07)

Spike - 4 move used (Move 5/9)
Piker I - 4 move used (Move 4/8)
Piker C15A - 4 move used (Move 4/8)
Piker C15B - 4 move used (Move 4/8)
Archer C16A - 4 move used (Move 4/8)
Archer C16D - 4 move used (Move 4/8)
Uncroaked Shady 1 - 4 move used (Move 4/8)
Shady C16B - 4 move used (Move 4/8)

Step 3 - Spike (with lumberjack axe) moves to (04,-06) while the rest of his stack moves to (04,-02)

Spike - 1 move used (Move 4/9)
Piker I - 2.5 move used (Move 1.5/8)
Piker C15A - 2.5 move used (Move 1.5/8)
Piker C15B - 2.5 move used (Move 1.5/8)
Archer C16A - 2.5 move used (Move 1.5/8)
Archer C16D - 2.5 move used (Move 1.5/8)
Uncroaked Shady - 2.5 move used (Move 1.5/8)
Shady C16B - 2.5 move used (Move 1.5/8)

Step 4 - Hobby A and Hobby B with the Warogoat and Twinhorn Lv2 in the back of a wagon transport him to (04,-02) and then return to Arkum with the wagon and Spike's stack (but not Spike)

Hobby A - 4 move used (Move 0/14)
Hobby B - 4 move used (Move 0/14)

Step 5 - Hobby T16A and Hobby T16B with uncroaked hobby D, Uncroaked Hobby E and Twin horn C16A in the back and Ash in the front of a wagon transport him to (04,-02) and then return to Arkum on their own

Hobby T16A - 4 move used (Move 7/14)
Hobby T16B - 4 move used (Move 7/14)

Step 6

Uncroaked Hobby D and E pull wagon with Uncroaked wargoat, Twin horn level2, Twinhorn C16A and Ash to (04,-06) where they pickup Spike and then continue on to (09,-09)

Uncroaked Hobby D - 7 move used (Move 7/14)
Uncroaked Hobby E - 7 move used (Move 7/14)

Step 7

Ash and Twinhorns move to (08,-09) and challenge wild Pokadaemons before returning

Ash - move used
Twinhorn lvl 2 -2 move used (Move 12/14)
Twinhorn C16A - 2 move used (Move 12/14)

Step 8

Wargoat and Hobbys switch places so the wargoat is now pulling the wagon and moves to mine. Spike claims mine hex, does not go in

Wargoat - 4 move used (Move 6/10)

Step 9

Wargoat pulls cart back to 07,-08 and then switches to let the hobbys pull the wagon the rest of the way back to arkum

Wargoat -6 move used (Move 0/10)
Uncroaked Hobby D - 6.5 move used (Move 0.5/14)
Uncroaked Hobby E - 6.5 move used (Move 0.5/14)

Step 10

New Pokadaemons move to (05,-07) and board the wagon. Wagon then returns to Arkum

New Pokadaemons - 7 move used
Uncroaked Hobby B - 4.5 move used (Move 2.5/14)
Uncroaked Hobby C - 4.5 move used (Move 2.5/14)

 Notes 
Spike wears Amulet of healing
Ring of slowfall is brought along and given to Spike incase of pit traps in the mine
A grappling hook is brought along in the wagon to give to Howie to keep with him
One of the hats linked to the Hub hat is brought along and given to Howie. Howie's old hat is then brought back to Arkum
Spike gives 3 rations to Howie to keep with him
The second twinhorn is being brought along as his ditto might be useful to spring traps if required
 



The supply trains moves out. Spike doesnt find any ferals during his search. However he does find another four wild ration. Ash moves in to engage the other pokedamons. Beyond the results little is know of the battle. Ash wins his first fight and a second fight shortly after that. The twin horn then takes on a third fight. After each fight Harley feels a new pokedamon join the tribe and side.

Shocorpion level 2
3/2 /9/8 (1d4)
Upkeep 45
Specials: shocking tail (1d6), mountain capable

Big mouth level 1
1/2/6/8 (1 damage)
Upkeep 40
Specials: payday

Rattika T17A level 1
1/2/5/10 (1d4) / 40s “paid”
Specials: mini sized

Shocking tail: a natural ranged shockamancy attack. Usable once a turn per level.

Payday: unit can produce one gem worth 100 shmuckers a day per level.

Spike arrives at the mine at 10.-12 He is unable to claim the mine until he enters. Sending in the ditto of the twin horn. He follows behind. The ditto is hit by two traps before depoping. As the last trap is sprung spike is able to claim the mine!

The forces return to the capital leaving Howie new gear and a few rations.

+ 7 wild rations
+ 200 shmuckers in gems ( from pokedamons)
_Wiz_
With the successful return of her forces Harley turns her attention to the next operation of the turn and orders the second Pudgie to go and scout the woofs in  (03,06) so that she may get an accurate count of their numbers. Harley orders the pudgie to stay out of reach of the woofs at all times while scouting.
WurmD
+1
..............
Cyphermancer
The pudgie flys out to 03.06 Harley watching through the eyes of thr pudgies are able to identify 3 woofs in the hex.
WurmD
 
 Originally Posted by WurmD 
 Aww I had this written in the voting page, and wiz already had acceeded, but was waiting to post at the end of turn, but forgot to post as Herring fled

 Flashback!  ?
 "And Herring! Will you give this ration to Lee?"  she calls offering one of the last rations
 “Let her know we don’t have the spare cash to hire her to teach us spells, but we will in the future, and we’d like to start a steady relationship with her, (and Shockies should look out for one another), she should expect to have Upkeep from us from now and onto the foreseeable future”  she finishes smiling 
 

plx plx?

:)
Cyphermancer
At the time you had no rations to spare from your plans
_Wiz_
 ”Krippen as we will be delaying the culling of the ratz until next turn I’d like to hire you to capture some woofs on the edge of our territory and patrol some heavy forest hexes that we have already scouted instead. There’s only three woofs and I’ll be sending you with some heavies so it will be low risk...”  Harley declares.


Step 1:

The two Hobby horses waiting in (07,-03) pull the wagon with the green bear and 4 shady elves to the farm


Hobby T15A 6 move used (3/14 remaining)
Hobby T15B 6 move used (3/14 remaining)

Step 2:

Uncroaked Hobby warhorse and Uncroaked Dire woof pull a wagon each to the farm with the following passengers.

Uncroaked Hobby Warhorse 1.5 move used (12.5/14 remaining)
Wagon
- Stone Bull
- Krippen
- Krippen’s archer
- Krippen’s archer
- Jab


Uncroaked Dire Woof 1.5 move used (11.5/12 remaining)
- Uncroaked Minertaur
- Bill
- Shadow
- Moonsong
- Piker Iki

Step 3:

Two Uncroaked minertaurs walk from capital to farm

Uncroaked minertaur 1.5 move used (6.5/8 remaining)
Uncroaked minertaur 1.5 move used (6.5/8 remaining)

Step 4

Uncroaked stone bull, Uncroaked hobby warhorse and Uncroaked dire woof pull a wagon each to (03,06). Green bear also walks to (03,06)

Stone bull -5 move used (5/10 remaining)
Wagon
- Bill (with lumberjack axe)
- Shadow
- Moonsong
- Shady
- Uncroaked minertaur

Uncroaked warhorse - 6 move used (6.5/14 remaining)
Wagon
- Krippen
- Krippen’s archer
- Krippen’s archer
- Stabber Jab
- Uncroaked minertaur


Uncroaked dire woof -5 move used (5.5/12 move remaining)
Wagon
- piker iki
- Shady
- Shady
- Shady
- Uncroaked minertaur

Green bear. -5 move used (5/10 remaining)

Step 5:

Units immediately jump off back of wagon and form a protective stack while wagons unhitched by remaining units.

Green bear (front)
Uncroaked minertaur (front)
Uncroaked minertaur (front)
Uncroaked minertaur (front)
Krippen
Bill
Shadow
Moonsong

Step 6

Units form up in to battle stacks and then hunt wolves.


Krippen mounted on Stone bull (front)
Uncroaked Minertaur (front)
Uncroaked Minertaur (front)
Stabber Jab
Piker Iki
Krippen’s archer
Krippen’s archer
Shady

Bill mounted on Hobby Warhorse (front)
Green bear (front)
Shadow mounted on Dire Woof (front)
Uncroaked Minertaur (front)
Moonsong
Shady
Shady
Shady

Krippen attempts to subdue Woofs with his martial arts special while heavy units deal subdual damage not worrying about the AoO.

Step 7

Shadow with Lumberjack axe forms a single stack to search nearby forest hexes for ferals and wild rations. They move to (00,08) and then return to (03,06)

Uncroaked Minertaur (front) (6 move used) 0.5/8 remaining
Uncroaked Minertsur (front) (6 move used)  0.5/8 remaining
Uncroaked Minertaur (front) (6 move used)  2/8 remaining
Shadow (with lumberjack axe for movement but twinhorn bow for combat )(6 move used) 3/9 remaining
 Moonsong (6 move used) 2/8 remaining
Shady (6 move used) 2/8 remaining
Shady (6 move used) 2/8 remaining
Shady (6 move used) 2/8 remaining

Step 8

All units return to farm. 3 infantry give up their seats for incapacitated woofs.

Stone bull -5 move used (0/10 remaining)
Wagon
- Bill (with lumberjack axe)
- Shadow
- Moonsong
- Shady
- Uncroaked minertaur

Uncroaked warhorse - 5 move used (1.5/14 remaining)
Wagon
- Krippen
- Piker Iki
- Incapacitated woof
- Incapacitated woof
- Uncroaked minertaur


Uncroaked dire woof -5 move used (0.5/12 move remaining)
Wagon
- Shady
- Shady
- Shady
- Incapacitated woof
- Uncroaked minertaur

Green bear. -5 move used (5/10 remaining)
Krippen’s archer 5 move used (3/8 remaining)
Krippen’s archer 5 move used (3/8 remaining)
Stabber Jab 5 move used (3/8 remaining)
WurmD
+1........


EDIT
currently we have
Hardy: unit is mountain capable, tunnel capable, and also gains a plus two to defense against spells.
Sapper: Unit is capable of mining and deals double damage to structures. Unit is also capable of fighting in subterranean areas.

We're missing a description of Tunnel Capable.
And then i believe Sapper will include Tunnel Capable

EDIT2
W99. What's Harley's melee damage die?
Cyphermancer
[ 
 Spoiler: plan 
b]”Krippen as we will be delaying the culling of the ratz until next turn I’d like to hire you to capture some woofs on the edge of our territory and patrol some heavy forest hexes that we have already scouted instead. There’s only three woofs and I’ll be sending you with some heavies so it will be low risk...”[/b] Harley declares.


Step 1:

The two Hobby horses waiting in (07,-03) pull the wagon with the green bear and 4 shady elves to the farm


Hobby T15A 6 move used (3/14 remaining)
Hobby T15B 6 move used (3/14 remaining)

Step 2:

Uncroaked Hobby warhorse and Uncroaked Dire woof pull a wagon each to the farm with the following passengers.

Uncroaked Hobby Warhorse 1.5 move used (12.5/14 remaining)
Wagon
- Stone Bull
- Krippen
- Krippen’s archer
- Krippen’s archer
- Jab


Uncroaked Dire Woof 1.5 move used (11.5/12 remaining)
- Uncroaked Minertaur
- Bill
- Shadow
- Moonsong
- Piker Iki

Step 3:

Two Uncroaked minertaurs walk from capital to farm

Uncroaked minertaur 1.5 move used (6.5/8 remaining)
Uncroaked minertaur 1.5 move used (6.5/8 remaining)

Step 4

Uncroaked stone bull, Uncroaked hobby warhorse and Uncroaked dire woof pull a wagon each to (03,06). Green bear also walks to (03,06)

Stone bull -5 move used (5/10 remaining)
Wagon
- Bill (with lumberjack axe)
- Shadow
- Moonsong
- Shady
- Uncroaked minertaur

Uncroaked warhorse - 6 move used (6.5/14 remaining)
Wagon
- Krippen
- Krippen’s archer
- Krippen’s archer
- Stabber Jab
- Uncroaked minertaur


Uncroaked dire woof -5 move used (5.5/12 move remaining)
Wagon
- piker iki
- Shady
- Shady
- Shady
- Uncroaked minertaur

Green bear. -5 move used (5/10 remaining)

Step 5:

Units immediately jump off back of wagon and form a protective stack while wagons unhitched by remaining units.

Green bear (front)
Uncroaked minertaur (front)
Uncroaked minertaur (front)
Uncroaked minertaur (front)
Krippen
Bill
Shadow
Moonsong

Step 6

Units form up in to battle stacks and then hunt wolves.


Krippen mounted on Stone bull (front)
Uncroaked Minertaur (front)
Uncroaked Minertaur (front)
Stabber Jab
Piker Iki
Krippen’s archer
Krippen’s archer
Shady

Bill mounted on Hobby Warhorse (front)
Green bear (front)
Shadow mounted on Dire Woof (front)
Uncroaked Minertaur (front)
Moonsong
Shady
Shady
Shady

Krippen attempts to subdue Woofs with his martial arts special while heavy units deal subdual damage not worrying about the AoO.

Step 7

Shadow with Lumberjack axe forms a single stack to search nearby forest hexes for ferals and wild rations. They move to (00,08) and then return to (03,06)

Uncroaked Minertaur (front) (6 move used) 0.5/8 remaining
Uncroaked Minertsur (front) (6 move used)  0.5/8 remaining
Uncroaked Minertaur (front) (6 move used)  2/8 remaining
Shadow (with lumberjack axe for movement but twinhorn bow for combat )(6 move used) 3/9 remaining
 Moonsong (6 move used) 2/8 remaining
Shady (6 move used) 2/8 remaining
Shady (6 move used) 2/8 remaining
Shady (6 move used) 2/8 remaining

Step 8

All units return to farm. 3 infantry give up their seats for incapacitated woofs.

Stone bull -5 move used (0/10 remaining)
Wagon
- Bill (with lumberjack axe)
- Shadow
- Moonsong
- Shady
- Uncroaked minertaur

Uncroaked warhorse - 5 move used (1.5/14 remaining)
Wagon
- Krippen
- Piker Iki
- Incapacitated woof
- Incapacitated woof
- Uncroaked minertaur


Uncroaked dire woof -5 move used (0.5/12 move remaining)
Wagon
- Shady
- Shady
- Shady
- Incapacitated woof
- Uncroaked minertaur

Green bear. -5 move used (5/10 remaining)
Krippen’s archer 5 move used (3/8 remaining)
Krippen’s archer 5 move used (3/8 remaining)
Stabber Jab 5 move used (3/8 remaining)[/QUOTE]
 


Krippen takes the job for the battle. The force head out. The battle is brief. With none of your units taking damage and all three woofs captured. Another six wild rations. While searching the hexes Bills forces find and tame another doe deer. Which returns to the capital. Two wild rations used.
WurmD
 "Great work you two!"  she congratulates Krippen and Bill
 "Got any XP along the way?"  she asks avidly curious to Bill


EDIT
(after replies)
Harley then, excited by the abundance of Mounts, and wanting to have at least 6 Wagons soon, pens a small missive to Herring
 'Dearest Herring,

No rush, today you already earned your respite. Just to let you know that whenever you manage to wrangle Dong or another Dirtamancer to come make roads for us we'll have the cash reserved for it.

⚡' 
Cyphermancer
 "Great work you two!"  she congratulates Krippen and Bill
 "Got any XP along the way?"  she asks avidly curious to Bill

I
 I got some I think I will level at start of turn. 


EDIT
(after replies)
Harley then, excited by the abundance of Mounts, and wanting to have at least 6 Wagons soon, pens a small missive to Herring
 'Dearest Herring,

No rush, today you already earned your respite. Just to let you know that whenever you manage to wrangle Dong or another Dirtamancer to come make roads for us we'll have the cash reserved for it.

⚡' 
 Dogg says he will be sometime next turn as long as his price is ment. I will be by late in the turn tommorow unless you habe work for me. Im doing some work with my other clients. 
_Wiz_
Harley heads down to the dungeons to check on her prisoners. She begins by checking again on the seemingly more cooperative Darfs.  "Hello again, I hope it hasn't been too uncomfortable for you down here"  Harley declares as she approaches the cell.  "I just wanted to let you know that our scouts reported seeing your tribe mates leaving the mine and heading north west. Unfortunately we were not able to reach them and have therefore not been able to speak with your new chief"  Harley relays.

 "I wanted to discuss the future of you five, as you may know Arkum already has two natural ally tribes allied with the side. We are looking in to the possibility of increasing the limit of two natural allies per side via magic. If we were successful would allying with Arkum as a third natural ally be something that you would be interested in? I assure you that allying with us would result in much better fortunes for you than your brief alliance with the barbarian warlord Breach..."  Harley declares with a frown as she remembers the frustrating warlord.
WurmD
+1

EDIT:
W100. Did the Farm produce MW Leather this turn? I don't see it listed under  Other loot 

EDIT2:
Does Harley feel like any of the pokes can be promoted to Heavy?
What about the Shadys?
And to knights?
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley heads down to the dungeons to check on her prisoners. She begins by checking again on the seemingly more cooperative Darfs.  "Hello again, I hope it hasn't been too uncomfortable for you down here"  Harley declares as she approaches the cell.  "I just wanted to let you know that our scouts reported seeing your tribe mates leaving the mine and heading north west. Unfortunately we were not able to reach them and have therefore not been able to speak with your new chief"  Harley relays.

 "I wanted to discuss the future of you five, as you may know Arkum already has two natural ally tribes allied with the side. We are looking in to the possibility of increasing the limit of two natural allies per side via magic. If we were successful would allying with Arkum as a third natural ally be something that you would be interested in? I assure you that allying with us would result in much better fortunes for you than your brief alliance with the barbarian warlord Breach..."  Harley declares with a frown as she remembers the frustrating warlord. 
 


The same darf steps forward

 never heard of a side having three natural allies, but the titans alone know what is possiable with magic. As for if our tribe would be intrested I dont know, we could bring the offer to our chief to find out. 


W100. Did the Farm produce MW Leather this turn? I don't see it listed under Other loot.

You have no master craft leather. Five normal leather did pop and has been added.

EDIT2:
Does Harley feel like any of the pokes can be promoted to Heavy?

What about the Shadys?
And to knights?


Harley doesnt feel any of these units could be promoted to heavies
WurmD
W101. And to knights? Pokes or Shadies?
Cyphermancer
 
 Originally Posted by WurmD 
 W101. And to knights? Pokes or Shadies? 
 

Shady elfs yes, pokedamons no.
WurmD
Harley nods to the Darf and pauses in thought  "What about creating a new tribe? Is that an option?" 
_Wiz_
+1................
Cyphermancer
 
 Originally Posted by WurmD 
 Harley nods to the Darf and pauses in thought  "What about creating a new tribe? Is that an option?"  
 

The darf steps back and the five convine whispering before thr spoke darf steps forward again

 We are loyal to our tribe. However prove that you could magic up another natural ally contract and we could see what happens. Otherwise we wish to return to our tribe mates. 
_Wiz_
 ”Ok sit tight then. I will let you know when we have managed to make contact with your tribe mates or if we have any further information on the contract.”  Harley declares.  ”In the meantime if there is anything you need let my guards know”  Harley adds nodding to a nearby piker who was currently on guard duty in the dungeons.  ”Rest well, I will speak with you all later”  Harley finishes as she heads away from the cell and heads to the other cell containing Breach’s former infantry.

 ”Are you ready to talk yet?”  Harley declares as she steps towards the cell containing the infantry.
WurmD
+1
.........
Cyphermancer
 ”Ok sit tight then. I will let you know when we have managed to make contact with your tribe mates or if we have any further information on the contract.”  Harley declares.  ”In the meantime if there is anything you need let my guards know”  Harley adds nodding to a nearby piker who was currently on guard duty in the dungeons.  ”Rest well, I will speak with you all later”  Harley finishes as she heads away from the cell and heads to the other cell containing Breach’s former infantry.

The darfs nod before returning to thier bunks.

 ”Are you ready to talk yet?”  Harley declares as she steps towards the cell containing the infantry.



The infantry stare at Harley but dont respond.
_Wiz_
Harley sighs slightly before fixing the pair of infantry with a firm look.  "Let me be blunt, Breach has led your stack mates, minertaurs and a large number of darfs to their croaking. You are now alone on Erf with no one to provide for you and you are my prisoners. What is the best outcome you could hope for in your future?"  Harley questions.

 "If you do not cooperate with me I must warn you that I have little reason to continue paying your upkeep in future turns..."  Harley then warns.
WurmD
+1 to just this

Harley sighs slightly before fixing the pair of infantry with a firm look.  "Let me be blunt, Breach has led your stack mates, minertaurs and a large number of darfs to their croaking. You are now alone on Erf with no one to provide for you and you are my prisoners. What is the best outcome you could hope for in your future?"  Harley questions.


I think it's stronger stopping there
_Wiz_
K let’s see what they respond to that... we can think about what to do next afterwards.
Cyphermancer
 
 Originally Posted by WurmD 
 +1 to just this

Harley sighs slightly before fixing the pair of infantry with a firm look.  "Let me be blunt, Breach has led your stack mates, minertaurs and a large number of darfs to their croaking. You are now alone on Erf with no one to provide for you and you are my prisoners. What is the best outcome you could hope for in your future?"  Harley questions.


I think it's stronger stopping there 
 


The infantry keeps staring at Harley thier eyes seeming to fog over a little bit. However, they do not respond.
_Wiz_
With a sigh Harley leaves the non responsive prisoners to their cell and heads back upstairs and instead seeks out Moonsong.

 ”Moonsong are you able to charge our tower with your juice?”  Harley then questions.
Cyphermancer
 
 Originally Posted by _Wiz_ 
 With a sigh Harley leaves the non responsive prisoners to their cell and heads back upstairs and instead seeks out Moonsong.

 ”Moonsong are you able to charge our tower with your juice?”  Harley then questions. 
 



Moonsong head up to the tower with Harley after glancing around she looks at Harley answering in a low voice.

 I dont feel a connection, should I? 

Glancing around

 where should I try putting it? 
_Wiz_
Harley leads Moonsong up to the tower and patiently instructs her how to charge the tower based on how she herself has charged the tower previously.

 ”I can usually sense the juice pool as soon as I make physical contact with the tower...”  Harley declares as she places her hands on the wall.  ”Try  feeling  around for the juice or the feeling of an empty void that tugs gently on your juice then just channel your juice through the walls to that point...”  Harley instructs.  ”Let’s keep this simple to begin with try channeling just one juice...”  Harley then suggests as she takes Moonsong’s hands and gentily places them exactly where her hands were previously.


If Moonsong is unable to do this for some reason Harley instead offers the elf her hammer to see if she can charge the hammer instead.
WurmD
+1
..........
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley leads Moonsong up to the tower and patiently instructs her how to charge the tower based on how she herself has charged the tower previously.

 ”I can usually sense the juice pool as soon as I make physical contact with the tower...”  Harley declares as she places her hands on the wall.  ”Try  feeling  around for the juice or the feeling of an empty void that tugs gently on your juice then just channel your juice through the walls to that point...”  Harley instructs.  ”Let’s keep this simple to begin with try channeling just one juice...”  Harley then suggests as she takes Moonsong’s hands and gentily places them exactly where her hands were previously.


If Moonsong is unable to do this for some reason Harley instead offers the elf her hammer to see if she can charge the hammer instead. 
 


Moonsong can charge the tower, however she can not access it after it is placed in the tower.
_Wiz_
Have Moonsong transfer her full juice to the tower.
WurmD
+1...............

EDIT:
Upgrade Farm to lvl4
800s to Ash for 4 more pokes

Inform Herring if he’s willing we’d like him to work on some hats

Ask Herring which Disciplines can make Wagons like the Changeamancers
Cyphermancer
 
 Originally Posted by WurmD 
 +1...............

EDIT:
Upgrade Farm to lvl4
800s to Ash for 4 more pokes

Inform Herring if he’s willing we’d like him to work on some hats

Ask Herring which Disciplines can make Wagons like the Changeamancers 
 


The farm is upgraded to level 4 -1000

600 shmuckers given to ash for new pokedamons.

 I will be there at start of turn, however I do have other engagements. How many hats are you wanting? I belive turnamancers could make wagons do you wish me to inquire? 
_Wiz_
Harley orders Crud to go and order 2 Antz and four goats for the rations hoping to get 12 rations and 4 goat hides.

Harley then carefully writes out a response before sending it back to Herring.

 If you have other commitments next turn we will keep it simple so you don’t expend all your juice. The linking of four hats to our hub hat should tie us over for the turn.

For the future, we have one extra hat to be linked to the Hub hat, and a Crit Helm order for you. Both are not urgent, but if you decide you have leeway for them next turn and are willing to wait until after our scout reports and harvesting runs we also plan on scouring 17 Heavy Forest hexes for wild rations some time next turn, while Wild Rations should be found again, we can't be certain how many before going and therefore do not yet know how many extra we might have to convert to rands..

We’re trying to get more organised over here so here is what we will need for next turn in advance.

Right after turn start we will have 40 rations so if you and Dee could take them to the bank first thing to get them converted to rands that would be greatly appreciated.

The casters we intend to hire for the turn are as follows;

Herring link - 4 hats: 2 rands
Anna - farm defences: 3 rands
Dee- uncroaking : 3 rands
Spi - deep look: 3 rands
Ding - road: 12 rands
Meta - wagon: 6 rands
James - NA poppings ? 4 rands

Most have already been asked to come again next turn but if you could get confirmations from Spi, Meta and James by next turn that they will be coming that will be great.

As for the Turnamancer if you can find one that can build a wagon equal to our current specifications for the same price as Meta charges then we would be willing to hire them not next turn but the turn after that.

Thanks for everything

Harley! 
WurmD
Tiny improvement


Harley orders Crud to go and order 2 Antz and four goats for the rations hoping to get 12 rations and 4 goat hides.

Harley then carefully writes out a response before sending it back to Herring.

 If you have other commitments next turn we will keep it simple so you don’t expend all your juice. The linking of four hats to our hub hat should tie us over for the turn.

For the future, we have one extra hat to be linked to the Hub hat, and a Crit Helm order for you. Both are not urgent, but if you decide you have leeway for them next turn and are willing to wait until after our scout reports and harvesting runs we also plan on scouring 17 Heavy Forest hexes for wild rations. While Wild Rations should be found again, we can't be certain how many before going and therefore do not yet know how many extra we might have to convert to rands..

We’re trying to get more organised over here so here is what we will need for next turn in advance for sure:

Right after turn start we will have 40 rations so if you’re in a hurry, if you  and Dee could take them to the bank first thing to get them converted to rands that would be greatly appreciated.

The casters we intend to hire for the turn are as follows;

Herring link - 4 hats: 2 rands?
Anna - farm defences: 3 rands
Dee- uncroaking : 3 rands
Spi - deep look: 3 rands
Ding - road: 12 rands
Meta - wagon: 6 rands
James - NA poppings ? 4 rands

Most have already been asked to come again next turn but if you could get confirmations from Spi, Meta and James by next turn that they will be coming that will be great.

As for the Turnamancer if you can find one that can build a wagon equal to our current specifications for the same price as Meta charges then we would be willing to hire them not next turn but the turn after that.

Thanks for everything

Harley! ⚡ 
_Wiz_
There’s hardly any difference so sure +1
Cyphermancer
 
 Originally Posted by WurmD 
 Tiny improvement


Harley orders Crud to go and order 2 Antz and four goats for the rations hoping to get 12 rations and 4 goat hides.

Harley then carefully writes out a response before sending it back to Herring.

 If you have other commitments next turn we will keep it simple so you don’t expend all your juice. The linking of four hats to our hub hat should tie us over for the turn.

For the future, we have one extra hat to be linked to the Hub hat, and a Crit Helm order for you. Both are not urgent, but if you decide you have leeway for them next turn and are willing to wait until after our scout reports and harvesting runs we also plan on scouring 17 Heavy Forest hexes for wild rations. While Wild Rations should be found again, we can't be certain how many before going and therefore do not yet know how many extra we might have to convert to rands..

We’re trying to get more organised over here so here is what we will need for next turn in advance for sure:

Right after turn start we will have 40 rations so if you’re in a hurry, if you  and Dee could take them to the bank first thing to get them converted to rands that would be greatly appreciated.

The casters we intend to hire for the turn are as follows;

Herring link - 4 hats: 2 rands?
Anna - farm defences: 3 rands
Dee- uncroaking : 3 rands
Spi - deep look: 3 rands
Ding - road: 12 rands
Meta - wagon: 6 rands
James - NA poppings ? 4 rands

Most have already been asked to come again next turn but if you could get confirmations from Spi, Meta and James by next turn that they will be coming that will be great.

As for the Turnamancer if you can find one that can build a wagon equal to our current specifications for the same price as Meta charges then we would be willing to hire them not next turn but the turn after that.

Thanks for everything

Harley! ⚡  
 


Crud harvests the antz and goats.

 I will be there at dawn, with the other casters. Onlyone I havnt heard from is ding dogg. However this late in the turn, he could be drunk. I found one turnamancer she said she couldnt make the wagon in a single turn. She asked if the we wanted the wagon to be self guided. She did say the wagon would be made more of metal than wood however. 
WurmD
Harley excitedly writes back
 ‘Self-guided? How curious. If it has its own Move, and when pulled by Hobby Horses it doesn’t expend Move crossing hex boundaries that would be a Bonus! If she’s offering to make a 8-unit Wagon, pull-able by 2 Hobbies, that is also self guided, for 6 Rands, a resounding *yes!* :D
⚡’  
Cyphermancer
 
 Originally Posted by WurmD 
 Harley excitedly writes back
 ‘Self-guided? How curious. If it has its own Move, and when pulled by Hobby Horses it doesn’t expend Move crossing hex boundaries that would be a Bonus! If she’s offering to make a 8-unit Wagon, pull-able by 2 Hobbies, that is also self guided, for 6 Rands, a resounding *yes!* :D
⚡’   
 


 turnamancer said the self guilded option would vary the price and time frame. Before quoting a price she wants to inspect the wagon. To see exactly what would be needed and what materials she has to work with. 
WurmD
It has happened before in Erfman, but please confirm here
W101. Is a Pudgie small enough to be carried by a wagon without taking up a slot?

A regular unit takes 0.5 Move in road and 1 Move in Heavy Forest road
W102. Does a Forest Capable unit take 0.5 Move in Heavy Forest road?
Cyphermancer
It has happened before in Erfman, but please confirm here
W101. Is a Pudgie small enough to be carried by a wagon without taking up a slot?

Pudgie takes a slot.

A regular unit takes 0.5 Move in road and 1 Move in Heavy Forest road
W102. Does a Forest Capable unit take 0.5 Move in Heavy Forest road?

Correct.
WurmD
W102. Please confirm that it takes 1 Move to cut 2 Wood, and that a unit can just spend 1 Move cutting (even if the medium tree isn't felled by that 1 Move, and another unit then spends 1 Move and 4 Wood units of a medium tree then becomes available)

Howie
Chimpoo,
Rattikka A
Pudgie A
Pudgie C16A
Twinhorn lvl2
Twinhorn
Ash
Shady  C16A
Piker  C15C
Piker Gertrude
Piker Anne
Spike
Harley
train

Final movements of units to and from Farm

and then end turn
_Wiz_
+1

Final positions of (F) farm and (M) mine are marked on side stats page. If no markings unit is in capital.

All 3 wagons and Lumberjack axe are returned to capital before end of turn.

Edit: Popping archers

Rations going to all units of 100s+

Howie eats one of the rations he has been left with.
WurmD
At present, a unit may train for 4 move

W102. May units with more move train multiple times?
Cyphermancer
[QUOTE=WurmD;24485858]At present, a unit may train for 4 move

W102. May units with more move train multiple times?

They can but your not sure if it grants xp.



W102. Please confirm that it takes 1 Move to cut 2 Wood, and that a unit can just spend 1 Move cutting (even if the medium tree isn't felled by that 1 Move, and another unit then spends 1 Move and 4 Wood units of a medium tree then becomes available)

Confirmed 1 move 2 wood
Cyphermancer
Harley ends turn. The upkeep of the side has now passed shmuckers produced. However thanks to rations the side is still producing shmuckers.

As the start of the turn approches. Harley is awakened as units enter Scout A hex. After awhile scout A enters combat. A short while later Harley feels scout A light go out.


   Turn 17!   
13 rations are given out two going to Herring so he can pass one to Lee. All the contractor have arrived except Meta and Ding Dogg.

Five new pokedamons hatch. An Embar, Rattika, Pudgie, and two Seaponds.

   Arkum Side Stats   

Rand Pool: 1
Juice Pool:

Tower: 050/400 J
Hammer: 000/100 J
Harley: 400/400 J
Moonsong: 50/50 J
Anna: 200/200 J
Dee: 200/200 J
Herring: 400/400 J


 https://app.roll20.net/join/4646217/jklS-w 

Treas at beg of last tu:1902
Gifts +200 - Expend last tu:2102
Treas at end of last tu:2
Income 2000 (3000 managed)
Upkeep 3,101 ( 1,561 after rations)
Treasury 1,441


 
 Spoiler: gear 
    Loot/Gear    
   Larder   

11 wild rations
4 ant meat
8 goat meat
16 farm rations


 Armory 

1 Piker spears
2 Twin fang swords 1 firey
1 Ring of slow fall
2 vials of poison
1 Lumberjack axe
 magical two handed axe (+1 oversized axe of cutting)
 amulet  of healing
 silver can
1 partial complete mw ant armor (Howie)
+ 1 scroll of stabilize
+1 scroll of lesser heal
6 grapple hooks
28 battle axes
30 light darf armor
2 warlord armors
16 crossbows
4 special arrows
1 critical helm
(bodies and prisoners gear stored elsewhere)


 Morgue 

--  3 turns old  --

1 Palm bug
2 Goat
29 Darf warrior
1 Lancer knight
7 Piker
2 Archer
2 Darf crossbow
1 Stabber
2 Woof
1 Warlord

--  2 turn old  --

4 chimpoos



 Other loot 

3 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
4 twin horn skins
1 bunch of pudgie feathers
1 rattika hide
1 set of rattika teeth
1 Message hat (linked to Herring hat)
2 Paired message hats
2 message hats (Spike and Harley
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
48 units of wood in capital
3 chunks of unknown metal
Hub hat (linked to Herring’s hat)
1 linked messenger hats ( linked to hub hat)+
2 solder ant chitin
1 NDA
10 leather
1 MC leather
4 goat hides
2 woof hides
 

 
 Spoiler: units 



Queen Harley Tesla, Shockamancer Level 4
3(4)[1d4]/3/(9/9)/9 400J / 45/72xp / 150s “paid” Move 9/9
Specials: caster “Shockamancy adept”, Noble
Equipment: Blunted smile


Chief Warlord Spike Level 3, 6(7)[1d6]/6(7)/12/9 / 32/48xp / 140s “paid” Move 9/9
Special: Leadership, Base popped
Equipment: +1 flaming Battle axe, critical helm, +1 armour


Shadow "shady elf" Chief Level 2, 5(6)[1d6]/4(5)/11/9 / 17/24xp / 120s “paid” Move 9/9
Specials: Shady, Archery, Tribal command "Shady elves”
Equipment: +1 Fiery Twinhorn bow, Bow, Sword, MW Ant Armor


Bill, Warlord Level 2, 5(5)[1d6]/4(5)/11/(9) / 9/24xp / 140s Move 9/9 (F)
Special: Farmer, Steadholder, Leadership
Equipment: Pitch fork, +1 Battleaxe, Masterwork armour


Crud, Twoll Level 2, 5(6)[1d8]/5/13/8 / 13/24xp / 110s Move 8/8
Specials: Heavy, Fabrication
Equipment : Mastercraft club, Bag of junk


Green Bear, Level 1 4[1d8]/4/14/10 / 110s Xp 4/8 Move 10/10 (F)
Specials: Heavy, Forest capable



Piker Anne Level 2, 1[1d3]/3/7/8 / 9/24xp / 14s Move 8/8


5X Piker Level 1, 1[1d3]/2/6/8

Gertrude 4/8xp / 12s Move 8/8
Isabel 4/8xp / 12s Move 8/8
C15A 0/8xp / 12s Move 8/8 (F)
C15B 0/8xp / 12s Move 8/8 (F)
C15C 0/8xp / 12s Move 8/8 (F)


4X Archer Level 1, 1[1d3]/1/6/8
Special: archery
C16A 0/8xp / 14s Move 8/8 (F)
C16B 0/8xp / 14s Move 8/8 (F)
C17A 0/8xp/ 14s Move 8/8 (C)
C17B 0/8xp/ 14s Move 8/8 (C)


5X Shady elf Level 1, 2[1d4]/2/7/8
Specials: Shady, Archery

C11A 6/8xp / 35s “Paid” Move 8/8 (F)
C11B 6/8xp / 35s “Paid” Move 8/8 (F)
C11C 5/8xp / 35s “Paid” Move 8/8 (F)
C16A 0/8xp / 35s “Paid” Move 8/8 (F)
C16B 0/8xp / 35s “Paid” Move 8/8 (F)


Shady elf MoonSong Level 1, 2[1d4]/2/6/8 / 1/8xp /100s “paid” Move 2/8
Specials: Shady, Archery, Natural caster (Foolamancy) juice (50/50)


7X Hobby horse Level 1, 1[1d3]/2/8/14
Specials: Mount, Passenger

A 35s “Paid” Xp 6/8 Move 14/14
B 35s “Paid” Xp 5/8 Move 14/14
T15A 35s “Paid” Xp 2/8 Move 14/14
T15B 35s “Paid” Xp 3/8 Move 14/14 (F)
T15C 35s “Paid” Xp 2/8 Move 14/14 (F)
T16A 35s “Paid” Xp 1/8 Move 14/14 (F)
T16B 35s “Paid” Xp 2/8 Move 14/14 (F)


X6 Uncroaked hobby horse (A-F) 1[1d3]/2/8/14 (21 turns)
Specials: Uncroaked, Mount, Passenger
A Move 14/14
B Move 14/14
C Move 14/14
D Move 14/14
E Move 14/14
F Move 14/14


Uncroaked Minertaur (25 turns)
6[1d8]/5/12/8 Move 8/8 (F)
Specials: Uncroaked, Heavy, Mountain capable, Sapper


Uncroaked Minertaur level 2 (22 turns)
6[1d8]/6/13/8 Move 8/8 (F)
Specials: Uncroaked, Heavy, Mountain capable, Sapper


Uncroaked Minertaur level 2 (22 turns)
7[1d8]/6/12/8 Move 8/8 (F)
Specials: Uncroaked, Heavy, Mountain capable, Sapper


Uncroaked Minertaur (10 turns)
6[1d8]/5/12/8 Move 8/8 (F)
Specials: Heavy, Mountain capable


Uncroaked Shady elf C11D (12 turns)
2[1d4]/2/7/8 Move 8/8 (F)
Special: Archery


Uncroaked Shady elf C11E (10 turns)
2[1d4]/2/7/8 Move 8/8 (F)
Special: Archery, Shady


Uncroaked Crossbow Darf (12 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)
Special: Archery


Uncroaked Crossbow Darf (10 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)
Specials: Archery


Uncroaked Crossbow Darf (10 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)
Specials: Archery, Hardy


Uncroaked War Goat (25 turns)
5[1d6]/4/12/10 Move 10/10
Specials: Uncroaked, Heavy, Mountain capable, Mount


Uncroaked Heavy War Horse (21 turns)
4[1d6]/4/12/16 Move 16/16 (F)
Specials: Uncroaked, Heavy, Mount, Passenger


Uncroaked Stone Bull (21 turns)
5[1d6]/5/14/10 Move  10/10 (F)
Specials: Uncroaked, Heavy, Mount, Breathweapon (4) 1d6 physical damage


X2 Uncroaked Woofs, 3[1d4]/3/8/12 (9 turns)
Special: Uncroaked
A Move 12/12 (F)
B Move 12/12 (F)


Uncroaked Dire Woof (11 turns)
6[1d6]/5/13/12 Move 12/12 (F)
Specials: Heavy, Mount, Forest Capable


Uncroaked Anhog (11 turns)
3[1d4]/3/10/8 Move 8/8 (F)
Specials: Uncroaked


Uncroaked Worker Ant (10 turns)
1[1d3]/2/10/10 Move 10/10 (F)
Specials: Crawler, Uncroaked


2X Woof Soldiers, 2[1d4]/2/8/0
Specials: Golem, Garrison
A 20s
B 20s


“Ash", Embar Pokedamon Chief Level 3, 5[1d6]/4/11/9 / 140s “paid” Xp 25/48 Move 9/9 (F)
Special: Breath weapon fire 1d6 (4), Fire immunity, Tribal leadership


Embar Level 1
2/2/8/8 / 40s "paid" Xp 0/8 Move 8/8
Special: Breath weapon 1d4 (4), Fire immunity


Twin Horn Level 2, 3[1d4]/2/9/14 / 45s “Paid” Xp 12/24 Move 14/14 (F)
Specials: Charge, Mimic ”twice a day”


Twin Horn C16A Level 1, 2[1d4]/2/8/14 / 40s “Paid” Xp 2/8 Move 14/14 (F)
Specials: Charge, Mimic


3X Pudgies Level 1, 0[1 dam]/3/5/20
Specials: Flight, Scout, Natural thinkamancy
A 40s “paid” Xp 6/8 Move 20/20 (M)
C16A 40s “paid” Xp 2/8 Move 20/20
C17A 40s "paid" Xp 0/8 move 20/20


Shocorpion Level 2, 3[1d4]/2/9/8 45s "paid" Xp 10/24 Move 8/8 (F)
Specials: Shocking tail 1d6, Mountain capable


Big mouth Level 1, 1[1 dam]/2/6/8 40s "Paid" Xp 2/8 Move 8/8
Specials: Payday


3X Rattika  level 1, 1[1d4]/2/5/10
Specials: Mini-sized
A 40s “paid” xp 6/8 Move 10/10 (F)
T16A 40s “paid” xp 4/8 Move 3/10 (F)
C17A 40s "paid" xp 0/8 move 10/10


Pondsea level 1 2[1d3]/2/8/16 / 40s “paid”
Specials: Mount, Water walking
T15  "Paid" Xp 6/8 Move 16/16
C17A "Paid" Xp 0/8 Move 16/16
C17B "Paid" Xp 0/8 Move 16/16


Chimpoo, 3[1d3]/1/5/10 Upkeep 35s “paid” Xp 4/8 Move 10/10 (F)
Specials: Tree capable, Burning poo


Doe Deer A level 1, 1[1d4]/2/8/14 Upkeep 35"paid" Xp 1/8 Move 14/14
Specials: Mount, Forest capable


Doe Deer B level 2, 2[1d4]/2/9/14 Upkeep 40s “paid” 9/24 Move 14/14 Hits 9/9
Specials: Mount, Forest capable


Doe Deer C level 1, 1[1d4]/2/8/14 Upkeep 35 "paid" Xp 3/8 Move 14/14
Specials: Mount, Forest capable



Hex 00.01
Scout B Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 12/12


Hex 04.01
Scout C Level 1, 1[1 dam]/1/5/12 / 6/8xp Move 12/12


Hex 05.-03
Scout D Level 1, 1[1 dam]/1/5/12 / 5/8xp Move 12/12


Hex 00.-01
Scout E Level 1, 1[1 dam]/1/5/12 / 2/8xp Move 12/12


Hex -05.-02
Scout F Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 12/12


Hex -02.01
Scout G Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 12/12


Hex 10.-12
Knight Far Strider Howie Level 2, 4/4/8/18 (1d4) / 110s / 16/24xp Move 18/18
Specials: Knight, Scout, Sneak attack
Equip: linked message hat, 1 pudgie ration, 1 farm ration, 1 grapple hook


Hex -12.-03
Scout I Level 1, 1[1 dam]/1/5/12 / 0/8xp Move 12/12


Hex -06.03
Scout J Level 1, 1[1 dam]/1/5/12 / 3/8xp Move 12/12


Hex 10.04
Scout K Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 12/12


Hex 08.-03
Scout L Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 12/12



 Barbarian Contractors 

Master Herring carnymancer "140 upkeep"
Anna Meta Changeamancer "Upkeep 120"
Dee Ceas Croakamancer "Upkeep 120"
Krippen Lv 4 warlord “Upkeep 160”
X2 Archer lv 2 Upkeep 16
Stabber ‘A’ Jab Level 1, 2[1d4]/2/6/8 / 6/8xp / 14s Move 8/8
Piker “Iki” C15D Level 1, 1[1d3]/2/6/8 / 0/8xp / 12s Move 8/8




 Prisoners 

4 axemen darfs 35 shmuckers each (140)
1 darf crossbowmen 35 shmuckers (35)
1 piker (12S)
1 archer(14S)
3 woofs (35S) (105)
 

 
 Spoiler: Agreements 

B]  Agreements  [/B]

Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers for juice each turn Anna wishes to be hired.

Verbal Also 1 Ration given at start of turn.


Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.


Nonaggression and Nondisclosure with Spi Glass.


Nonaggression and Nondisclosure with James.


Nonaggression and Nondisclosure with Dee Ceas.

Verbal Also 1 Ration given at start of turn.


Nonaggression and Nondisclosure with May Stitch.


Nonaggression and Nondisclosure with Meta Morf.


Nonaggression and Nondisclosure with Carrion


Non Aggression and Nondisclosure with Ding Dogg

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units


Natural ally "shady elves Nightshade tribe" contract
250 shmucker new pop


Natural Ally “ Pokedamons Ash tribe” contract
Current forms: Embar, Pudgie, Rattika, Twin horn, Pondsea, Shocorpion, Big mouth,
(7) 200 shmuckers new pop
“Agreement to expand the tribe and pop more pokedamons”
 
_Wiz_
Harley frowns as the scout is lost.  ”Looks like a ratz foraging run...”  Harley mumbles to herself as she checks the scout routes. Seeing that the loss of her scouts does not break the line of communication she orders her scouts to continue their route as normal at the beginning of their turn.

 ”Morning Herring good to see you!”  Harley declares as she greets the carnymancer.  ”How long do we have you for this turn? Are you able to wait until after our foraging run or would you prefer to pay a visit to the bank for us immediately?”  Harley questions.
WurmD
+1

..........
Cyphermancer
Scouting run

-09.-02: birds ( bluish green in color) three large, 4 small ( maybe more)
-08.00: badger " chased me from the hex"
-07.04: Large brown deer like creature " seems calm"
10.04: many holes in the ground
08.03: ratz
11.02: gator
-04.-03: antz

Scout L reports the hexs feel empty, very still and quiet for the most part"
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley frowns as the scout is lost.  ”Looks like a ratz foraging run...”  Harley mumbles to herself as she checks the scout routes. Seeing that the loss of her scouts does not break the line of communication she orders her scouts to continue their route as normal at the beginning of their turn.

 ”Morning Herring good to see you!”  Harley declares as she greets the carnymancer.  ”How long do we have you for this turn? Are you able to wait until after our foraging run or would you prefer to pay a visit to the bank for us immediately?”  Harley questions. 
 

Herring glances around at the other casters.

 Harley, as I said I have plans this turn. I can go go now if you want otherwise you will have to make other plans. 
_Wiz_
Harley leads Herring to one side to talk in private.  ”Thank you Herring I really appreciate all your help”  Harley declares sincerely.  ”One moment and I’ll have the rations brought here for you”  Harley adds.

- Have Crud harvest two woof bodies for rations and Hide
- Have Big mouth use his payday special to produce a 100s gem.
- Have pikers Bring 40 rations (leaving 3 goat rations in the larder) and the gem to a Harley.

 ”I’ve been thinking about everything you do for Arkum and starting next turn I’d like to increase your regular pay to one ration and one rand a turn”  Harley offers.  ”And here consider this a bonus...”  Harley adds as she hands over the 100s gem.

 ”We have 40 rations for conversion, I could ask Dee if she doesn’t mind assisting you if you need some help carrying them.”  Harley then offers as the rations are handed over.

While Herring goes to the bank

-Harley orders Bill to tame the woofs with the three goat rations.


Question: if Crud were to complete Howie’s armour this turn would that use ALL of his move.
WurmD
+1

................

EDIT:
W103. How many combat rounds for 2 units to unhitch a hobby from a wagon?

EDIT2:
 "Ash, would you fight mounted on a Pondsea?"  Harley asks with curiosity while planning the Rat battle

EDIT3:
Scout L only spent 6 Move
Order him to do these extra green run, and order him to settle on the pink recurrent run next turn
 
Cyphermancer
Harley leads Herring to one side to talk in private.  ”Thank you Herring I really appreciate all your help”  Harley declares sincerely.  ”One moment and I’ll have the rations brought here for you”  Harley adds.

- Have Crud harvest two woof bodies for rations and Hide
- Have Big mouth use his payday special to produce a 100s gem.
- Have pikers Bring 40 rations (leaving 3 goat rations in the larder) and the gem to a Harley.

 ”I’ve been thinking about everything you do for Arkum and starting next turn I’d like to increase your regular pay to one ration and one rand a turn”  Harley offers.  ”And here consider this a bonus...”  Harley adds as she hands over the 100s gem.

 ”We have 40 rations for conversion, I could ask Dee if she doesn’t mind assisting you if you need some help carrying them.”  Harley then offers as the rations are handed over.


Herring stares at the large pile of rations on the table for a moment. Considering the problem before speaking.

 Thank you for the bonus Harley it is appriciated. Even with Dee this would be a lot to carry. It would also attract alot of attention. However I have a solution. 

Removing his cloak Herring draps it over the pile of rations. After giving it a few flicks. Herring pulls the cloak off and the pile of rations is gone. Giving Dee a look.

 shall we go my dear. 



While Herring goes to the bank

-Harley orders Bill to tame the woofs with the three goat rations.

Bill heads down to tame the woofs. Using all three goat rations he is able to tame two of them.

Question: if Crud were to complete Howie’s armour this turn would that use ALL of his move.

It would take all his move.


EDIT:
W103. How many combat rounds for 2 units to unhitch a hobby from a wagon?

2 rounds

EDIT2:
"Ash, would you fight mounted on a Pondsea?" Harley asks with curiosity while planning the Rat battle

Ash glances at his short legs and burning tail, before looking at the water covered pondsea. Looking up at Harley, he gives a slow shake of his head.

EDIT3:
Scout L only spent 6 Move
Order him to do these extra green run, and order him to settle on the pink recurrent run next turn

Scout L moves no ferals spotted.


Herring returns with 32 Rands.
WurmD
 "Thank you Herring, the 4 hats are over here"  Harley greets mindful of his time

While he settles to work,  "That thing with the cloak was amazing! Was it a Hat spell?"  she friendly prods
Cyphermancer
 
 Originally Posted by WurmD 
  "Thank you Herring, the 4 hats are over here"  Harley greets mindful of his time

While he settles to work,  "That thing with the cloak was amazing! Was it a Hat spell?"  she friendly prods 
 

Herring settles down working on the hats quickly linking them to Harleys Hub Hat

 A simple trick Harley, that is all. 


-2 Rands
+4 message hats linked to hub hats.
WurmD
 "Did it cost Juice?"  she asks while receiving the linked hats
_Wiz_
+1


(And then to get things moving)

Harley then begins to move between the hired casters and begins giving them out their jobs.

 ”Anna if you could continue on the farm defences that would be amazing. We’re getting close to completion I can’t wait until it’s done!”  Harley adds happily.



 ”James could you pop for us two Shady elves this turn?”  Harley requests.  ”And while you’re here could you let us know what else you are capable of doing for natural allies?”  she inquires.



 ”Spi my good man, we’d like for you to take one more look as the same hex as last time and let us know if their numbers have increased further. Hopefully this will be the last time we will need you to look at this hex...”  she declares.
WurmD
+1

(IF Herrging says "No")
 "Brilliant! Could I learn it??"  while she accompanies him to the portal



Plus addition to SPy

 "And please take a better look at the tunnel structure to see if you spot any changes, namely if the tunnels extend to close to the NW and SW hex boundaries" 


EDIT:
Complemented new scouting orders for Move-less Scouts (pink), and sketched scout orders for a Capital Pudgie for tomorrow (red), and orders for made obsolete scout (blue, come home to gather hat, then move down Farm road
 
Cyphermancer
 Did it cost Juice?"  she asks while receiving the linked hats

 It did not  Herring replies

 Brilliant! Could I learn it?? " while she accompanies him to the portal

Herring gives Harley a smile

 Always trying to add to your bag of tricks. I can respect that. However Its not some you could learn.  



Harley then begins to move between the hired casters and begins giving them out their jobs.

 ”Anna if you could continue on the farm defences that would be amazing. We’re getting close to completion I can’t wait until it’s done!”  Harley adds happily.

Anna gives harley a nodd

 Not as happy as I will be.  Anna mutters as she head out.

-3 rands

 ”James could you pop for us two Shady elves this turn?”  Harley requests.  ”And while you’re here could you let us know what else you are capable of doing for natural allies?”  she inquires.

James and shadow retire to a room returning after some time

-4 rands

 We I provide a leadership bonus to natural allies, also I could use my juice to promote natural allies to knights or some ferals to heavies. I also have some combat buffs that work best on natural allies. 
 ”Spi my good man, we’d like for you to take one more look as the same hex as last time and let us know if their numbers have increased further. Hopefully this will be the last time we will need you to look at this hex...”  she declares.

Spi glass stares at the map before answering

 The spell I cast focus on units on the terrain and other factors. Normally that isnt a problem, but with the tunnels... To get a real look at the hex. I would have to use more juice. Would you like to hire for more than three rands this turn? Six should cover the cost. 
WurmD
At the mention of Heavies Harley bursts  "Brilliant! That's what we'd ask of you next turn!"  with a huge grin,  "how many Woofs could you promote to Heavies per turn? How many Shady's to Knights?" 
_Wiz_
+1


 ”No I think just the deep look will do for this turn”  Harley replies.  ”Soon though we will want you to look at some ruins and for that one we will want you to look at every single detail possible. Are you able to spot traps aswell when you look?”  Harley questions.



Edit:  ”Dee I’m just thinking about what to have you Uncroak this turn, how much juice would it take for you to uncroak a knight?”  Harley questions.
WurmD
+1.................
Cyphermancer
James

At the mention of Heavies Harley bursts "Brilliant! That's what we'd ask of you next turn!" with a huge grin, "how many Woofs could you promote to Heavies per turn? How many Shady's to Knights?"

 I can do two a turn depending on level, however it depends I have never done a woof. So we will see what I can do 
 ”No I think just the deep look will do for this turn”  Harley replies.  ”Soon though we will want you to look at some ruins and for that one we will want you to look at every single detail possible. Are you able to spot traps aswell when you look?”  Harley questions.


Spi glass begins to cast focusing on the ball. You see a frown cross his face. He looks at james and waves him over. They speak for a bit before. Spi glass putting his hand on James temple. After a brief flash of juice. James and Spi glass speak again. After awhile spi glass turns back to james

 You may James a bonus since he was able to fill in some details for me. Here is what you face.

20 pack rats
16 sewar ratz
4 fat ratz
10 whip ratz

There are several new types. The small ratz can add to stacks without increasing the stack bonus. The ones with the large claws can tunnel we belive. The large rat is some kind of heavy mount. The rat man is some kind of leadership unit.
20 small rats
12 ratz with overly large claws
1 large rat
1 rat man

 

-3 rands


Edit:  ”Dee I’m just thinking about what to have you Uncroak this turn, how much juice would it take for you to uncroak a knight?”  Harley questions.

 The knight I think around 80 same as a warlord. That is without trying to unlock specials. 
_Wiz_
 ”Nice, very nice...”  Harley replies with a grin.  ”If you’re free next turn we’d love to invite yo back to perform some promotions...”  Harley then declares.

 ”Thankyou Spi, excellent work once again. If you return next turn I’m sure we will have more work for you”  Harley then declares.

 ”And James thanks for helping Spi out, heres a little something extra for you as thanks...”  Harley then declares as she transfers 100 shmuckers.


 ”Hmmm I think we’ll save the knight and the warlord till later.”  Harley replies with a thoughtful look.  ”Do you think you will be able to manage 2 archers, 2 crossbow darfs and 2 darf warriors with your own juice? The only specials we would be concerned about keeping intact would be archery...”  Harley then declares.
WurmD
+1
____________________
Cyphermancer
 ”Nice, very nice...”  Harley replies with a grin.  ”If you’re free next turn we’d love to invite yo back to perform some promotions...”  Harley then declares.

 I should be able to stop by.  
 ”Thankyou Spi, excellent work once again. If you return next turn I’m sure we will have more work for you”  Harley then declares.

 I should be able to stop by. Do you know what your planning on checking 
 ”And James thanks for helping Spi out, heres a little something extra for you as thanks...”  Harley then declares as she transfers 100 shmuckers.

James gives Harley a big smile

 ”Hmmm I think we’ll save the knight and the warlord till later.”  Harley replies with a thoughtful look.  ”Do you think you will be able to manage 2 archers, 2 crossbow darfs and 2 darf warriors with your own juice? The only specials we would be concerned about keeping intact would be archery...”  Harley then declares.

 I should be able to handle that many out of my own juice. Archery tends to always stand out.

 
WurmD
As Harley feels the gratitude flowing from James she warmly smiles back and proposes  "Would you like to join the side?" 
 
 Spoiler 
XD, just kidding


Harley smiles to Dee and gestures her towards the Morgue  "Go on then, do five first, and then if you feel you have leftover Juice, try to unlock all the specials from the last Darf Warrior body (so you continue your studies)" 

As Dee gets to work, Harley steps close to the Tower wall and focuses on the 50 Juice floating therein. She pulls the Juice as if she would cast a spell and attempts to channel it into the Hammer as she has done so charging it in the past.

(IF FAIL, charge Hammer with 50J self Juice)

Then, she calls Moonsong to her, and gives her the Hammer  "You couldn't feel the Juice in the Tower, but can you feel it here? (that Hammer now has 50 Juice and acts similar to the tower)" 
She then gives her similarly detailed instructions as when she had her charge the tower, to charging the Hammer  "but only go up to 25 Juice of yours, so you have some to cast in a bit" 
 
_Wiz_
+1 for the uncroaking
+1 for the transfer of tower juice to hammer.

Veto for the transfer of Moonsong’s juice.
SomeGuy411
I have to agree-moonsong having a full juice pool might be the difference between a useful cast and no cast, and we can shuffle juice later in the turn if need be. I'm curious as to the whole charge and discharge magic item thing, but that seems like an end of turn test

+1 to the uncroaking....signed off on the gist of it last turn, but its good to know archery stands out (since that implies it's cheap or easy to save). I wonder if any other specials tend to stand out. Heavy, almost certainly, but what else?

Tower juice to hammer is probably a good call, simply because that lets us field use it
Cyphermancer
Harley smiles to Dee and gestures her towards the Morgue "Go on then, do five first, and then if you feel you have leftover Juice, try to unlock all the specials from the last Darf Warrior body (so you continue your studies)"


Dee quickly sets to work. Starting with the archers

-60 juice

Uncroaked archer A, B (13 turns)
1[1d3]/1/6/8
Specials: archery, uncroaked

Dee moves on to the the darf crossbowmen

- 60 juice
Uncroaked darf crossbowmen A, B ( 13 turns)
3[1d4]/2/8/8
Specials: archery, uncroaked

Lastly she moves on to the axe men burning the last of her juice.

-80 juice

Uncroaked darf axeman (13 turns)
2[1d4]/3/8/6
Specials: uncroaked

Uncroaked darf axeman ( 13 turns)
2[1d4]/3/8/6
Specials: uncroaked, Hardy, Sapper




As Dee gets to work, Harley steps close to the Tower wall and focuses on the 50 Juice floating therein. She pulls the Juice as if she would cast a spell and attempts to channel it into the Hammer as she has done so charging it in the past.

50 juice moved to hammer, juice converted to shockamancy juice.
_Wiz_
Question: Which casters are still in the city and who has left back to the MK? Has there been any sign of Meta or Ding yet?
Cyphermancer
Meta shows up shortly after Anna leaves


 Your majesty, so what work do you have for me this turn. 

Ding dogg as yet to show up.
WurmD
Harley gestures at the materials  "One wagon please!"  with a bright grin
_Wiz_
+1.........
Cyphermancer
 
 Originally Posted by WurmD 
 Harley gestures at the materials  "One wagon please!"  with a bright grin 
 



Meta sets to work finishing the wagon in short order

-10 wood
-1 spear
-4 battle axes
-6 rands

+1 battle wagon

 will you have need of my services next turn? 
WurmD
 "Oy definitely! You're a man of many talents! And we have need of all of them!"  she says ebullient with a hint of suggestion  "Please come along tomorrow as we'll have 6 Rands allocated just for you" 
_Wiz_
+1..........
Cyphermancer
 
 Originally Posted by WurmD 
  "Oy definitely! You're a man of many talents! And we have need of all of them!"  she says ebullient with a hint of suggestion  "Please come along tomorrow as we'll have 6 Rands allocated just for you"  
 


Meta gives Harley a smile

 I will be back next turn who knows what changes it might bring. 
WurmD
As Meta leaves Harley mutters to herself, " sooo, no Dong.. Spike, let's finalize the battle stack for the rat battle." 
_Wiz_
Harley gathers together her commanders to discuss the upcoming battle.

 ”Thankyou all for coming”  Harley declares as she takes a seat at a large table.  ”I’ve gathered you all here to discuss the plans for finally dealing with the ratz that have been plaguing these lands...”  Harley begins.

 ”Now scouting via Lookamancy has confirmed the presence of the following unit...”  Harley declares as she places a report on the table.

 
 Spoiler 
 20 pack rats (infantry equivelant)
16 sewar ratz (sprayers - breathweapon))
4 fat ratz (heavies)
10 whip ratz (May attack from back rank)
20 small rats (Rattika equivelant)
12 ratz with overly large claws (diggers)
1 large rat (mount)
1 rat man (leadership)
 

 ”Krippen I would just like to reconfirm that we would like to hire your stack to aid in this endeavour”  Harley declares.

 ”Now with Krippen’s assistances that allows us to field eight max stacks possibly nine”  Harley adds as she places another list of units on the table.  ”And we are able to have six of those be lead by command units...”  Harley comments.

 
 Spoiler 
 Krippen lvl4 (mounted?)
Stonebull (f)
Uncroaked Minertaur (f)
Uncroaked Darf Crossbow
Chimpoo
Harley
To be Uncroaked Archer
To be Uncroaked Archer
--

CWL Spike lvl3 (mounted)
Alpha dire woof (f)
Uncroaked Minertaur (f)
Archer
Archer
Archer
Archer
Krippen’s archer
Krippen’s archer

Bill lvl2 (mounted)
Wargoat (f)
Uncroaked Minertaur (f)
Uncroaked Shady Elf
Uncroaked Shady Elf
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow
Uncroaked Darf crossbow

Shadow lvl2
Uncroaked hobby warhorse (f)
Uncroaked Minertaur (f)
Shady elf
Shady elf
Shady elf
Shady elf
Shady elf


Ash lvl3 (f)
Embar (f)
Twin horn ditto (f)
Twin horn ditto (f)
Ratika (f)
Ratika (f)
Ratika (f)
Twin horn
Twin horn
Shocorpion
Pondsea

Moonsong
Crud (f)
Green bear (f)
Tamed woof (f)
Tamed woof (f)
Stabber Jab
Piker Iki
Piker



Uncroaked woof (f)
Uncroaked woof (f)
Uncroaked Anhog (f)
To be tamed woof? (f)
Pondsea
Doe deer
Doe deer
Doe deer

Uncroaked worker ant (f)
Uncroaked Darf warrior (f)
Uncroaked Darf warrior (f)
Hobby horse (f)
Piker
Piker
Piker
Piker

Hobby horse
Hobby horse
Hobby horse
Hobby horse
Hobby horse
Hobby horse
Pondsea
Piker? might be left at capital
 

 ”Now while the ratz might be more numerous than us with with my new spells battle mind and Dwagonball I should be able to personally croak four entire stacks in the first two rounds bringing the numbers advantage back in our favour. We will have Krippen and Shadow to snipe the enemies key units and we have plenty of heavies to act as shields”  Harley comments.

 ”Your thoughts?”  Harley then questions looking to her commanders in particular Spike and Krippen.


 ”And to help us plan Krippen, are you able to use your chakra special while mounted? And if you were mounted and in the front rank and fired a blast would you provoke an attack of opportunity?”  Harley questions.


 ”Dee since you have already spent all your juice for us this turn I won’t ask you take part in the battle...”  Harley declares  ”But do you intend to stay in Arkum while we are away?”  Harley questions.

(if the answer is yes)

 ”I’d like to leave you in charge while I am away if that’s ok with you? I would leave you a hat so you may contact us and I would order those units remaining here to follow your instructions...”  Harley offers.
WurmD
+1
_____'_'____'"_""
Cyphermancer
[ 
 Spoiler: the plan 
QUOTE=_Wiz_;24491475]Harley gathers together her commanders to discuss the upcoming battle.

 ”Thankyou all for coming”  Harley declares as she takes a seat at a large table.  ”I’ve gathered you all here to discuss the plans for finally dealing with the ratz that have been plaguing these lands...”  Harley begins.

 ”Now scouting via Lookamancy has confirmed the presence of the following unit...”  Harley declares as she places a report on the table.

 
 Spoiler 
 20 pack rats (infantry equivelant)
16 sewar ratz (sprayers - breathweapon))
4 fat ratz (heavies)
10 whip ratz (May attack from back rank)
20 small rats (Rattika equivelant)
12 ratz with overly large claws (diggers)
1 large rat (mount)
1 rat man (leadership)
 

 ”Krippen I would just like to reconfirm that we would like to hire your stack to aid in this endeavour”  Harley declares.

 ”Now with Krippen’s assistances that allows us to field eight max stacks possibly nine”  Harley adds as she places another list of units on the table.  ”And we are able to have six of those be lead by command units...”  Harley comments.

 
 Spoiler 
 Krippen lvl4 (mounted?)
Stonebull (f)
Uncroaked Minertaur (f)
Uncroaked Darf Crossbow
Chimpoo
Harley
To be Uncroaked Archer
To be Uncroaked Archer
--

CWL Spike lvl3 (mounted)
Alpha dire woof (f)
Uncroaked Minertaur (f)
Archer
Archer
Archer
Archer
Krippen’s archer
Krippen’s archer

Bill lvl2 (mounted)
Wargoat (f)
Uncroaked Minertaur (f)
Uncroaked Shady Elf
Uncroaked Shady Elf
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow
Uncroaked Darf crossbow

Shadow lvl2
Uncroaked hobby warhorse (f)
Uncroaked Minertaur (f)
Shady elf
Shady elf
Shady elf
Shady elf
Shady elf


Ash lvl3 (f)
Embar (f)
Twin horn ditto (f)
Twin horn ditto (f)
Ratika (f)
Ratika (f)
Ratika (f)
Twin horn
Twin horn
Shocorpion
Pondsea

Moonsong
Crud (f)
Green bear (f)
Tamed woof (f)
Tamed woof (f)
Stabber Jab
Piker Iki
Piker



Uncroaked woof (f)
Uncroaked woof (f)
Uncroaked Anhog (f)
To be tamed woof? (f)
Pondsea
Doe deer
Doe deer
Doe deer

Uncroaked worker ant (f)
Uncroaked Darf warrior (f)
Uncroaked Darf warrior (f)
Hobby horse (f)
Piker
Piker
Piker
Piker

Hobby horse
Hobby horse
Hobby horse
Hobby horse
Hobby horse
Hobby horse
Pondsea
Piker? might be left at capital
 

 ”Now while the ratz might be more numerous than us with with my new spells battle mind and Dwagonball I should be able to personally croak four entire stacks in the first two rounds bringing the numbers advantage back in our favour. We will have Krippen and Shadow to snipe the enemies key units and we have plenty of heavies to act as shields”  Harley comments.

 ”Your thoughts?”  Harley then questions looking to her commanders in particular Spike and Krippen.


 ”And to help us plan Krippen, are you able to use your chakra special while mounted? And if you were mounted and in the front rank and fired a blast would you provoke an attack of opportunity?”  Harley questions.


 ”Dee since you have already spent all your juice for us this turn I won’t ask you take part in the battle...”  Harley declares  ”But do you intend to stay in Arkum while we are away?”  Harley questions.

(if the answer is yes)

 ”I’d like to leave you in charge while I am away if that’s ok with you? I would leave you a hat so you may contact us and I would order those units remaining here to follow your instructions...”  Harley offers.[/QUOTE]
 



Krippen

 I will take the hire. Lets do it for units and spoils for this battle. As for my abilities. My disk and charge attack I have to remain stationary. So I can use a mount as long as im doing normal attacks. Also I shouldnt provoke. 

Spike

 Only problem I see is the low number of front line your planning on for rhe heavy stacks. If the ratz habe cutters or are able to gang up on a single stack that could be a problem. Also your majesty I insist your mounted on a heavy in the back. Taking you out loses us the side. Even if it cost us one front line. Its accepable to ensure the whole side doesnt fall to a lucky shot.  

Dee

 I could stay in the capital, but there is a problem. If you fall Harley. I will be stuck in a city I cant escape with the to golems and no juice. I would be willing to wait next to the portal in the MK or something needs to be done about the golems. 
_Wiz_
(More planning related questions before we give our response)

 ”Shadow if you were mounted and in the front rank would you be able to fire your bow without provoking?”  Harley questions.


 Question:  Can casters and natural casters cast while mounted?
Cyphermancer
 ”Shadow if you were mounted and in the front rank would you be able to fire your bow without provoking?”  Harley questions.

Yes

 Question:  Can casters and natural casters cast while mounted?

Yes
_Wiz_
 ”Ok your hired!”  Harley declares as she flashes a grin in Krippen’s direction.

 ”Hmmm with those suggestions in mind how about the following changes...”  Harley declares as she reorganises the stack.


 
 Spoiler 
Plan B

Krippen lvl4 (mounted)
-&gt;Stonebull (f)
Crud (f)
Tamed Woof (f)
Uncroaked Darf Crossbow
Chimpoo
Harley (mounted)
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer
Uncroaked Archer

CWL Spike lvl3 (mounted)
-&gt;Alpha dire woof (f)
Uncroaked Minertaur (f)
Tamed Woof (f)
Archer
Archer
Archer
Krippen’s archer
Krippen’s archer

Bill lvl2 (mounted)
-&gt;Wargoat (f)
Uncroaked Minertaur (f)
Uncroaked Anhog (f)
Uncroaked Shady Elf
Uncroaked Shady Elf
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow

Shadow lvl2  (mounted)
-&gt;Doe deer Lv2
Uncroaked Minertaur (f)
Green bear (f)
Uncroaked woof (f)
Shady elf
Shady elf
Shady elf
Shady elf


Ash lvl3 (f)
Embar (f)
Twin horn ditto (f)
Twin horn ditto (f)
Ratika (f)
Ratika (f)
Ratika (f)
Twin horn
Twin horn
Shocorpion
Pondsea

Moonsong (mounted)
-&gt; Doe deer
Uncroaked Minertaur (f)
Uncroaked woof (f)
Uncroaked worker ant (f)
Uncroaked Darf warrior (f)
Shady elf
Archer
Uncroaked Darf crossbow


Uncroaked Darf warrior (f)
Hobby horse (f)
Hobby horse (f)
Hobby horse (f)
Stabber Jab
Piker Iki
Piker
Piker


Hobby horse (f)
Hobby horse (f)
Hobby horse (f)
Hobby horse (f)
Pondsea
Piker
Piker
Piker

Reserve

To be tamed woof? (f)
Pondsea
Piker? might be left at capital
Doe deer
 

 ”This reduces us to eight stacks but it strengthens those stacks and makes our commanders better protected.”  Harley declares.  ”I’ve increased our front line to three units as I don’t want to sacrifice the leadership bonus our archers are receiving too much but it still makes it harder for our heavy units to be ganged up on by cutter units, if there are any”  Harley explains.

 ”Does this look better to you Spike?”  Harley then questions.


Harley then turns to Dee with a thoughtful look.  ”Well there’s two options I can think of. One I give you a hat and you wait outside our portal and intercept anyone such as the dirtamancer who attempts to pay us a visit or two I temporarily turn the two golems to you so that you can stay in the city and then when I return you turn them back to Arkum”  Harley declares.  ”We can do whichever one your more comfortable with...”  Harley then offers.
WurmD
+10000000000

But switch Crud with Minertaur in Harley's stack
WurmD
Pondering the battle a detail occurs to Harley and she quickly pens a note to Herring

' Hi, just a detail. The scroll of Lesser Healing, do you know its details? Namely is it touch or same-hex range? Single unit or affects one stack? Completely heals a unit, or heals an X number of hit points?' 

W104. How many rounds does battle.mind last right now not in tower?
_Wiz_
+1........
Cyphermancer
 ”Ok your hired!”  Harley declares as she flashes a grin in Krippen’s direction.

 ”Hmmm with those suggestions in mind how about the following changes...”  Harley declares as she reorganises the stack.


 
 Spoiler 
Plan B

Krippen lvl4 (mounted)
-&gt;Stonebull (f)
Crud (f)
Tamed Woof (f)
Uncroaked Darf Crossbow
Chimpoo
Harley (mounted)
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer
Uncroaked Archer

CWL Spike lvl3 (mounted)
-&gt;Alpha dire woof (f)
Uncroaked Minertaur (f)
Tamed Woof (f)
Archer
Archer
Archer
Krippen’s archer
Krippen’s archer

Bill lvl2 (mounted)
-&gt;Wargoat (f)
Uncroaked Minertaur (f)
Uncroaked Anhog (f)
Uncroaked Shady Elf
Uncroaked Shady Elf
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow

Shadow lvl2  (mounted)
-&gt;Doe deer Lv2
Uncroaked Minertaur (f)
Green bear (f)
Uncroaked woof (f)
Shady elf
Shady elf
Shady elf
Shady elf


Ash lvl3 (f)
Embar (f)
Twin horn ditto (f)
Twin horn ditto (f)
Ratika (f)
Ratika (f)
Ratika (f)
Twin horn
Twin horn
Shocorpion
Pondsea

Moonsong (mounted)
-&gt; Doe deer
Uncroaked Minertaur (f)
Uncroaked woof (f)
Uncroaked worker ant (f)
Uncroaked Darf warrior (f)
Shady elf
Archer
Uncroaked Darf crossbow


Uncroaked Darf warrior (f)
Hobby horse (f)
Hobby horse (f)
Hobby horse (f)
Stabber Jab
Piker Iki
Piker
Piker


Hobby horse (f)
Hobby horse (f)
Hobby horse (f)
Hobby horse (f)
Pondsea
Piker
Piker
Piker

Reserve

To be tamed woof? (f)
Pondsea
Piker? might be left at capital
Doe deer
 

 ”This reduces us to eight stacks but it strengthens those stacks and makes our commanders better protected.”  Harley declares.  ”I’ve increased our front line to three units as I don’t want to sacrifice the leadership bonus our archers are receiving too much but it still makes it harder for our heavy units to be ganged up on by cutter units, if there are any”  Harley explains.

 ”Does this look better to you Spike?”  Harley then questions.


 Your majesty, I think this will work.  spike says.


Harley then turns to Dee with a thoughtful look.  ”Well there’s two options I can think of. One I give you a hat and you wait outside our portal and intercept anyone such as the dirtamancer who attempts to pay us a visit or two I temporarily turn the two golems to you so that you can stay in the city and then when I return you turn them back to Arkum”  Harley declares.  ”We can do whichever one your more comfortable with...”  Harley then offers.


Dee considers the idea

 Turning the golems to me until you return would work. 

( alternitively if Harley does fall we have a new game to start queen Dee!)


'Hi, just a detail. The scroll of Lesser Healing, do you know its details? Namely is it touch or same-hex range? Single unit or affects one stack? Completely heals a unit, or heals an X number of hit points?'

The spell can target anyone in the same stack. It heals 1d6+1

W104. How many rounds does battle.mind last right now not in tower?

Two rounds currently.
WurmD
The transportation plan:
 - Escort stack always on Wagon (to guarantee Move preserved for escort and HF runs)
 - At each hex boundary, units with less remaining Move climb onto Wagon

Pause at Farm and have Pudgie fly purple route
 
Cyphermancer
As the leading elements of the command units arrive at the the farm. Pudgie A takes off. Flying the route of the former scout A. The Harley spots several giant bees flying over the forest of hex 03.06 through the eyes of the flying scout. The pudgie arrives back at the capital spotting no more enemies and with no problems.




The army arrives hex 08.03. After passing through 07.02 the desolate empty and quiet. Harley notices a single rat near the center of the hex. As the army passes into 08.03 the rat drops down out of sight. The hex is dotted with holes. Harley can see a large almost cave like hole in the center of the hex what do you do.

Post your current move totals after you enter the hex and final stack set ups. Also are your stacks moving in a line or the stacks staggered?
_Wiz_
Step 1

Krippen manages city 4 move used (5/9 move remaining)


Step 2

Mounts hitched up to wagons and transports to farm as follows;


Hobby A 1.5 move used (12.5/14 remaining)
Hobby B 1.5 move used (12.5/14 remaining)
Wagon
Krippen
Stabber Jab
Piker Iki
Krippen’s Archer
Krippen’s Archer
Harley
Spike
Shadow

Hobby T15A 1.5 move used (12.5/14 remaining)
Pondsea T15 1.5 move used (14.5/16 remaining)
Wagon
Piker Anne
Piker Isabel
Piker Gertrude
Archer C17A
Crud

Pondsea C17A 1.5 move used (14.5/16 remaining)
Pondsea C17B 1.5 move used (14.5/16 remaining)
Wagon
Archer C17B
Moonsong
Uncroaked Archer
Uncroaked Archer
Uncroaked Wargoat

Doe Deer A 1.5 move used (12.5/14 remaining)
Doe Deer B 1.5 move used (12.5/14 remaining)
Wagon
Uncroaked crossbow darf
Uncroaked crossbow darf
Uncroaked axe darf
Uncroaked axe darf
Embar
Rattika C17
Woof T17A
Woof T17B

Step 3

Bill manages farm 4 move used (4/8 remaining)

Step 4

switch wagon pullers and load up mounts and wagons as follows; then moves to (07,02)

Uncroaked Wargoat 4 move used (6/10 remaining)
Wagon
Krippen
Stabber Jab
Piker Iki
Krippen’s Archer
Krippen’s Archer
Harley
Spike
Shadow

Uncroaked Stone Bull (4 move used 6/10 remaining)
Wagon
Piker Anne
Piker Isabel
Piker Gertrude
Ratika T16
Crud

Uncroaked Hobby Warhorse (4 move used 8/14 remaining)
Wagon
Archer C17B
Moonsong
Green Bear
Twinhorn lv2
Shocorpion

Uncroaked Dire Woof 4 move used 8/12 remaining
Wagon
Uncroaked crossbow darf
Uncroaked crossbow darf
Chimpoo
Rattika A
Embar
Rattika C17
Ash
Twinhorn

Hobby A 4 move used (8.5/14 remaining)
Bill
Piker C15A

Hobby B 4 move used (8.5/14 remaining)
Piker C15B
Piker C15C

Hobby T15A 4 move used (8.5/14 remaining)
Archer C16 A
Archer C16 B

Pondsea T15 4 move used (10.5/16 remaining)
Shady C11A

Pondsea C17A 4 move used (10.5/16 remaining)
Shady C11B

Pondsea C17B 4 move used (10.5/16 remaining)
Shady C11C

Doe Deer A 4 move used (8.5/14 remaining)
Shady C16A

Doe Deer B 4 move used (8.5/14 remaining)
Shady C16B

Hobby T15B 4 move used 10/14 remaining)
Uncroaked axe darf
Uncroaked axe darf

Hobby T15C 4 move used 10/14 remaining)
Uncroaked crossbow darf
Uncroaked crossbow darf

Hobby T16A 4 move used 10/14 remaining)
Uncroaked crossbow darf
Uncroaked archer

Hobby T16B 4 move used 10/14 remaining)
Uncroaked Archer
Archer C17A

(Walking)
Uncroaked Minertaur 4 move used 4/8 remaining)
Uncroaked Minertaur 4 move used 4/8 remaining)
Uncroaked Minertaur lv2 4 move used 4/8 remaining)
Uncroaked Minertaur lv2 4 move used 4/8 remaining)
Uncroaked Anhog 4 move used 4/8 remaining)
Uncroaked worker ant 4 move used 6/10 remaining)
Woof T17A 4 move used 8/12 remaining)
Woof T17B 4 move used 8/12 remaining)
Uncroaked Woof 4 move used 8/12 remaining)
Uncroaked woof 4 move used 8/12 remaining)
Uncroaked shady C11E 4 move used 4/8 remaining)
Uncroaked shady C11D 4 move used 4/8 remaining)

Step 5

Units form up in to stacks and enter ratz hex. (1 move used by all except riders)


Krippen lvl4 (mounted) (5/9 move remaining)
-&gt;Stonebull (f) (5/10 move remaining)
Crud (f) [mw club] (7/8 move remaining)
Woof T17A (f) (7/12 move remaining)
Uncroaked Darf Crossbow (5/6 move remaining)
Chimpoo (9/10 move remaining)
Harley (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal] (9/9 move remaining)
-&gt;Uncroaked Hobby Warhorse (7/14 move remaining)
Uncroaked Archer (7/8 move remaining)
Uncroaked Archer (7/8 move remaining)

CWL Spike lvl3 (mounted)[+1 flaming axe, crit helm, +1 armour]
-&gt;Alpha dire woof (f) (7/12 move remaining)
Uncroaked Minertaur (f) [twin fang swords] (3/8 move remaining)
Woof T17B(f) (3/8 move remaining)
Archer C16A (7/8 move remaining)
Archer C16B (7/8 move remaining)
Archer C17A (7/8 move remaining)
Krippen’s archer (7/8 move remaining)
Krippen’s archer (7/8 move remaining)

Bill lvl2 (mounted) [+1 oversized axe, mw armour] (4/8 move remaining)
-&gt;Wargoat (f) (5/10 move remaining)
Uncroaked Minertaur (f)[+1 axe] (3/8 move remaining)
Uncroaked Anhog (f) (3/8 move remaining)
Uncroaked Shady Elf C11E (3/8 move remaining)
Uncroaked Shady Elf C11D (3/8 move remaining)
Uncroaked Darf Crossbow (5/6 move remaining)
Uncroaked Dark Crossbow (5/6 move remaining)
Uncroaked Darf crossbow (5/6 move remaining)

Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (7.5/14 move remaining)
Uncroaked Minertaur (f) [+1 lumberjack axe] (3/8 move remaining)
Green bear (f) (9/10 move remaining)
Uncroaked woof (f) (7/12 move remaining)
Shady elf C11A (7/8 move remaining)
Shady elf C11B (7/8 move remaining)
Shady elf C11C (7/8 move remaining)
Shady elf C16A (7/8 move remaining)


Ash lvl3 (f) (7/8 move remaining)
Embar (f) (7/8 move remaining)
Twin horn ditto (f)
Twin horn ditto (f)
Ratika (f) (9/10 move remaining)
Ratika (f) (9/10 move remaining)
Ratika (f) (9/10 move remaining)
Twin horn (13/14 move remaining)
Twin horn (13/14 move remaining)
Shocorpion (7/8 move remaining)
Pondsea (9.5/16 move remaining)

Moonsong (mounted)
-&gt; Doe deer A (7.5/14 move remaining)
Uncroaked Minertaur (f) (7/8 move remaining)
Uncroaked woof (f) (7/12 move remaining)
Uncroaked worker ant (f) (5/10 move remaining)
Uncroaked Darf warrior (f) (5/6 move remaining)
Shady elf C16B
Archer C17B (7/8 move remaining)
Uncroaked Darf crossbow (5/6 move remaining)


Uncroaked Darf warrior (f) (7/8 move remaining) 5/6
Hobby horse A (f) (7.5/14 move remaining)
Hobby horse B (f) (7.5/14 move remaining)
Hobby horse T15A (f) (7.5/14 move remaining)
Stabber Jab (7/8 move remaining)
Piker Iki (7/8 move remaining)
Piker Anne lv2 (7/8 move remaining)
Piker Gertrude(7/8 move remaining)


Hobby horse T15B(f) (10/14 move remaining)
Hobby horse T15C (f) (10/14 move remaining)
Hobby horse T16A(f) (10/14 move remaining)
Hobby horse T16B (f) (10/14 move remaining)
Pondsea C17A(9.5/16 move remaining)
Piker Isabel (7/8 move remaining)
Piker C15A (7/8 move remaining)
Piker C15B (7/8 move remaining)

Reserve - waits in (07,02)

Piker C15C (8/8 move remaining)
Pondsea C17B (10.5/16 move remaining)

Wagons x4
_Wiz_
Step in to hex in the below stacks in one long line. The stacks from north to south are as listed. Stacks keep their back to the hex boundary and wait to see how ratz react.


 
 Spoiler 

 Stack 1 
Hobby horse T15B(f)
Hobby horse T15C (f)
Hobby horse T16A(f)
Hobby horse T16B (f)
Pondsea C17A
Piker Isabel
Piker C15A
Piker C15B

 Stack 2 
Moonsong (mounted)
-&gt; Doe deer A
Uncroaked Minertaur (f)
Uncroaked woof (f)
Uncroaked worker ant (f)
Uncroaked Darf warrior (f)
Shady elf C16B
Archer C17B
Uncroaked Darf crossbow

 Stack 3 
Bill lvl2 (mounted) [+1 oversized axe, mw armour]
-&gt;Wargoat (f) (5/10 move remaining)
Uncroaked Minertaur (f)[+1 axe]
Uncroaked Anhog (f)
Uncroaked Shady Elf C11E
Uncroaked Shady Elf C11D
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow

 Stack 4 
Krippen lvl4 (mounted)
-&gt;Stonebull (f)
Crud (f) [mw club]
Woof T17A (f)
Uncroaked Darf Crossbow
Chimpoo
Harley (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal]
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer
Uncroaked Archer

 Stack 5 
CWL Spike lvl3 (mounted)[+1 flaming axe, crit helm, +1 armour]
-&gt;Alpha dire woof (f)
Uncroaked Minertaur (f) [twin fang swords]
Woof T17B(f)
Archer C16A
Archer C16B
Archer C17A
Krippen’s archer
Krippen’s archer

 Stack 6 
Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (7.5/14 move remaining)
Uncroaked Minertaur (f) [+1 lumberjack axe]
Green bear (f)
Uncroaked woof (f)
Shady elf C11A
Shady elf C11B
Shady elf C11C
Shady elf C16A

 Stack 7 
Ash lvl3 (f)
Embar (f)
Twin horn ditto (f)
Twin horn ditto (f)
Ratika (f)
Ratika (f)
Ratika (f)
Twin horn
Twin horn
Shocorpion
Pondsea

 Stack 8 
Uncroaked Darf warrior (f)
Hobby horse A (f)
Hobby horse B (f)
Hobby horse T15A (f)
Stabber Jab
Piker Iki
Piker Anne lv2
Piker Gertrude
 
Cyphermancer
Step in to hex in the below stacks in one long line. The stacks from north to south are as listed. Stacks keep their back to the hex boundary and wait to see how ratz react.

   suprise round!   

The army waits. Passing time while the turn passes.  Just as Healry start to make a new plan she sees movement in the tunnels near by. Stacks of ratz start to poar out of the closest. Tunnels. At the same time the ground under stack one and stack two falls out the stacks engaged by three stacks of ratz below ground. The stacks fight it out below ground. While several ratz are croaked by stack two. The sewar ratz acid spray damage several of the hobby horses.

Orders?

   Army   
 Stack 1  in tunnels ( engaged with Ratz 2 and 3)
Hobby horse T15B(f) 4/8
Hobby horse T15C (f) 7/8
Hobby horse T16A(f) 4/8
Hobby horse T16B (f) 3/8
Pondsea C17A
Piker Isabel
Piker C15A
Piker C15B

 Stack 2  in tunnels ( engaged with Ratz 1)
Moonsong (mounted)
-&gt; Doe deer A
Uncroaked Minertaur (f)
Uncroaked woof (f) 6/8
Uncroaked worker ant (f)
Uncroaked Darf warrior (f) (7/8
Shady elf C16B
Archer C17B
Uncroaked Darf crossbow

 Stack 3 
Bill lvl2 (mounted) [+1 oversized axe, mw armour]
-&gt;Wargoat (f) (5/10 move remaining)
Uncroaked Minertaur (f)[+1 axe]
Uncroaked Anhog (f)
Uncroaked Shady Elf C11E
Uncroaked Shady Elf C11D
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow

 Stack 4 
Krippen lvl4 (mounted)
-&gt;Stonebull (f)
Crud (f) [mw club]
Woof T17A (f)
Uncroaked Darf Crossbow
Chimpoo
Harley (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal]
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer
Uncroaked Archer

 Stack 5 
CWL Spike lvl3 (mounted)[+1 flaming axe, crit helm, +1 armour]
-&gt;Alpha dire woof (f)
Uncroaked Minertaur (f) [twin fang swords]
Woof T17B(f)
Archer C16A
Archer C16B
Archer C17A
Krippen’s archer
Krippen’s archer

 Stack 6 
Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (7.5/14 move remaining)
Uncroaked Minertaur (f) [+1 lumberjack axe]
Green bear (f)
Uncroaked woof (f)
Shady elf C11A
Shady elf C11B
Shady elf C11C
Shady elf C16A

 Stack 7 
Ash lvl3 (f)
Embar (f)
Twin horn ditto (f)
Twin horn ditto (f)
Ratika (f)
Ratika (f)
Ratika (f)
Twin horn
Twin horn
Shocorpion
Pondsea

 Stack 8 
Uncroaked Darf warrior (f)
Hobby horse A (f)
Hobby horse B (f)
Hobby horse T15A (f)
Stabber Jab
Piker Iki
Piker Anne lv2
Piker Gertrude


   Enemy   
 Ratz 1  engaged with stack 2 in tunnels

Pack rat 1(F) croaked
Pack rat 2(F)
Pack rat 3(F)
Pack rat 4(F)
Mini rat 1 (F) croaked
Mini rat 2 (F)
Mini rat 3 (F)
Mini rat 4 (F)
Tunnel rat 1
Tunnel rat 2
Tunnel rat 3
Tunnel rat 4

 Ratz 2  engaged with stack 1 in tunnels
Pack rat 5 (F) 2 hits
Pack rat 6 (F)
Sewar rat 1 (F)
Sewar rat 2 (F)
Tunnel rat 5
Tunnel rat 6
Tunnel rat 7
Tunnel rat 8

 Ratz 3  engaged with stack 1 in tunnels
Pack rat 7 (F)
Pack rat 8 (F)
Sewar rat 3 (F) 1 hit
Sewar rat 4 (F)
Tunnel rat 9
Tunnel rat 10
Tunnel rat 11
Tunnel rat 12

 Ratz 4 
Pack rat 9 (F)
Pack rat 10 (F)
Pack rat 11 (F)
Pack rat 12 (F)
Mini rat 5 (F)
Mini rat 6 (F)
Mini rat 7 (F)
Mini rat 8 (F)
Pack rat 13
Pack rat 14
Whip rat 1
Whip rat 2

 Ratz 5 
Fat rat 1 (F)
Fat rat 2 (F)
Sewar rat 5 (F)
Sewar rat 6(F)
Mini rat 9 (F)
Mini rat 10 (F)
Mini rat 11 ( F)
Mini rat 12 ( F)

 Ratz 6 
War rat (F)
Weird rat (mounted on war rat)
Pack rat 15 (F)
Pack rat 16 (F)
Pack rat 17 (F)
Whip rat 3
Whip rat 4
Whip rat 5
Whip rat 6

 Ratz 7 
Fat rat 3 (F)
Fat rat 4 (F)
Sewar rat 7 (F)
Sewar rat 8 (F)
Mini rat 13 ( F)
Mini rat 14 ( F)
Mini rat 15 ( F)
Mini rat 16 ( F)

 Ratz 8 
Sewar rat 9 (F)
Sewar rat 10 (F)
Sewar rat 11 (F)
Sewar rat 12 (F)
Whip rat 7
Whip rat 8
Whip rat 9
Whip rat 10

 Ratz 9 
Pack rat 18 (F)
Pack rat 19 (F)
Sewar rat 13 (F)
Sewar rat 14 (F)
Mini rat 17(F)
Mini rat 18 (F)
Mini rat 19(F)
Mini rat 20 (F)
Pack rat 20
Sewar rat 15
Sewar rat 16
WurmD
Harley reacts to the surprise by casting Battle Mind from the Hammer
quickly then unleashing the EIGHT TIMES MORE POWER THAN EVER BEFORE THROUGH 2 DWAGONBALLS on Weird Rat and Fat ratz of stack 7
Krippen, Shadow and Shcorpico blast the Weird Rat after than
While the 18 unengaged archers fire on Stack 8
Then all stacks charge
Bill charges first and focuses on the Fat rat of stack 5
Krippen lets him pass and then charges on the first of the line stack 4, Bull spraying stone with its breath
Spike rushes at the Weird rat (stack 6) if still standing, or joins Bill ravaging stack 5 if not
Shadow leads his Minertaur to cleave the burnt Fat rat of stack 7
Pokes rush forward and slam and burn (both breath weapons) to a crisp what remains of pincushioned stack 8 or stack 9 if none remain
While the final stack 8 engages the last of the line stack 9
Poor stack 1 rotates injured back, and tries to hold out
Moonsong does what she can leading her archers into firing on the enemies in front of her

 Stack 1  in tunnels ( engaged with Ratz 2 and 3)
Hobby horse T15B 4/8
Hobby horse T15C 7/8
Hobby horse T16A 4/8
Hobby horse T16B 3/8
Pondsea C17A (f)
Piker Isabel (f)
Piker C15A (f)
Piker C15B (f)
_Wiz_
+1..........
Cyphermancer
  Round 1!  
Seeing the forces of the ratz Harley decides to deal with the forces in front of her rather than the ones in the tunnel first. Drawing on her hammer Harley activates battle mind for the first time. Time seems to slow a bit. Allowing Harley to focus on casting two spells in a round. She decides to send two dwagon balls one at ratz 6 and the other at ratz 7.


When the smoke clears Harley is suprised. Despite the direct hit. The leadership stack seems undamaged by the powerful blast. Ratz 7 however suffers greatly. The two fat ratz are very damaged and the other six members of the stack are croaked.


Krippen, shadow and the schcorpion all target the the weird rat. Due to the movement of the mounts krippen and shadow both miss however the schcorpion connects dealing some damage.


All of harleys archers let loose on ratz 8. Almost all of the shafts connecting croaking every sewar ratz and damaging several of the whip ratz.


The army charge smashing together in a mess of hair and metal. Stack 1 and ratz stack 2 &amp; 3 tear at one another while the pikers fight bravely. The breath weapon and facing twice their numbers is telling. One piker falls and the rest of the stack is damaged. Dealing hits in return, but not droping any.


Stack two and ratz stack one fight below ground as well. Moonsong is forced to dismount in order to fight because of the low ceiling. Stack two takes some damage croaking several ratz in return.


Bills stack manages to get to ratz 5 while bill manages to damage a fat rat as it rolls towards them. Between the roll over from the fat ratz, breath weapon and the mini ratz the heavies take a good bit of damage and the Anhog is dusted.


Krippen leads his stack into ratz 4 the between the breath weapon and attacks three mini rats are croaked and three pack ratz are injured.



Spike leads his stack against the stack 6. Harley feels a moment of fear after seeing the stack undamaged by her spell. Her fears are justified. The lashing tails and nashing teeth of the ratz cut right through the spikes heavies. Spikes return attacks also deal damage, but not as much as he was hoping.


Shadow leads her stack against the burned fat ratz of ratz 7 both stacks heavies slam against one another but none fall.


Ash leads his stack against the pin damaged ratz 8 between the breath weapons, charge, and rattika the entire stack is whipped out. The ratz dealing some damage in return.


Stack 8 engages ratz 9 both stacks dealing damage and croaking a few mini ratz.

  Round 2  
 Army 




Stack 1 in tunnels ( engaged with Ratz 2 and 3)

Hobby horse T15B 4/8
Hobby horse T15C  7/8
Hobby horse T16A 4/8
Hobby horse T16B  3/8
Pondsea C17A(F) 4/8
Piker Isabel  (F) 0/6 incapacited
Piker C15A (F) 1/6
Piker C15B (F) 2/6


Stack 2 in tunnels ( engaged with Ratz 1)

Moonsong 50/50 J 6/6
-&gt; Doe deer A 8/8
Uncroaked Minertaur (f) 11/12
Uncroaked woof (f) 5/8
Uncroaked worker ant (f) 6/10
Uncroaked Darf warrior (f) 4/8
Shady elf C16B 7/7
Archer C17B 6/6
Uncroaked Darf crossbow 8/8


Stack 3 engaged with ratz 5

Bill lvl2 (mounted) [+1 oversized axe, mw armour]
-&gt;Wargoat (f) (5/10 move remaining) 8/12
Uncroaked Minertaur (f)[+1 axe] 11/13
Uncroaked Anhog (f) dusted
Uncroaked Shady Elf C11E
Uncroaked Shady Elf C11D
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow


Stack 4 Ratz 4

Krippen lvl4 chakkra 3/4 (mounted)
-&gt;Stonebull (f) 12/14
Crud (f) [mw club] 12/13 infected
Woof T17A (f) 2/8
Uncroaked Darf Crossbow
Chimpoo
Harley 200/400 J (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal]
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer
Uncroaked Archer


Stack 5 ratz 6

CWL Spike lvl3 (mounted)[+1 flaming axe, crit helm, +1 armour]
-&gt;Alpha dire woof (f) 5/13
Uncroaked Minertaur (f) [twin fang swords] 8/12
Woof T17B(f) 2/8
Archer C16A
Archer C16B
Archer C17A
Krippen’s archer
Krippen’s archer


Stack 6 ratz 7

Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (7.5/14 move remaining)
Uncroaked Minertaur (f) [+1 lumberjack axe] 10/12
Green bear (f)
Uncroaked woof (f) 4/8
Shady elf C11A
Shady elf C11B
Shady elf C11C
Shady elf C16A


Stack 7

Ash BW 3/4 lvl3 (f)
Embar BW 1/2  (f) 6/8
Twin horn ditto (f) 5/8
Twin horn ditto (f)
Ratika (f)
Ratika (f) 3/5
Ratika (f)
Twin horn
Twin horn
Shocorpion
Pondsea


Stack 8 vs ratz 9

Uncroaked Darf warrior (f) 3/8
Hobby horse A (f) 4/8
Hobby horse B (f) 3/8
Hobby horse T15A (f) 4/8
Stabber Jab
Piker Iki
Piker Anne lv2
Piker Gertrude



 Enemy 




Ratz 1 engaged with stack 2 in tunnels

Pack rat 1(F) croaked
Pack rat 2(F) 4 hits
Pack rat 3(F) 3 hits
Pack rat 4(F)
Mini rat 1 (F) croaked
Mini rat 2 (F) croaked
Mini rat 3 (F) croaked
Mini rat 4 (F)
Tunnel rat 1 (F)
Tunnel rat 2
Tunnel rat 3
Tunnel rat 4


Ratz 2 engaged with stack 1 in tunnels

Pack rat 5 (F) 2 hits
Pack rat 6 (F)
Sewar rat 1 (F) 2 hits
Sewar rat 2 (F) 1 hit
Tunnel rat 5
Tunnel rat 6
Tunnel rat 7
Tunnel rat 8


Ratz 3 engaged with stack 1 in tunnels

Pack rat 7 (F)
Pack rat 8 (F) 3 hits
Sewar rat 3 (F) 1 hit
Sewar rat 4 (F)
Tunnel rat 9
Tunnel rat 10
Tunnel rat 11
Tunnel rat 12


Ratz 4 engaged stack 4

Pack rat 9 (F)
Pack rat 10 (F) 4 hits
Pack rat 11 (F) 4 hits
Pack rat 12 (F) 5 hits
Mini rat 5 (F)
Mini rat 6 (F) croaked
Mini rat 7 (F) croaked
Mini rat 8 (F) croaked
Pack rat 13
Pack rat 14
Whip rat 1
Whip rat 2


Ratz 5 engaged stack 3

Fat rat 1 (F) 6 hits
Fat rat 2 (F)
Sewar rat 5 (F) 2 hits
Sewar rat 6(F)
Mini rat 9 (F)
Mini rat 10 (F) croaked
Mini rat 11 ( F)
Mini rat 12 ( F)


Ratz 6 engaged with stack 5

War rat (F) 7 hits
Weird rat (mounted on war rat)
Pack rat 15 (F) 2 hits
Pack rat 16 (F) 4 hits
Pack rat 17 (F)
Whip rat 3
Whip rat 4
Whip rat 5
Whip rat 6


Ratz 7 with stack 6

Fat rat 3 (F) 11 hits
Fat rat 4 (F) 12 hits
Sewar rat 7 (F) croaked
Sewar rat 8 (F) croaked
Mini rat 13 ( F) croaked
Mini rat 14 ( F) croaked
Mini rat 15 ( F) croaked
Mini rat 16 ( F) croaked


Ratz 8

Sewar rat 9 croaked
Sewar rat 10 croaked
Sewar rat 11 croaked
Sewar rat 12 croaked
Whip rat 7 croaked
Whip rat 8 croaked
Whip rat 9 croakes
Whip rat 10 croaked


Ratz 9 stack 8

Pack rat 18
Pack rat 19
Sewar rat 13 (F) 2 hits
Sewar rat 14 (F)
Mini rat 17(F)
Mini rat 18 (F) croaked
Mini rat 19(F)
Mini rat 20 (F)
Pack rat 20
Sewar rat 15 (F) 3 hits
Sewar rat 16 (F)
_Wiz_
I suggest;


Harley Dwagon balls stack 5 and Stack 9

Stacks reshuffle ranks

Stonebull uses breath weapon on stack 4
Krippen fires a blast at weird rat

Ash’s stack charges in to the tunnels and engages ratz stack 2 (Ditto’s use charge if possible) and Ash and Embar use breath weapons. Shocorpion uses ranged blast.

All archers fire at the stacks they are engaged with.

Any archers not in engaged stacks fire on weird rat stack.

Any stacks not engaged (due to their opponents being taken out by ranged or spell attacks) charge and engage weird rat stack.

Army


Stack 1 in tunnels ( engaged with Ratz 2 and 3)

Hobby horse T15B (F) 4/8
Hobby horse T15C (F) 7/8
Hobby horse T16A (F) 4/8
Hobby horse T16B 3/8
Pondsea C17A(F) 4/8
Piker Isabel 0/6 incapacited
Piker C15A 1/6
Piker C15B 2/6


Stack 2 in tunnels ( engaged with Ratz 1)

Moonsong 50/50 J 6/6
Doe deer A 8/8 (f)
Uncroaked Minertaur (f) 11/12
Uncroaked woof (f) 5/8
Uncroaked worker ant (f) 6/10
Uncroaked Darf warrior (f) 4/8
Shady elf C16B 7/7
Archer C17B 6/6
Uncroaked Darf crossbow 8/8


Stack 3 engaged with ratz 5

Bill lvl2 (mounted) [+1 oversized axe, mw armour]
-&gt;Wargoat (f) 8/12
Uncroaked Minertaur (f)[+1 axe] 11/13
Uncroaked Anhog (f) dusted
Uncroaked Shady Elf C11E
Uncroaked Shady Elf C11D
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow


Stack 4 Ratz 4

Krippen lvl4 chakkra 3/4 (mounted)
-&gt;Stonebull (f) 12/14
Crud (f) [mw club] 12/13 infected
Woof T17A (f) 2/8
Uncroaked Darf Crossbow
Chimpoo
Harley 200/400 J (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal]
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer
Uncroaked Archer


Stack 5 ratz 6

CWL Spike lvl3 (mounted)[+1 flaming axe, crit helm, +1 armour]
-&gt;Alpha dire woof (f) 5/13
Uncroaked Minertaur (f) [twin fang swords] 8/12
Woof T17B(f) 2/8
Archer C16A
Archer C16B
Archer C17A
Krippen’s archer
Krippen’s archer


Stack 6 ratz 7

Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (7.5/14 move remaining)
Uncroaked Minertaur (f) [+1 lumberjack axe] 10/12
Green bear (f)
Uncroaked woof (f) 4/8
Shady elf C11A
Shady elf C11B
Shady elf C11C
Shady elf C16A


Stack 7 - charges ratz 2

Ash BW 3/4 lvl3 (f)
Embar BW 1/2 (f) 6/8
Twin horn ditto (f) 5/8
Twin horn ditto (f)
Ratika (f)
Ratika (f) 3/5
Ratika (f)
Twin horn
Twin horn
Shocorpion
Pondsea


Stack 8 vs ratz 9

Uncroaked Darf warrior  3/8
Hobby horse A (4/8
Hobby horse B (3/8
Hobby horse T15A 4/8
Stabber Jab (f)
Piker Iki (f)
Piker Anne lv2 (f)
Piker Gertrude (f)
WurmD
Harley Dwagonball's stack 4 and stack 5
Krippen blasts Weird
Scorpico fires on Weird

All engaged archers fire (Spike's extra deadly archers ripping through Weird's forces)

Any archers not in engaged stacks fire on weird rat stack.

Any stacks not engaged (due to their opponents being taken out by ranged or spell attacks) except Ash charge and engage weird rat stack.

IF Krippen's archers drop the remaining of his enemies, he charges the Weird's flank and only then Bull Breath weapons!


Ash and Embar will go breathe on the last stack 9 (so both breath weapons are useful)


+1 to stacks reshuffle
_Wiz_
(I would be willing to compromise as follows)


Harley Dwagonball's stack 4 and stack 5
Krippen blasts Weird
Shocorpion fires on Weird

Stacks reshuffle ranks


All engaged archers fire at the stacks they are engaged with(Spike's extra deadly archers ripping through Weird's forces)

Any archers not in engaged stacks fire on weird rat stack. (Targeting the light units)

Ash’s stack charge ratz stack 2 in the tunnels (Ditto’s use charge if possible) and Ash and Embar use breath weapons.

IF Shadow’s stack finishes off her opponents with ranged fire she engages Weirds stack.

IF Bill’s opponents  are croaked by spell or ranged fire he engages the weird’s stack.

IF Krippen's archers drop the remaining of his enemies, he charges the Weird's flank and only then Bull Breath weapons!

Any other stacks not engaged (due to their opponents being taken out by ranged or spell attacks) charge and engage weird rat stack.


Army


Stack 1 in tunnels ( engaged with Ratz 2 and 3)

Hobby horse T15B (F) 4/8
Hobby horse T15C (F) 7/8
Hobby horse T16A (F) 4/8
Hobby horse T16B 3/8
Pondsea C17A(F) 4/8
Piker Isabel 0/6 incapacited
Piker C15A 1/6
Piker C15B 2/6


Stack 2 in tunnels ( engaged with Ratz 1)

Moonsong 50/50 J 6/6
Doe deer A 8/8 (f)
Uncroaked Minertaur (f) 11/12
Uncroaked woof (f) 5/8
Uncroaked worker ant (f) 6/10
Uncroaked Darf warrior (f) 4/8
Shady elf C16B 7/7
Archer C17B 6/6
Uncroaked Darf crossbow 8/8


Stack 3 engaged with ratz 5

Bill lvl2 (mounted) [+1 oversized axe, mw armour]
-&gt;Wargoat (f) 8/12
Uncroaked Minertaur (f)[+1 axe] 11/13
Uncroaked Anhog (f) dusted
Uncroaked Shady Elf C11E
Uncroaked Shady Elf C11D
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow


Stack 4 Ratz 4

Krippen lvl4 chakkra 3/4 (mounted)
-&gt;Stonebull (f) 12/14
Crud (f) [mw club] 12/13 infected
Woof T17A (f) 2/8
Uncroaked Darf Crossbow
Chimpoo
Harley 200/400 J (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal]
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer
Uncroaked Archer


Stack 5 ratz 6

CWL Spike lvl3 (mounted)[+1 flaming axe, crit helm, +1 armour]
-&gt;Alpha dire woof (f) 5/13
Uncroaked Minertaur (f) [twin fang swords] 8/12
Woof T17B(f) 2/8
Archer C16A
Archer C16B
Archer C17A
Krippen’s archer
Krippen’s archer


Stack 6 ratz 7

Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (7.5/14 move remaining)
Uncroaked Minertaur (f) [+1 lumberjack axe] 10/12
Green bear (f)
Uncroaked woof (f) 4/8
Shady elf C11A
Shady elf C11B
Shady elf C11C
Shady elf C16A


Stack 7 - charges ratz 2

Ash BW 3/4 lvl3 (f)
Embar BW 1/2 (f) 6/8
Twin horn ditto (f) 5/8
Twin horn ditto (f)
Ratika (f)
Ratika (f) 3/5
Ratika (f)
Twin horn
Twin horn
Shocorpion
Pondsea


Stack 8 vs ratz 9

Uncroaked Darf warrior  3/8
Hobby horse A (4/8
Hobby horse B (3/8
Hobby horse T15A 4/8
Stabber Jab (f)
Piker Iki (f)
Piker Anne lv2 (f)
Piker Gertrude (f)
WurmD
+1


___________
Cyphermancer
   Round 2!   
Harley sends out a 2nd set of dwagon balls blasting the ratz. The mount shifts under her slightly throwing off her first shot. However she adjusts on her 2nd strike blasting the the fat ratz stack. Leaving a single fat rat on its feet.


The weird rat taps the war rat on its side with a wand. Healing most of the war mounts wounds.


Krippen sends out a second blast of shockamancy slamming into the war rat dealing damage. The schcorpion blasts the war rat as well failing to bypass its dr.


Stack 1 continues its fight against the two ratz stacks. Ash's stack jumps into the hole joining the attack on ratz 2 hitting their rear stacks. Several ratz fall without any of harley forces falling. Stack 2 has similar results with ratz 1


Bills archers try in vain to drop the heavy with thier bows, but fail to stop the heavy. Bill manages to drop the heavy, but not before it damages his mount.


Krippens stack manages to finish off all but two whip ratz. Losing the woof during the battle.


Spikes archers fire again dealing damage but not dropping any. The resulting melee leave spikes mighty dire woof dusted and spike himself injured. Croaking two of the ratz in return.


Shadows stack manages to finish of stack 7 but not before the woof is dusted and the green bear takes a heavy hit.


Stack 8 losses a single piker in the melee the ratz breath weapon taking its toll on the stack.

Orders?


 Army 

Stack 1 in tunnels ( engaged with Ratz 2 and 3)

Hobby horse T15B (F) 2/8
Hobby horse T15C (F) 6/8
Hobby horse T16A (F) 4/8
Hobby horse T16B 3/8
Pondsea C17A(F) 4/8
Piker Isabel 0/6 incapacited
Piker C15A 1/6
Piker C15B 2/6



Stack 2 in tunnels ( engaged with Ratz 1)


Moonsong 50/50 J 6/6
Doe deer A 8/8 (f)
Uncroaked Minertaur (f) 11/12
Uncroaked woof (f) 3/8
Uncroaked worker ant (f) 2/10
Uncroaked Darf warrior  4/8
Shady elf C16B 7/7
Archer C17B 6/6
Uncroaked Darf crossbow 8/8



Stack 3


Bill lvl2 (mounted) [+1 oversized axe, mw armour]
-&gt;Wargoat (f) 3/12
Uncroaked Minertaur (f)[+1 axe] 11/13
Uncroaked Anhog (f) dusted
Uncroaked Shady Elf C11E
Uncroaked Shady Elf C11D
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow



Stack 4 Ratz 4

Krippen lvl4 chakkra 3/4 (mounted)
-&gt;Stonebull (f) 11/14
Crud (f) [mw club] 12/13 infected
Woof T17A (f) croaked
Uncroaked Darf Crossbow
Chimpoo
Harley 000/400 J (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal]
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer
Uncroaked Archer



Stack 5 ratz 6


CWL Spike lvl3 (mounted)[+1 flaming axe, crit helm, +1 armour] 10/12
-&gt;Alpha dire woof (f) dusted
Uncroaked Minertaur (f) [twin fang swords] 4/12
Woof T17B(f) 2/8
Archer C16A
Archer C16B
Archer C17A
Krippen’s archer
Krippen’s archer



Stack 6


Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (7.5/14 move remaining)
Uncroaked Minertaur (f) [+1 lumberjack axe] 10/12
Green bear (f) 8/12
Uncroaked woof (f) dusted
Shady elf C11A
Shady elf C11B
Shady elf C11C
Shady elf C16A



Stack 7 - charges ratz 2


Ash BW 2/4 lvl3 (f)
Embar BW 0/2 (f) 6/8
Twin horn ditto (f) 5/8
Twin horn ditto (f)
Ratika (f) 3/5
Ratika (f) 3/5
Ratika (f)
Twin horn
Twin horn
Shocorpion 0/2
Pondsea



Stack 8 vs ratz 9


Uncroaked Darf warrior 3/8
Hobby horse A (4/8
Hobby horse B (3/8
Hobby horse T15A 4/8
Stabber Jab (f) 2/6
Piker Iki (f) 3/6
Piker Anne lv2 (f) 5/7
Piker Gertrude (f) croaked


 Enemy 




Ratz 1 engaged with stack 2 in tunnels


Pack rat 1 croaked
Pack rat 2 croaked
Pack rat 3 croaked
Pack rat 4 3 hits
Mini rat 1 (F) croaked
Mini rat 2 (F) croaked
Mini rat 3 (F) croaked
Mini rat 4 (F) croaked
Tunnel rat 1 (F)
Tunnel rat 2 (F)
Tunnel rat 3 (F)
Tunnel rat 4 (F)


Ratz 2 engaged with stack 1 and stack 7 in tunnels

Pack rat 5 (F1) 2 hits
Pack rat 6 (F1) 2 hits
Sewar rat 1 (F1) 2 hits
Sewar rat 2 (F1) 1 hit
Tunnel rat 5 (F7) 3 hits
Tunnel rat 6 (F7) croaked
Tunnel rat 7 (F7) croaked
Tunnel rat 8 (F7) 3 hits


Ratz 3 engaged with stack 1 in tunnels

Pack rat 7
Pack rat 8  3 hits
Sewar rat 3  1 hit
Sewar rat 4
Tunnel rat 9 (F)
Tunnel rat 10 (F) 1 hit
Tunnel rat 11 (F)
Tunnel rat 12 (F)


Ratz 4 engaged stack 4

Pack rat 9 (F) croaked
Pack rat 10 (F) croaked
Pack rat 11 (F) croaked
Pack rat 12 (F) croaked
Mini rat 5 (F) croaked
Mini rat 6 (F) croaked
Mini rat 7 (F) croaked
Mini rat 8 (F) croaked
Pack rat 13 croaked
Pack rat 14 croaked
Whip rat 1 5 hits
Whip rat 2 2 hits


Ratz 5 engaged stack 3

Fat rat 1 (F) croaked
Fat rat 2 (F) croaked
Sewar rat 5 (F) croaked
Sewar rat 6(F) croaked
Mini rat 9 (F) croaked
Mini rat 10 (F) croaked
Mini rat 11 ( F) croaked
Mini rat 12 ( F) croaked


Ratz 6 engaged with stack 5

War rat (F) 9 hits
Weird rat (mounted on war rat)
Pack rat 15 (F) croaked
Pack rat 16 (F) croaked
Pack rat 17 (F) 5 hits
Whip rat 3
Whip rat 4
Whip rat 5
Whip rat 6


Ratz 7 with stack 6

Fat rat 3 (F) croaked
Fat rat 4 (F) croaked
Sewar rat 7 (F) croaked
Sewar rat 8 (F) croaked
Mini rat 13 ( F) croaked
Mini rat 14 ( F) croaked
Mini rat 15 ( F) croaked
Mini rat 16 ( F) croaked


Ratz 8

Sewar rat 9 croaked
Sewar rat 10 croaked
Sewar rat 11 croaked
Sewar rat 12 croaked
Whip rat 7 croaked
Whip rat 8 croaked
Whip rat 9 croakes
Whip rat 10 croaked

Ratz 9 stack 8

Pack rat 18
Pack rat 19
Sewar rat 13 (F) 2 hits
Sewar rat 14 (F)
Mini rat 17(F)
Mini rat 18 (F) croaked
Mini rat 19(F) croaked
Mini rat 20 (F)
Pack rat 20
Sewar rat 15 (F) 3 hits
Sewar rat 16 (F) 2 hits
_Wiz_
Krippen blasts weird rat
Shadow fires Ditto shot bow at weird rat

Moonsong casts blur on Uncroaked woof in her stack

Ash uses breath weapon

Engaged archers fire at the stacks they are engaged with.

Unengaged archers fire at light units in weird ratz stack

Stacks reshuffle

Bill’s stack 3 charges the weird rats stack. Bill now dismounted goes after the war rat using his axe of cutting.

Shadows stack 6 charges the weird rats stack.

After making their ranged attacks Krippen’s stack 4 charges the rear of the weird ratz stack. Stone bull then uses breath weapon on the back rank of weird ratz stack.


Army

Stack 1 in tunnels ( engaged with Ratz 2 and 3)

Hobby horse T15B 2/8
Hobby horse T15C (F) 6/8
Hobby horse T16A (F) 4/8
Hobby horse T16B (F) 3/8
Pondsea C17A(F) 4/8
Piker Isabel 0/6 incapacited
Piker C15A 1/6
Piker C15B 2/6



Stack 2 in tunnels ( engaged with Ratz 1)


Moonsong 50/50 J 6/6
Doe deer A 8/8 (f)
Uncroaked Minertaur (f) 11/12
Uncroaked woof (f) 3/8 (blurred)
Uncroaked worker ant 2/10
Uncroaked Darf warrior (f) 4/8
Shady elf C16B 7/7
Archer C17B 6/6
Uncroaked Darf crossbow 8/8



Stack 3


Bill lvl2 (f) [+1 oversized axe, mw armour]
Wargoat 3/12
Uncroaked Minertaur (f)[+1 axe] 11/13
Uncroaked Anhog dusted
Uncroaked Shady Elf C11E (f)
Uncroaked Shady Elf C11D (f)
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow



Stack 4 Ratz 4

Krippen lvl4 chakkra 3/4 (mounted)
-&gt;Stonebull (f) 11/14
Crud (f) [mw club] 12/13 infected
Woof T17A croaked
Uncroaked Darf Crossbow (f)
Chimpoo
Harley 000/400 J (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal]
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer (f)
Uncroaked Archer



Stack 5 ratz 6


CWL Spike lvl3 (f)[+1 flaming axe, crit helm, +1 armour] 10/12
-&gt;Alpha dire woof dusted
Uncroaked Minertaur (f) [twin fang swords] 4/12
Woof T17B(f) 2/8
Archer C16A (f)
Archer C16B
Archer C17A
Krippen’s archer
Krippen’s archer



Stack 6


Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (f)
Uncroaked Minertaur (f) [+1 lumberjack axe] 10/12
Green bear (f) 8/12
Uncroaked woof dusted
Shady elf C11A (f)
Shady elf C11B
Shady elf C11C
Shady elf C16A



Stack 7 - vs ratz 2


Ash BW 2/4 lvl3 (f)
Embar BW 0/2 (f) 6/8
Twin horn ditto (f) 5/8
Twin horn ditto (f)
Ratika (f) 3/5
Ratika (f) 3/5
Ratika (f)
Twin horn
Twin horn
Shocorpion 0/2
Pondsea



Stack 8 vs ratz 9


Uncroaked Darf warrior (f) 3/8
Hobby horse A (f) 4/8
Hobby horse B 3/8
Hobby horse T15A (f) 4/8
Stabber Jab 2/6
Piker Iki 3/6
Piker Anne lv2 (f) 5/7
Piker Gertrude croaked
WurmD
+1
__________________
Cyphermancer
  Round 3!  

The weird rat draws a 2nd wand taking aim at your chief warlord. The blast seems to travel in slow motion as the balst strikes spike in the chest. Dealing damage, but not droping the warlord. Moonsong burns her first juice, bluring the damaged woof in her stack.

Krippen take aim throwing another blast dropping the war rat. As the weird rat hits the ground two arrows thunking into his forehead croaking the ratman.



Ash's stack and stack one wipe ratz 2 out. Both stacks taking some damage in return. Ratz stack 3 continue to attack stack 1.

All the unengaged archers take aim at the lead stack few finding thier mark but dealing some damage. Krippens archers doing the same.

Krippen, bill, and shadows stack charge into the weird stack, but not before ratz 6 takes revenge for their fallen leader. Thier is a plume of dust and a flash of light. When the dust settles. Stack 6 is wiped out. Spike is still on his feet, but not ny much.

The last remaining whip rat follows krippen stack striking an uncroaked archer

Moonsongs and stack 8 continue to attack thier respective stacks

orders?

Army

Stack 1 in tunnels ( engaged with Ratz 2 and 3)

Hobby horse T15B 2/8
Hobby horse T15C (F) 3/8
Hobby horse T16A (F) 2/8
Hobby horse T16B (F) croaked
Pondsea C17A(F) 3/8
Piker Isabel 0/6 incapacited
Piker C15A 1/6
Piker C15B 2/6



Stack 2 in tunnels ( engaged with Ratz 1)


Moonsong 50/50 J 6/6
Doe deer A 5/8 (f)
Uncroaked Minertaur (f) 11/12
Uncroaked woof (f) 3/8 (blurred)
Uncroaked worker ant 2/10
Uncroaked Darf warrior (f) 2/8
Shady elf C16B 7/7
Archer C17B 6/6
Uncroaked Darf crossbow 8/8



Stack 3


Bill lvl2 (f) [+1 oversized axe, mw armour]
Wargoat 3/12
Uncroaked Minertaur (f)[+1 axe] 11/13
Uncroaked Anhog dusted
Uncroaked Shady Elf C11E (f)
Uncroaked Shady Elf C11D (f)
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow



Stack 4 Ratz 4

Krippen lvl4 chakkra 1/4 (mounted)
-&gt;Stonebull (f) 11/14 bw 0/2
Crud (f) [mw club] 12/13 infected
Woof T17A croaked
Uncroaked Darf Crossbow (f)
Chimpoo
Harley 000/400 J (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal]
-&gt;Uncroaked Hobby Warhorse
Uncroaked Archer (f)
Uncroaked Archer 3/6



Stack 5 ratz 6


CWL Spike lvl3 (f)[+1 flaming axe, crit helm, +1 armour] 1/12
-&gt;Alpha dire woof dusted
Uncroaked Minertaur (f) [twin fang swords] dustes
Woof T17B(f) 2/8
Archer C16A (f) 3/6
Archer C16B
Archer C17A
Krippen’s archer
Krippen’s archer



Stack 6


Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (f)
Uncroaked Minertaur (f) [+1 lumberjack axe] 10/12
Green bear (f) 8/12
Uncroaked woof dusted
Shady elf C11A (f)
Shady elf C11B
Shady elf C11C
Shady elf C16A



Stack 7 - vs ratz 2


Ash BW 1/4 lvl3 (f)
Embar BW 0/2 (f) 6/8
Twin horn ditto (f) 5/8
Twin horn ditto (f) 6/8
Ratika (f) 3/5
Ratika (f) 1/5
Ratika (f)
Twin horn
Twin horn
Shocorpion 0/2
Pondsea



Stack 8 vs ratz 9


Uncroaked Darf warrior (f) dusted
Hobby horse A (f) 4/8
Hobby horse B 3/8
Hobby horse T15A (f) 3/8
Stabber Jab 2/6
Piker Iki 3/6
Piker Anne lv2 (f) 4/7 (infected)
Piker Gertrude croaked

Enemy




Ratz 1 engaged with stack 2 in tunnels


Pack rat 1 croaked
Pack rat 2 croaked
Pack rat 3 croaked
Pack rat 4 (f)3 hits
Mini rat 1 (F) croaked
Mini rat 2 (F) croaked
Mini rat 3 (F) croaked
Mini rat 4 (F) croaked
Tunnel rat 1 (F) 2 hits
Tunnel rat 2  croaked
Tunnel rat 3 croaked
Tunnel rat 4 (F) 4 hit


Ratz 2 engaged with stack 1 and stack 7 in tunnels

Pack rat 5 (F1) croaked
Pack rat 6 (F1) croaked
Sewar rat 1 (F1) croaked
Sewar rat 2 (F1) croaked
Tunnel rat 5 (F7) croaked
Tunnel rat 6 (F7) croaked
Tunnel rat 7 (F7) croaked
Tunnel rat 8 (F7) croaked


Ratz 3 engaged with stack 1 in tunnels

Pack rat 7
Pack rat 8 3 hits
Sewar rat 3 1 hit
Sewar rat 4
Tunnel rat 9 (F)
Tunnel rat 10 (F) 1 hit
Tunnel rat 11 (F)
Tunnel rat 12 (F) 2 hits


Ratz 4 engaged stack 4

Pack rat 9 (F) croaked
Pack rat 10 (F) croaked
Pack rat 11 (F) croaked
Pack rat 12 (F) croaked
Mini rat 5 (F) croaked
Mini rat 6 (F) croaked
Mini rat 7 (F) croaked
Mini rat 8 (F) croaked
Pack rat 13 croaked
Pack rat 14 croaked
Whip rat 1 croaked
Whip rat 2 5 hits


Ratz 5 engaged stack 3

Fat rat 1 (F) croaked
Fat rat 2 (F) croaked
Sewar rat 5 (F) croaked
Sewar rat 6(F) croaked
Mini rat 9 (F) croaked
Mini rat 10 (F) croaked
Mini rat 11 ( F) croaked
Mini rat 12 ( F) croaked


Ratz 6 engaged with stack 5

War rat (F) croaked
Weird rat croaked
Pack rat 15 (F) croaked
Pack rat 16 (F) croaked
Pack rat 17 (F) croaked
Whip rat 3 croaked
Whip rat 4 croaked
Whip rat 5 croaked
Whip rat 6 croaked


Ratz 7 with stack 6

Fat rat 3 (F) croaked
Fat rat 4 (F) croaked
Sewar rat 7 (F) croaked
Sewar rat 8 (F) croaked
Mini rat 13 ( F) croaked
Mini rat 14 ( F) croaked
Mini rat 15 ( F) croaked
Mini rat 16 ( F) croaked


Ratz 8

Sewar rat 9 croaked
Sewar rat 10 croaked
Sewar rat 11 croaked
Sewar rat 12 croaked
Whip rat 7 croaked
Whip rat 8 croaked
Whip rat 9 croakes
Whip rat 10 croaked

Ratz 9 stack 8

Pack rat 18 (F)
Pack rat 19 (F)
Sewar rat 13  2 hits
Sewar rat 14 (F) 2 hits
Mini rat 17(F) croaked
Mini rat 18 (F) croaked
Mini rat 19(F) croaked
Mini rat 20 (F)
Pack rat 20
Sewar rat 15  3 hits
Sewar rat 16 (F) 2 hits
_Wiz_
Krippen blasts the lone Whip rat in stack 4

Ash uses breath weapon

Stacks reshuffle

Stacks 3, 4 and 5 restack

Spike mounts Wargoat  and Harley casts scroll of lesser heal on Spike.

IF lone Whip ratz still alive archers in stack 5 fire at it if not they fire at ratz 9 but they keep their distance and do not engage.

Stack 3 charges Ratz 1 archers firing and melee engaging

Stack 4 charges Ratz 9 archers firing and melee engaging

Stack 6 approaches tunnels if there is room they engage ratz 3 if there is not room only their archers fire at ratz 3

Any ranged unit in the front rank and in melee range attacks with a melee weapon


Army

Stack 1 in tunnels ( engaged with Ratz 2 and 3)

Hobby horse T15B 2/8
Hobby horse T15C (F) 3/8
Hobby horse T16A  2/8
Hobby horse T16B croaked
Pondsea C17A(F) 3/8
Piker Isabel 0/6 incapacited
Piker C15A 1/6
Piker C15B 2/6



Stack 2 in tunnels ( engaged with Ratz 1)


Moonsong 50/50 J 6/6
Doe deer A 5/8 (f)
Uncroaked Minertaur (f) 11/12
Uncroaked woof 3/8 (blurred)
Uncroaked worker ant 2/10
Uncroaked Darf warrior  2/8
Shady elf C16B 7/7
Archer C17B 6/6
Uncroaked Darf crossbow (f) 8/8



Stack 3

Bill lvl2 (f) [+1 oversized axe, mw armour]
Uncroaked Minertaur (f)[+1 axe] 11/13
Uncroaked Shady Elf C11E (f)
Uncroaked Shady Elf C11D (f)
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow
Archer C16B



Stack 4

Krippen lvl4 chakkra 1/4 (mounted)
-&gt;Stonebull (f) 11/14 bw 0/2
Crud (f) [mw club] 12/13 infected
Uncroaked Darf Crossbow
Chimpoo
Uncroaked Archer
Uncroaked Archer 3/6
Krippen’s archer



Stack 5

CWL Spike lvl3 (mounted)[+1 flaming axe, crit helm, +1 armour] 1/12
Wargoat 3/12
Harley 000/400 J (mounted) [Amulet of healing, Crit helm, scroll of stabilise, scroll of lesser heal]
-&gt;Uncroaked Hobby Warhorse
Woof T17B 2/8
Archer C16A 3/6
Archer C17A (f)
Krippen’s archer (f)


Stack 6

Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (f)
Uncroaked Minertaur (f) [+1 lumberjack axe] 10/12
Green bear (f) 8/12
Uncroaked woof dusted
Shady elf C11A (f)
Shady elf C11B
Shady elf C11C
Shady elf C16A



Stack 7 - vs ratz 2

Ash BW 1/4 lvl3 (f)
Embar BW 0/2 6/8
Twin horn ditto (f) 5/8
Twin horn ditto (f) 6/8
Ratika 3/5
Ratika 1/5
Ratika (f)
Twin horn (f)
Twin horn
Shocorpion 0/2
Pondsea



Stack 8 vs ratz 9

Uncroaked Darf warrior dusted
Hobby horse A (f) 4/8
Hobby horse B (f) 3/8
Hobby horse T15A (f) 3/8
Stabber Jab 2/6
Piker Iki 3/6
Piker Anne lv2 (f) 4/7 (infected)
Piker Gertrude croaked


Bodies

Uncroaked dire woof dusted
Woof T17A croaked
Uncroaked Minertaur (f) [twin fang swords] dusted
Uncroaked Anhog dusted
WurmD
Specify Uncroaked Darf crossbow (f) 8/8 melee attacks
Otherwise +1

EDIT:
New Standing order
- Archery units in melee range always melee attack to not provoke AOO
Cyphermancer
Krippen blasts the last remaining whip rat croaking it. Harley takes the scroll of lesser heal. Her first rush of healomancy is vastly different than her normal juice. Healing spike to a little over half.

Your archers take aim at the various enemy stacks followed by a charge of thier stacks. While a few units are loat and several more injured the last of the ratz are croaked.

(In the process of editting the sheet)


Army

Stack 1 in tunnels ( engaged with Ratz 2 and 3)

Hobby horse T15B 2/8
Hobby horse T15C (F) croaked
Hobby horse T16A  2/8
Hobby horse T16B croaked
Pondsea C17A(F) 1/8
Piker Isabel 0/6 incapacited
Piker C15A 1/6
Piker C15B 2/6



Stack 2 in tunnels ( engaged with Ratz 1)


Moonsong 25/50 J 6/6
Doe deer A 3/8 (f)
Uncroaked Minertaur (f) 11/12
Uncroaked woof 3/8 (blurred)
Uncroaked worker ant 2/10
Uncroaked Darf warrior  2/8
Shady elf C16B 7/7
Archer C17B 6/6
Uncroaked Darf crossbow (f) 6/8



Stack 3

Bill lvl2 (f) [+1 oversized axe, mw armour]
Uncroaked Minertaur (f)[+1 axe] 11/13
Uncroaked Shady Elf C11E (f)
Uncroaked Shady Elf C11D (f)
Uncroaked Darf Crossbow
Uncroaked Dark Crossbow
Uncroaked Darf crossbow
Archer C16B



Stack 4

Krippen lvl4 chakkra 0/4 (mounted)
-&gt;Stonebull (f) 11/14 bw 0/2
Crud (f) [mw club] 12/13 infected
Uncroaked Darf Crossbow
Chimpoo
Uncroaked Archer
Uncroaked Archer 3/6
Krippen’s archer



Stack 5

CWL Spike lvl3 (mounted)[+1 flaming axe, crit helm, +1 armour] 7/12
Wargoat 3/12
Harley 000/400 J (mounted) [Amulet of healing, Crit helm, scroll of stabilise, ]
-&gt;Uncroaked Hobby Warhorse
Woof T17B 2/8
Archer C16A 3/6
Archer C17A (f)
Krippen’s archer (f)


Stack 6

Shadow lvl2 (mounted)[mw Armour, ditto shot bow]
-&gt;Doe deer B Lv2 (f)
Uncroaked Minertaur (f) [+1 lumberjack axe] 10/12
Green bear (f) 8/12
Uncroaked woof dusted
Shady elf C11A (f)
Shady elf C11B
Shady elf C11C
Shady elf C16A



Stack 7 - vs ratz 2

Ash BW 0/4 lvl3 (f)
Embar BW 0/2 6/8
Twin horn ditto (f) 5/8
Twin horn ditto (f) 6/8
Ratika 3/5
Ratika 1/5
Ratika (f)
Twin horn (f)
Twin horn
Shocorpion 0/2
Pondsea



Stack 8 vs ratz 9

Uncroaked Darf warrior dusted
Hobby horse A (f) 4/8
Hobby horse B (f) 3/8
Hobby horse T15A (f) 1/8
Stabber Jab 2/6
Piker Iki 3/6
Piker Anne lv2 (f) 2/7 (infected)
Piker Gertrude croaked


Bodies

Uncroaked dire woof dusted
Woof T17A croaked
Uncroaked Minertaur (f) [twin fang swords] dusted
Uncroaked Anhog dusted
WurmD
Inspect the rat bodies, any incapacitated?

Inspect Weird body for items

Send the sapper units down the tunnels to bring items
Cyphermancer
Incapacited prisioners
3 pack ratz
1 sewar ratz

Incapacited
Piker Isabel

Bodies
17 pack rats
15 sewar ratz
4 fat ratz
10 whip ratz
20 mini ratz
12 tunnel ratz
1 war rat
1 weird ratz
2 hobby horses
1 woof
1 piker

Loot
X 17 gems 25 shmuckers each
X5 metal unknown
1 wand (magical)
1 wand (magical)
Mastercraft staff
WurmD
We have 44.5 safe carrying capacity at present

to carry bodies onto next hex, where wagons are

EDIT:
Heavies have safe carrying capacity of 1 body
Medium's have safe carrying capacity of 0.5 body
Mount have can carry 1 body
Passenger special adds 1 body more
Rattika's can't carry

Heavy bodies take 4 carrying capacity to carry
Whip bodies take 1/3 carrying capacity
Mini bodies don't take space


EDIT2:
Harley orders all the Pack Ratz bodies harvested for rations
_Wiz_
(Bit of RP first)


With all the ratz finally dealt with Harley breathes a long sigh of relief.  ”Good work all the plague of ratz have finally been cleared from our lands”  Harley declares raising her voice so all of her forces can hear.  ”Our land will be safer and richer too thanks to all your hard work and in some cases brave sacrifices...”  Harley declares becoming solemn towards the end.  ”Once we are back in Arkum we can celebrate properly!”  Harley then adds.

 ”Spike you had me worried there for a moment, I should not have risked you like that. I am just glad that the titans favoured you and did not take you from me...”  Harley declares as she approaches her chief warlord.  ”How are you feeling?”  she then asks with an honest look of concern.

 ”Krippen, your aid was much appreciated as always. Once we get all the spoils back to Arkum we can discuss how best to divide it. Is there anything that catches your eye?”  Harley then questions.
WurmD
+1

_____________
Cyphermancer
[QUOTE=_Wiz_;24503073](Bit of RP first)


With all the ratz finally dealt with Harley breathes a long sigh of relief.  ”Good work all the plague of ratz have finally been cleared from our lands”  Harley declares raising her voice so all of her forces can hear.  ”Our land will be safer and richer too thanks to all your hard work and in some cases brave sacrifices...”  Harley declares becoming solemn towards the end.  ”Once we are back in Arkum we can celebrate properly!”  Harley then adds.

As Harley finishes her speech,  her troops cheer and her ferals roar!


 ”Spike you had me worried there for a moment, I should not have risked you like that. I am just glad that the titans favoured you and did not take you from me...”  Harley declares as she approaches her chief warlord.  ”How are you feeling?”  she then asks with an honest look of concern.


 I am well you Majesty, while the healing took away most of the pain. However, I fear the waste of such a scroll when the battle was almost over. 
 ”Krippen, your aid was much appreciated as always. Once we get all the spoils back to Arkum we can discuss how best to divide it. Is there anything that catches your eye?”  Harley then questions.

Krippen looks around at the battle field.
 Nothing really catches my eye you majesty, but we can wait until we are back at the city. To divide out the loot. 
WurmD
Harley orders all the Pack Ratz and Sewer Ratz bodies harvested for rations
_Wiz_
 ”Spike I would much rather waste a scroll than I would lose my chief warlord. We can always buy more scrolls but you Spike are irreplaceable!”  Harley declares sincerely.


Step 1

Moonsong Croaks all incapacitated Rats

Harvest the 20 Pack Ratz and 16 sewar ratz for rations


+36 rations

leaving the following bodies/units to be carried

Incapacited
Piker Isabel

Bodies
4 fat ratz
10 whip ratz
20 mini ratz
12 tunnel ratz
1 war rat
1 weird ratz
2 hobby horses
1 woof
1 piker


42 slots worth of units to be carried. Between ALL units we have a carrying capacity of 42.5.

Step 2

Between them ALL units carry bodies, wounded and loot across the border to (07,02). 1 move used by ALL

Step 3

Load up four wagons as follows; then move to farm


Uncroaked Stone Bull - 4 move used (0/10 remaining)
Wagon
Uncroaked Hobby Warhorse
12 ratz bodies

Uncroaked wargoat - 4 move used (0/10 remaining)
Wagon
Pondsea T15
Fat Ratz body
6 ratz bodies

Hobby A - 4 move used (2.5/14 remaining)
Hobby B - 4 move used (2.5/14 remaining)
Wagon
Pondsea C17A
Fat Ratz body
6 ratz bodies

Doe Deer A - 4 move used (2.5/14 remaining)
Doe Deer B - 4 move used (2.5/14 remaining)
Wagon
Fat Ratz body
12 ratz bodies

Step 4

2 wagons head back to (07,02) collect more bodies and return to farm

Uncroaked Hobby Warhorse - 8 move used (0/14 remaining)
Wagon
Fat Ratz body
hobby horse body
woof body
pike body



Pondsea T15 - 8 move used (0.5/16 remaining)
Pondsea C17A - 8 move used (0.5/16 remaining)
Wagon
War ratz body
hobby horse body
weird ratz body
3x ratz bodies

Step 5

The following units ride to farm

Hobby A
- Harley
- Spike
Hobby B
- Bill
- Shadow
Hobby T15A
- Moonsong
- Shady C11A
Hobby T15B
- Shady C11B
- Shady C11C
Hobby T16A
- Shady C16A
- Piker Isabel
Pondsea C17B
-Shady C16B
Doe Deer A
- Piker C15A
Doe Deer B
- Piker C15B

All units with 5 move or above walk to capital carrying a ratz body (Piker Isabel on a mount)

All units with 3.5 move or above walk to farm carrying a ratz body

All units with 3 move or below walk to (05,02)

Step 6

Wagons at farm are loaded up as follows; then move to capital


Hobby A 1.5 move used
Hobby B 1.5 move used
Wagon
Krippen
Stabber Jab
Piker Iki
Krippens archer
Krippens archer
Moonsong
Shadow
Spike

Hobby T15A 1.5 move used
Hobby T15B 1.5 move used
Wagon
Harley
Shady C11A
Shady C11B
Shady C11C
War Ratz body

Hobby T16A 1.5 move used
Pondsea C17B 1.5 move used
Wagon
Piker C15B
9 ratz bodies
Fat Ratz body

Doe Deer A 1.5 move used
Doe Deer B 1.5 move used
Wagon
Fat Ratz body
Shady C16A
Shady C16B
Piker Isabel
Piker C15A

Step 7

2 Hobbys with move make a return trip with move to collect more bodies

T15B 3 move used
T16A 3 move used
Wagon
Fat Ratz body
weird ratz
9 ratz bodies


3x Fat Ratz, 1 war ratz, 1 weird ratz and 18 of the light ratz (+7 that can be carried by walking bipedal units) end in capital. the rest end in the farm


All move and final destinations marked in Side stats
WurmD
+1

______________
Cyphermancer
Harley arrive back at the capital. Its later in the turn than she expected.

Dee greets Harley at the gates

 welcome back Harley  Dee closes her eyes for a second and the two woof golems turn back to Harley.

 Still no sign of Ding Dogg.  


Harleys hub hat then vibrates with a new message. From master Herring.

 Harley I have finished with my work for the turn. Also I have a caster I would like you to meet. She is looking for a patron.
Would you be up for meeting her?  
_Wiz_
Harley beams at Dee upon her return.  ”Thanks Dee I trust you had no problems while we were away?”  Harley asks.

Harley then frowns.  ”Yes I fear he may have drowned in a pool of alcohol somewhere...”  Harley replies.  ”But never mind that his presence is not vital...”  she adds.


Harley then sets her units to work unloading the wagons and moving the bodies to the morgue or the rations to the larder. She also has the incapacitated Piker Isabel moved time a comfy bed.

When her hat buzzes Harley reads the note and grins before finding somewhere to sit and quickly writes a note back in reply.

 ’Ofcourse Herring, I love meeting new Casters bring her over as soon as you like.

Harley 

Question: Do we know if Piker Isabelle will
Survive the turn or whether she needs to be stabilised?
WurmD
+1
___________
Cyphermancer
Harley beams at Dee upon her return.  ”Thanks Dee I trust you had no problems while we were away?”  Harley asks.

Harley then frowns.  ”Yes I fear he may have drowned in a pool of alcohol somewhere...”  Harley replies.  ”But never mind that his presence is not vital...”  she adds.

Dee gives you a wide smile.  No problems just kind of boring.  Dee takes a good look around.  seems losses we light. 

Harley then sets her units to work unloading the wagons and moving the bodies to the morgue or the rations to the larder. She also has the incapacitated Piker Isabel moved time a comfy bed.

When her hat buzzes Harley reads the note and grins before finding somewhere to sit and quickly writes a note back in reply.

 ’Ofcourse Herring, I love meeting new Casters bring her over as soon as you like.

Harley 

I]Of course Harley, would you like a NDA for her?[/I]

Question: Do we know if Piker Isabelle will
Survive the turn or whether she needs to be stabilised?

You do not know.
WurmD
Quickly penning a reply

 'As always :) we have Rands leftover, can you bulk buy NDAs? ⚡' 

she sends thinking perhaps 2 Rands could net him 4 NDAs, and Herring would get her 2 NDAs for 1 Rand
_Wiz_
 ”Yes losses weren’t too bad, mostly Uncroaked and ferals. Though we did lose one infantry and another was incapacitated...”  Harley replies.  ”Dee I don’t suppose with your croakamancy senses you can tell if a unit is about to croak?”  Harley questions with a thoughtful look.



Harley then quickly writes a note back to Herring.

 ’We would like her to sign one, but we do still have one that we bought from you. If you get her to sign before stepping through the portal I can swap you the unused one.

Also what’s her name and discipline so that I may offer her a NAP before stepping through the portal.

Harley 
WurmD
+1

_________
_Wiz_
Also to Krippen


 ”Now that we’re safely back in Arkum let us discuss how best to divide the spoils of the battle”  Harley declares as she talks to Krippen in private.  ”It strikes me that with Arkum paying your upkeep rations are of little use to you. May I suggest that I have your share converted into rands along with all the rest and then I would be happy to hire casters from the magic kingdom on your behalf if you like. I could also get any rations you have stockpiled converted aswell if you want....”  Harley offers.

 ”For your share I was thinking 12 rands, 4 of the 25s gems and one piece of metal if you are interested in it. I will also pay to have an item commissioned to be made for you. A weapon, a piece of armour, a helm or the like... your choice of what kind of item.”  Harley lists with a thoughtful look.  ”How does that sound?”  Harley then questions as she looks at Krippen.
WurmD
+1


____________
Cyphermancer
 ”Yes losses weren’t too bad, mostly Uncroaked and ferals. Though we did lose one infantry and another was incapacitated...”  Harley replies.  ”Dee I don’t suppose with your croakamancy senses you can tell if a unit is about to croak?”  Harley questions with a thoughtful look.

 Im afraid not Harley. 

Harley then quickly writes a note back to Herring.

 ’We would like her to sign one, but we do still have one that we bought from you. If you get her to sign before stepping through the portal I can swap you the unused one.

Also what’s her name and discipline so that I may offer her a NAP before stepping through the portal.

Harley 
 Her name is Bulm Spin a level one Turnamancer. And swaping out the NDA would work for me. We will be there shortly 
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Also to Krippen


 ”Now that we’re safely back in Arkum let us discuss how best to divide the spoils of the battle”  Harley declares as she talks to Krippen in private.  ”It strikes me that with Arkum paying your upkeep rations are of little use to you. May I suggest that I have your share converted into rands along with all the rest and then I would be happy to hire casters from the magic kingdom on your behalf if you like. I could also get any rations you have stockpiled converted aswell if you want....”  Harley offers.

 ”For your share I was thinking 12 rands, 4 of the 25s gems and one piece of metal if you are interested in it. I will also pay to have an item commissioned to be made for you. A weapon, a piece of armour, a helm or the like... your choice of what kind of item.”  Harley lists with a thoughtful look.  ”How does that sound?”  Harley then questions as she looks at Krippen. 
 

Krippen seems a little taken back by the offer. But gives Harley a wide smile.
 That is very fine off Harley I will accept. As for the item, I wouldnt mind one of those critical helms. 
_Wiz_
 ”It was just a thought thanks Dee”  Harley replies with a small smile.


 ”Your welcome Krippen. I don’t ever want you to think your not valued”  Harley declares with a grin.  ”And besides I’m still dead set on getting you for the captain of my knights, and we can’t have a captain be under equipped now can we!”  Harley adds.  ”Good choice on the helm by the way, it’s what I would have suggested too. And at the very least it will keep your head warm!”  Harley finishes with a cheeky smirk.

Harley then sends out an offer of a non aggression pact to Bulm Spin before heading down to the portal room offering Dee to join her if she wanted to.
WurmD
+1

_______________
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”It was just a thought thanks Dee”  Harley replies with a small smile.


 ”Your welcome Krippen. I don’t ever want you to think your not valued”  Harley declares with a grin.  ”And besides I’m still dead set on getting you for the captain of my knights, and we can’t have a captain be under equipped now can we!”  Harley adds.  ”Good choice on the helm by the way, it’s what I would have suggested too. And at the very least it will keep your head warm!”  Harley finishes with a cheeky smirk.

Harley then sends out an offer of a non aggression pact to Bulm Spin before heading down to the portal room offering Dee to join her if she wanted to. 
 


Both Dee and Krippen give you a nod. Dee agree to join you.


A short while later Herring enters the portal room with a tall female caster with short blue hair.
_Wiz_
Harley sends out a mental order for Spike to meet her at the portal the room before she heads down there herself with Dee. When she arrives the two Woof Soldier Golems are already standing on guard as still as statues on either side of the portal.


Harley then lines up opposite the portal with Dee on her left and Spike on her right. When Herring and the blue haired caster arrives Harley smiles gives a slight nod to Herring and takes a step forwards.  ”Turnamancer Bulm Spin I presume?”   Harley inquires by way of greeting.  ”I am Queen Harley Tesla, welcome to Arkum!”  she then declares.  ”This is my Chief Warlord Spike and this is Croakamancer Dea Ceas”  Harley continues with a wave at the two units standing to her side.  ”My dear friend Master Herring informs me you are looking for a patron?”  Harley then asks with genuine curiosity.
WurmD
+1
______________
SomeGuy411
Seems fine to me
Cyphermancer
Harley sends out a mental order for Spike to meet her at the portal the room before she heads down there herself with Dee. When she arrives the two Woof Soldier Golems are already standing on guard as still as statues on either side of the portal.


Harley then lines up opposite the portal with Dee on her left and Spike on her right. When Herring and the blue haired caster arrives Harley smiles gives a slight nod to Herring and takes a step forwards.  ”Turnamancer Bulm Spin I presume?”   Harley inquires by way of greeting.  ”I am Queen Harley Tesla, welcome to Arkum!”  she then declares.  ”This is my Chief Warlord Spike and this is Croakamancer Dea Ceas”  Harley continues with a wave at the two units standing to her side.  ”My dear friend Master Herring informs me you are looking for a patron?”  Harley then asks with genuine curiosity.

The blue haired woman gives Harley a wide smile ans a small bow.

 Your majesty, a pleasure to meet you. Yes im looking forna patron. I find searching for upkeep, a place to live, and still trying to work on my own projects each turn a pain. While I can do it. Turnamancers are well paided and have alot of work each turn. I would rather keep it simple. After talking with master Herring for a while, we came up with the patron idea. So here is the deal. From me you get half my juice each turn. I will also cast using juice you provide under your direction. In exchange you cover my upkeep, provide materials for my own projects, workshop space, and a place to lay my head at night. I don't need a signamancy agreement, but I wont be taking part in any battles unless I want to. How does that sound 
_Wiz_
 ”It is a pleasure to meet you aswell Bulm”  Harley replies with a smile  ”And yes I could imagine it must be difficult to worry about making upkeep, finding a place to stay AND working on ones craft” Harley agrees.  ”Your offer sounds reasonable enough and I would be pleased to have you as our guest and making space for you in my workshop would not be a problem but I must ask so I know how to best employ your talents what can your spells do?”  Harley questions.
WurmD
plus1;;;;;;;;;;;;
Cyphermancer
Bulm give Harley a smirk before answering


 A girl has to have some secrets, but I can share general details. I can craft constructs and items. With enough time, juice, effort, and materials. So far most of my constructs have focused on movement. I can turn prisoners to your side that spell cost 25 juice, but could take a few castings. I can boost the production of a city make it like two turns will pass instead of one. That spell is expensive however 100 juice per level of the city. I also have some move boosting spells.  
_Wiz_
 ”That’s good enough for me!”  Harley replies with a grin.  ”I think we have a deal!”  Harley then declares as she holds her hand out to shake.  ”Let’s find you a room shall we and after that I can show you the workshop”  Harley offers.

 ”Have you already made upkeep for the turn?”  Harley then asks.


 ”Herring are you going to be sticking around?”  Harley then asks.  ”Before you go I’ve got a couple of questions for you”   Harley declares.  ”During the battle with the ratz a couple of our units were infected by their bites and a piker was incapacitated. Do you know the going price to get them treated?”  Harley questions.
WurmD
Plus nnnnnnnnnn
Cyphermancer
[QUOTE=_Wiz_;24508952] ”That’s good enough for me!”  Harley replies with a grin.  ”I think we have a deal!”  Harley then declares as she holds her hand out to shake.  ”Let’s find you a room shall we and after that I can show you the workshop”  Harley offers.

 ”Have you already made upkeep for the turn?”  Harley then asks.


 I have already paid my upkeep for the turn. I also still have all my juice for the turn. So if you have a project you want me to work on let me know 

As she follows to the room and workshop.

 ”Herring are you going to be sticking around?”  Harley then asks.  ”Before you go I’ve got a couple of questions for you”   Harley declares.  ”During the battle with the ratz a couple of our units were infected by their bites and a piker was incapacitated. Do you know the going price to get them treated?”  Harley questions.

 I have no other plans for the turn, but will again have plans for next turn. As for a healamancer I have thier price sheet right here. Its one of the more common asked question.

 
Herring hands Harley a neatly printed paper

 Service charge 1 rand
Consolation1 rand
Stabilizing 1 rand
Healing 2 rands
Remove minor infliction 2 rands
Remove moderate infliction 3 rands
Remove severe infliction 4 rands
Stat healing 2 rands
Other healing on a case by case base
 

[ service charge for leaving the house of healing, consolation on what healing needed. 


Edit: As Harley starts to lead Bulm up to the rooms. Ding Dogg arrives from the magic Kingdom. Taking a look around.

 Well lets get to it. 
WurmD
As Bulm is inspecting the workshop, Harley asks Herring to the side  "is she the one who could make self-propelled wagons?" 
_Wiz_
(and +1 to Wurm’s question)


 ”Actually now that you mention it I have a couple of infantry taking up space in my dungeons... it would be great if you were able to turn them to the side for me”   Harley replies as she thinks about what the Turnamancer could do for Arkum.


At the mention of prisoners Harley then sends out an order to Bill to tame the final Woof prisoner with the new ratz rations.


 ”Aah then we are going to need to book some time with you soon. We need to order another critical helm from you, this time for Krippen”  Harley replies.  ”I was also hoping to get you to identify a couple of wands we obtained, I know you taught me how to do it myself but as a hat magician you are much more efficient juice wise...”  Harley adds.

 ”I will also try and get you a list of casters we want to hire next turn by the end of this turn if that makes things easier for you...”  Harley adds.

 ”Oh and another thing I wanted to ask you about... we still have those darf prisoners. Have you ever heard of the two natural ally limit being exceeded by a side either by carnymancer, signamancy contract or any other way?”  Harley questions.

Spotting Ding Harley frowns for a moment before turning to Bulm.  ”Sorry Bulm I need to take care of this. Spike, Dee could you help Bulm choose a room and then show her my workshop. Once your done if Bulm is willing could you then take her to the dungeons to turn the prisoners...”  Harley then asks.

Harley then strides up to Ding and pouts.  ”I was starting to think you’d stood me up...”  she declares still pouting.  ”I trust I can leave you in the capable hands of Shadow?”  Harley then declares as she silently summons Shadow, Moonsong and the Shady elves to come and meet up with Ding along with Bill.


[Will hand over here to Wurm for his escourt plan]
WurmD
yes, +1;;;;;;;;;;
Cyphermancer
 ”Actually now that you mention it I have a couple of infantry taking up space in my dungeons... it would be great if you were able to turn them to the side for me”   Harley replies as she thinks about what the Turnamancer could do for Arkum.

 Infantry should be easy enough. 

Bulm will follow Dee out of the room

At the mention of prisoners Harley then sends out an order to Bill to tame the final Woof prisoner with the new ratz rations.

Bill heads down with a few rations


 ”Aah then we are going to need to book some time with you soon. We need to order another critical helm from you, this time for Krippen”  Harley replies.  ”I was also hoping to get you to identify a couple of wands we obtained, I know you taught me how to do it myself but as a hat magician you are much more efficient juice wise...”  Harley adds.

 I have a little juice left enough to identify a few items 

As Bulm is inspecting the workshop, Harley asks Herring to the side "is she the one who could make self-propelled wagons?"

 She is but after talking with her and hearing her complaints I thought this might be a better deal. 
 ”I will also try and get you a list of casters we want to hire next turn by the end of this turn if that makes things easier for you...”  Harley adds.

 ”Oh and another thing I wanted to ask you about... we still have those darf prisoners. Have you ever heard of the two natural ally limit being exceeded by a side either by carnymancer, signamancy contract or any other way?”  Harley questions.

 None to my knowledge, natural ally contracts are titan level magic as are the rules. Maybe with a link up you could pull something. 

Spotting Ding Harley frowns for a moment before turning to Bulm.  ”Sorry Bulm I need to take care of this. Spike, Dee could you help Bulm choose a room and then show her my workshop. Once your done if Bulm is willing could you then take her to the dungeons to turn the prisoners...”  Harley then asks.

Harley then strides up to Ding and pouts.  ”I was starting to think you’d stood me up...”  she declares still pouting.  ”I trust I can leave you in the capable hands of Shadow?”  Harley then declares as she silently summons Shadow, Moonsong and the Shady elves to come and meet up with Ding along with Bill.


[
 Said I would be here, you didnt say when, Had a few personal items to check off my list. So these lovely's my eye candy for our little stroll, well lead on ladies. 
WurmD
 Escort stack: 
Bill (mounted) (f)
Uncroaked Hobby
Shady C11A (f)
Shady C11B (f)
Shady C15C (f)
Shadow (w/ crit helm2)
Moonsong (mounted)
Uncroaked Hobby
Shady C16A
Shady C16B

 HF exploration tactics:  Wagon with 8 units steps through Hex boundary; Stack jumps forward, the 4 front units covering 2 Hobbies, the 4 back units unhitching Hobbies; After unhitched, mount, restack, and explore hex for ferals and rations;
Note which hexes had what to determine rate of growth
After clear, call in Caster
Moonsong allowed to spend Juice as best see fit

 Escort duty: 
- Escort stack, in wagon, pulled by 2 Hobbies; Caster in Doe Deer C;
- All go until first HF hex, and wait at 04.-04 for mine Pudgie scout run
( https://www.dropbox.com/s/tfalq1tfis...3908.png?raw=1  brown)
- On way back stop at last HF hex 05.-07, send Caster home,
- Bill, Shadow and 2 pikers spend 1 Move and cut 8 Wood
- Load wood and rations onto Wagon, send wagon home
- Move to 04.-03 and wait for fresh Hobbies with empty Wagon (all spend 2 Move)
 
 Spoiler 
Intermediary result:
Bill (Move 1/9)
Uncroaked Hobby A (Move 0.5/14)
Shady C11A (Move 3/8)
Shady C11B (Move 3/8)
Shady C15C (Move 4/8)
Shadow (Move 6/9)
Moonsong (Move 5/8)
Uncroaked Hobby B (Move 0.5/14)
Shady C16A (Move 4/8)
Shady C16B (Move 4/8)
 

 Heavy Forest runs next turn: 
 
 Spoiler 
 
 

- Escort stack, in wagon, pulled by 2 Hobbies Yellow run up to 05.-04
- Shadow, Moonsong and 2 Shadies spend 1 Move, and cut 8 Wood, load it onto Wagon
- Hobbies pull Wagon with Wood and rations back to capital
- Escort stack moves to 05.-03 (1 move used each)
- 2 Fresh Hobbies bring back empty wagon, and Escort stack, in wagon, do Light blue run
Final Move Remaning totals:
Bill (Move 0/9)
Shady C11A (Move 2/8)
Shady C11B (Move 2/8)
Shady C15C (Move 2/8)
Shady C16A (Move 2/8)
Shady C16B (Move 3/8)
Shadow (Move 3/9)
Moonsong (Move 2/8)

Uncroaked Hobby A (Move 0.5/14)
Uncroaked Hobby B (Move 0.5/14)
Uncroaked Hobby C (Move 0/14)
Uncroaked Hobby D (Move 0/14)
Uncroaked Hobby E (Move 0/14)
Uncroaked Hobby F (Move 0/14)
Doe Deer C (Move 0/14)
_Wiz_
(Before Wurms post)

 ”Thats great!”  Harley replies with a smile.  ”Like I said I have two wands that need identifying, I believe ones a healamancy wand and the other is a Shockamancy wand...”  Harley continues  ”I’ve already assigned all of this turns rands but I can pay you in shmuckers or gems...”  Harley explains.  ”Actually if you don’t mind waiting I was thinking of taking a trip to the Moneymancers myself later in the turn to convert a few more rands to pay for the services of a healamancer and maybe to have something to spend at Carrion’s Croakamancy arena unless you would advice against going to the moneymancers bank...”  Harley continues.





 ”Well Ding you should know a lady doesn’t like to be kept waiting...”  Harley playfully scolds.  ”Yes these ladies will keep you safe!”  Harley replies before shooting an apologetic look in the elves direction when Ding was not looking.


(Then +1 to Wurm’s plan with the following clarifications;


Escort stack are equipped with the following magic items:
Bill (mounted) (f) (Lumberjack axe, amulet of healing, critical helm, linked message hat)
Uncroaked Hobby
Shady C11A (f) (twin fang swords)
Shady C11B (f) (+1 fiery axe)
Shady C15C (f) (+1 axe)
Shadow (w/ crit helm2) (twinhorn bow, critical helm)
Moonsong (mounted)
Uncroaked Hobby
Shady C16A
Shady C16B

Bill also takes the oversized axe of cutting as a backup weapon incase they encounter a heavy.
WurmD
+q1111111111
Cyphermancer
 ”Thats great!”  Harley replies with a smile.  ”Like I said I have two wands that need identifying, I believe ones a healamancy wand and the other is a Shockamancy wand...”  Harley continues  ”I’ve already assigned all of this turns rands but I can pay you in shmuckers or gems...”  Harley explains.  ”Actually if you don’t mind waiting I was thinking of taking a trip to the Moneymancers myself later in the turn to convert a few more rands to pay for the services of a healamancer and maybe to have something to spend at Carrion’s Croakamancy arena unless you would advice against going to the moneymancers bank...”  Harley continues.

 I can make another trip if you wish. Not sure how much juice the moneymancers will have left this late in the turn. I could ask around see if anyone is intrested in converting rands with thier own juice however. Of course they will expect payment. As for the identifies 100 shmuckers should do it. 
 ”Well Ding you should know a lady doesn’t like to be kept waiting...”  Harley playfully scolds.  ”Yes these ladies will keep you safe!”  Harley replies before shooting an apologetic look in the elves direction when Ding was not looking.

Ding shrugs

 As I said had other buisness 

Taking a quick look at the map. Frowning a little.

 I see someone else is working on the road. With this half finished road in 05.-07. I have the juice to get all the way to 08.-08 assuming you have the coin. 

(Then +1 to Wurm’s plan with the following clarifications;


Escort stack are equipped with the following magic items:
Bill (mounted) (f) (Lumberjack axe, amulet of healing, critical helm, linked message hat)
Uncroaked Hobby
Shady C11A (f) (twin fang swords)
Shady C11B (f) (+1 fiery axe)
Shady C15C (f) (+1 axe)
Shadow (w/ crit helm2) (twinhorn bow, critical helm)
Moonsong (mounted)
Uncroaked Hobby
Shady C16A
Shady C16B

Bill also takes the oversized axe of cutting as a backup weapon incase they encounter a heavy.[/QUOTE]
WurmD
Replying to Dong " As expected " she says in a sultry voice slowly nodding "and tell me, for the future, how many Hill hexes can you * handle *, how much Juice will it * take *?" she asks as they are to depart, emphasizing particular words suggestively
_Wiz_
 ”That would be really helpful Herring, and we only need a small number of rands  to cover the cost of healing so hopefully they will still have enough juice...”  Harley replies.

 ”100 shmuckers it is then!”  Harley agrees as she transfers the shmuckers and hands over the two wands to be identified.



(The light flirting doesn’t seem to be allowing us to manipulate Ding that well so I suggest we tone it back and change Wurm’s post to as follows)

Harley glances at the map and nods.  ”Yes we have multiple contractors working on the project to get it finished as quickly as possible and (08,-08) is where we expected you to be able to reach”  Harley agrees.  ”And don’t worry we have the coin”  Harley replies as she transfers the rands.   "and tell me, for the future, how many Hill hexes can you handle a turn and how much Juice will it take?"  she asks as they are to depart.
WurmD
+1!!!!!!!!!!!
SomeGuy411
+1 to wiz. I'd much rather be all business anyway.
Cyphermancer
 ”That would be really helpful Herring, and we only need a small number of rands  to cover the cost of healing so hopefully they will still have enough juice...”  Harley replies.

 ”100 shmuckers it is then!”  Harley agrees as she transfers the shmuckers and hands over the two wands to be identified.

Taking the two wands Herring quickly casts over each of them

Wand of Hobokin: wand can cast the Hobokin spell once a turn. Wand deals 2d6+1 damage

Wand of lesser heal: wand can cast lesser heal once a turn. Wand heals 1d6+1 damage. On a target in the same stack.

Herring then takes 30 ratz ration.
    Iwill return as soon as I can 

-30 rations
- 100 shmuckers



(The light flirting doesn’t seem to be allowing us to manipulate Ding that well so I suggest we tone it back and change Wurm’s post to as follows)

Harley glances at the map and nods.  ”Yes we have multiple contractors working on the project to get it finished as quickly as possible and (08,-08) is where we expected you to be able to reach”  Harley agrees.  ”And don’t worry we have the coin”  Harley replies as she transfers the rands.   "and tell me, for the future, how many Hill hexes can you handle a turn and how much Juice will it take?"  she asks as they are to depart.

 Of course of course no big deal. I could do two hill hexes a turn. 

-12 rands

 Well ladies shall we! 

Ding mounts the sea pond following behind Bill stack. The stack moves out to 04.-04. Pudgie A takes flight. Quickly scoutimg the route it spots no other units. During the first part of its flight. Arriving at the forest the pudgie flies above the tree line.

Harleys hat rumbles with a message from Bill.

 Spotted movement in hex 07.-08. But couldn't catch sight of what it was. Should I send the pudgie below the tree line or have it continue its course?   
SomeGuy411
I'd advise we send the bird, given we have more. We need to know what's around
_Wiz_
I agree but  keep out of sight (it is a scout unit after all) and stay out of reach of melee units and flee if attacked by ranged units.
WurmD
+1!!!!!!!!!!!!
Cyphermancer
The pudgie flys below the tree line staying towards the higher branches. It still catches movement every once and a while, but when it moves to investigate. It finds nothing. As the bird continues to search. It spots a long narrow arm brown in color disappearing behind a tree. As the pudgie flys towards the the tree. Harley spots a woven net dropping in front of the pudgie. The pudgie tries to avoid the , net but is unable. As the net closes around the pudgie. Harley loses sight of the bird and it disappears from Harleys senses.
WurmD
Pudgie C16 mentally ordered to do Pudgie A's path backward until 06.-07
_Wiz_
+1.............
Cyphermancer
Pudgie C16 takes flight. Flying along the road and heading for 06.-07. The Pudgie watches but no enemies are spotted along the route.
_Wiz_
Seeking out Krippen Harley walks up to the barbarian warlord.  "Krippen are you up for any more work this turn?"  Harley questions.  "Theres an unidentified unit or units on the route that we want to build our road that has captured one of our Pudgy scouts. I'd like to send you and your archers out with a heavy mount to support Bill's stack. I'll also be sending out a twinhorn ditto out in advance to spring any traps or ambushes the unit might have prepared...."  Harley declares.  "I'd send you with the following"  Harley Begins


Uncroaked Hobby C
Uncroaked Hobby D
Wagon
Krippen
Krippen's Archer
Krippen's Archer
Tamed Woof
Uncroaked Hobby Warhorse

 "Then I suggest you form the following stacks in hex"  Harley continues


Twinhorn Ditto - Bait / trap springer


Bill (Mounted)
-&gt; Uncroaked Hobby A (F)
Shadow (Mounted)
-&gt; Uncroaked Hobby B (F)
Moonsong (Mounted)
-&gt; Uncroaked Hobby C (F)
Shady
Shady
Shady

Krippen (Mounted)
-&gt; Uncroaked Hobby Warhorse (F)
Tamed Woof (F)
Uncroaked Hobby D (F)
Krippen's Archer
Krippen's Archer
Shady
Shady

 "If there are only one or two units attempt to capture, if however there are more croak the enemy until you believe it is safe to attempt to capture..."  Harley suggests.
WurmD
+1!;;!!!!!;!!!!
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Seeking out Krippen Harley walks up to the barbarian warlord.  "Krippen are you up for any more work this turn?"  Harley questions.  "Theres an unidentified unit or units on the route that we want to build our road that has captured one of our Pudgy scouts. I'd like to send you and your archers out with a heavy mount to support Bill's stack. I'll also be sending out a twinhorn ditto out in advance to spring any traps or ambushes the unit might have prepared...."  Harley declares.  "I'd send you with the following"  Harley Begins


Uncroaked Hobby C
Uncroaked Hobby D
Wagon
Krippen
Krippen's Archer
Krippen's Archer
Tamed Woof
Uncroaked Hobby Warhorse

 "Then I suggest you form the following stacks in hex"  Harley continues


Twinhorn Ditto - Bait / trap springer


Bill (Mounted)
-&gt; Uncroaked Hobby A (F)
Shadow (Mounted)
-&gt; Uncroaked Hobby B (F)
Moonsong (Mounted)
-&gt; Uncroaked Hobby C (F)
Shady
Shady
Shady

Krippen (Mounted)
-&gt; Uncroaked Hobby Warhorse (F)
Tamed Woof (F)
Uncroaked Hobby D (F)
Krippen's Archer
Krippen's Archer
Shady
Shady

 "If there are only one or two units attempt to capture, if however there are more croak the enemy until you believe it is safe to attempt to capture..."  Harley suggests. 
 

 I will take the contract, is there anything you want to pass along to Bill.   Krippen pauses to think.

 Also are we to immediently attack or is diplomacy an option? How far do you want us to press the attack? 
WurmD
" Good thinking Krippen, I hadn't even considered it could be speaking units. Bill took a Hat so you can communicate back if needed. But diplomacy is totally an option, the goal of the side here is to have trapper units. As long as that is accomplished, we'll be happy" 
_Wiz_
Harley looks thoughtful for a moment in response to Krippen’s questions.  ”I had presumed we were dealing with some kind of feral but now that you mention it that net did look more crafted than natural...”  Harley remarks.

 ”If we are indeed dealing with intelligent units such as Barbarians or natural allies then yes diplomacy is definitely an option.”  Harley replies.  ”Bill already has a hat with him but I will send you with one aswell.”  Harley then adds.  ”Diplomatically speaking our minimum requirements are the return of our captured Pudgy and a NAP for both us and Ding Dong so that he may complete the road without risk”  Harley declares.  ”Beyond that you know that we are always interested in recruiting useful units but we can discuss the specifics via hat once you have confirmed they are willing to respond to diplomacy. “  Harley declares.

 ”If it does result in a battle this is not worth getting yourself croaked for, if the odds look like they are stacked against us you and Bill are permitted to retreat with both Stacks. In a fight the aim is capture the enemy units but do not take undue risks. I’d rather the threat is eliminated and we suffer no losses rather than capturing the unit and taking heavy losses...”  Harley explains.  ”Other than that I trust you to use your best judgement.”  Harley declares.
WurmD
+111111111111
SomeGuy411
I'll support wiz's orders
Cyphermancer
Harley looks thoughtful for a moment in response to Krippen’s questions.  ”I had presumed we were dealing with some kind of feral but now that you mention it that net did look more crafted than natural...”  Harley remarks.

 ”If we are indeed dealing with intelligent units such as Barbarians or natural allies then yes diplomacy is definitely an option.”  Harley replies.  ”Bill already has a hat with him but I will send you with one aswell.”  Harley then adds.  ”Diplomatically speaking our minimum requirements are the return of our captured Pudgy and a NAP for both us and Ding Dong so that he may complete the road without risk”  Harley declares.  ”Beyond that you know that we are always interested in recruiting useful units but we can discuss the specifics via hat once you have confirmed they are willing to respond to diplomacy. “  Harley declares.

 ”If it does result in a battle this is not worth getting yourself croaked for, if the odds look like they are stacked against us you and Bill are permitted to retreat with both Stacks. In a fight the aim is capture the enemy units but do not take undue risks. I’d rather the threat is eliminated and we suffer no losses rather than capturing the unit and taking heavy losses...”  Harley explains.  ”Other than that I trust you to use your best judgement.”  Harley declares.

Krippen gives Harley a nod.
 We will take care of it Harley. 

Krippen moves out with the reforcements. Moving to meet with Bill. The two stacks then move to 06.-07. Harley then feels the two stacks moving into 07.-08. The twin horn ditto moving into the hex as well. Along the way they search for wild rations only finding a single ration.

After awhile Harley's hat rumbles with a message from bill.

 Your majesty as we expored the hex. It felt like we were being watched. Then a stack of woody elves came out of the forest.
Your majesty they are not happy. They are angry about the uncroaked, about us building the road through "their" woods, and about us harvesting all of the woods bounty. While they are not attacking. They have stated we are not allowed to go any further. Shadow and Moonsong seem to think there are other other woody elves in the woods.  
WurmD
 Innate knowledge! 
W103. Having multiple allied elven tribes does not count against the max 2 NAT Ally limit? Could we be allied with a Shady Elves, a Woody Elves AND a HealoElves tribe?)

If don't know, ask Shadow by note
_Wiz_
After reading Bill’s note Harley frowns and writes a quick note in reply before sending it via hat.


 Bill, just so I know what our options are ask Shadow if it is possible for Woodsy elves to join her tribe and if so if it is something she would be willing to do.

Also are we dealing with the Woodsy Elf chief? 
Cyphermancer
 
 Originally Posted by _Wiz_ 
 After reading Bill’s note Harley frowns and writes a quick note in reply before sending it via hat.


 Bill, just so I know what our options are ask Shadow if it is possible for Woodsy elves to join her tribe and if so if it is something she would be willing to do.

Also are we dealing with the Woodsy Elf chief?  
 



Harley sends her note back through. After awhile a note comes back.

 Harley this is Shadow. First off it is the chief of the Woodsy elves. I think a member of the stack is a natural caster. They have a few doe deers as mounts. As for the woodsy elves joining my tribe. I know things of that sort have happen in the past. However, I have no experience with the results of such a union. I do know it would change our popping. Also I not sure they would be willing to join the tribe. Woodsy elves have a great love for nature and tend not to like uncroaked. Seeing the uncroaked mounts with the stack put them in a bad mood. 
WurmD
Edit that speech, there are no Uncroaked Shadies in-hex, only Uncroaked mounts
_Wiz_
With some careful thought Harley writes out her next reply.

 ’First of all I presume you have already introduced yourselves and the side you represent. Please explain that we were not aware that there was a tribe of Woodsy elves living in this forest and we apologise if we have made making upkeep difficult for them.

Ask them why they object to the uncroaked. If they respond that they are unnatural feel free to point out they are as natural as any other unit otherwise why would the titans have created croakamancers.

Inform them that Arkum only wishes to be friends and allies with Elves as Shadow and her tribes presence proves. Also add that we are a growing side and as such have the income to be able to support more elves if they were willing to work with Arkum.

If they seem willing to Ally with Arkum please explain the current situation that we already have two natural allies and as such they would have to merge with Shadow’s tribe for it to be possible. The Woodsy elf chief would officially be made a Sub-Chief but in the eyes of Arkum would hold the full rights and privileges of a natural ally chief. If it helps to convince them you may also offer that we would be willing to stop the practice of uncroaking elves.

If they seem unwilling to ally the minimum we want is the return of our Pudgy, a NAP for us and Ding Dong and permission to complete the road as it is vital in keeping our side connected. In return we would be willing to agree not to hunt or forage in the area of forest that they consider there’s and would be willing to open up trade between our side and their tribe.


(Optional extra)


If they still do not seem convinced as a last resort you may offer them a payment of 500 shmuckers as a token of thanks for allowing us to build a road through ‘their’ forest.  




Edit:

Harley then writes a second note this time sending it to Krippen’s hat.


 ’Krippen, what is your tactical assessment should this come down to a fight?’ 
WurmD
+1************
Cyphermancer
 
 Originally Posted by _Wiz_ 
 With some careful thought Harley writes out her next reply.

 ’First of all I presume you have already introduced yourselves and the side you represent. Please explain that we were not aware that there was a tribe of Woodsy elves living in this forest and we apologise if we have made making upkeep difficult for them.

Ask them why they object to the uncroaked. If they respond that they are unnatural feel free to point out they are as natural as any other unit otherwise why would the titans have created croakamancers.

Inform them that Arkum only wishes to be friends and allies with Elves as Shadow and her tribes presence proves. Also add that we are a growing side and as such have the income to be able to support more elves if they were willing to work with Arkum.

If they seem willing to Ally with Arkum please explain the current situation that we already have two natural allies and as such they would have to merge with Shadow’s tribe for it to be possible. The Woodsy elf chief would officially be made a Sub-Chief but in the eyes of Arkum would hold the full rights and privileges of a natural ally chief. If it helps to convince them you may also offer that we would be willing to stop the practice of uncroaking elves.

If they seem unwilling to ally the minimum we want is the return of our Pudgy, a NAP for us and Ding Dong and permission to complete the road as it is vital in keeping our side connected. In return we would be willing to agree not to hunt or forage in the area of forest that they consider there’s and would be willing to open up trade between our side and their tribe.


(Optional extra)


If they still do not seem convinced as a last resort you may offer them a payment of 500 shmuckers as a token of thanks for allowing us to build a road through ‘their’ forest.  




Edit:

Harley then writes a second note this time sending it to Krippen’s hat.


 ’Krippen, what is your tactical assessment should this come down to a fight?’  
 


Krippen answers first.

 If its just the chiefs stack. We would be fine I think, however even one other stack... We are not prepared for a major fight here. We might win, but loses would be heavy 


A note from shadow comes next
 First off the uncroaked. The woodsy seem to belive by uncroaking the bodies we are robbing the land of something. The woodsy chief seems unintrested in joining my tribe. Honestly, im not really a fan of them joining my tribe anyway. They want a signamancy agreement for the NAP and spelling out the boarders. They seemed against the road, but I managed to secure it. If we pay them 500 shmuckers in gems once everything is paid and written out they are willing. To release the pudgie. 
Cyphermancer
The hat rumbles again


 The woodsy elfs "Claim" the woods north and and west of the old road. Free travel may happen on the road as well as the light forest closest to the city. But no where else. Scouts will be removed, but the woodsy offered to perform scouting in the woods however for a fee... 
_Wiz_
Taking her time Harley writes back another note.

 What price are they offering for the scouting service? If the price is reasonable we would be willing to agree to the following terms and arrange to have signamancy contract created that enforces it;


The side of Arkum and the Tribe of [insert Woodsy Elf tribe name here] enter into a non aggression pact for a minimum of 20 turns. After 20 turns have passed either side may end the nonaggression pact without penalty by giving one turn notice.

Arkum agrees to recognise the forests marked in Appendix A as belonging to the Tribe.
Arkum agrees not to enter heavy forest hexes in the designated area unless granted prior permission (not including the road that passes through the forest.)
Arkum agrees not to hunt or forage in the light forest hexes in the designated area. If attacked by ferals in the designated area the forces of Arkum may defend themselves but the Tribe must be immediately informed and any rations obtained from the encounter handed over to the Tribe.
Arkum agrees to gift 500s in gems to the Tribe in payment for allowing the construction of the road through the forest.
Arkum agrees to gift the Tribe a messenger hat.

The Tribe agrees to allow Arkum to complete their planned road and not to attack any contractors working on the road.
The Tribe agrees to allow Arkum (and any of their contractors) safe passage down the road.
The Tribe agrees to provide scouting reports covering the entirety of their land and the hexes that border it for a fee of xx per turn. These reports will be given at the beginning of the turn via hat. 

Appendix A

 
WurmD
A better Appendix A
 
Cyphermancer
An answer comes back

 The Tall Stand tribe agrees to the terms. 50 in gems a turn is more than enough. 
WurmD
Given the development Harley writes a note to Herring that should be on his way to the bank
 'Dear Herring, something came up, and we need 500 and 50 shmuckers converted into gems to pay a natural ally. Are you able to get that conversion done? In addition we need a Signamancy contract stating the equivalent to:
The side of Arkum and the Tall Stand Tribe enter into a non aggression pact for a minimum of 20 turns. After 20 turns have passed either side may end the nonaggression pact without penalty by giving one turn notice.

Arkum agrees to recognise the forests marked in Appendix A as belonging to the Tribe.
Arkum agrees not to enter heavy forest hexes in the designated area unless granted prior permission (not including the road that passes through the forest.)
Arkum agrees not to hunt or forage in the light forest hexes in the designated area. If attacked by ferals in the designated area the forces of Arkum may defend themselves but the Tribe must be immediately informed and any rations obtained from the encounter handed over to the Tribe.
Arkum agrees to gift 500s in gems to the Tribe in payment for allowing the construction of the road through the forest.
Arkum agrees to gift the Tribe a messenger hat.

The Tribe agrees to allow Arkum to complete their planned road and not to attack any contractors working on the road.
The Tribe agrees to allow Arkum (and any of their contractors) safe passage down the road.
The Tribe agrees to provide scouting reports covering the entirety of their land and the hexes that border it for a fee of 50 per turn. These reports will be given at the beginning of the turn via hat.

Appendix A' 
She then sends the note and mentally attempts to transfer 550s to Herring's purse given the signamancy connection
Cyphermancer
 
 Originally Posted by WurmD 
 Given the development Harley writes a note to Herring that should be on his way to the bank
 'Dear Herring, something came up, and we need 500 and 50 shmuckers converted into gems to pay a natural ally. Are you able to get that conversion done? In addition we need a Signamancy contract stating the equivalent to:
The side of Arkum and the Tall Stand Tribe enter into a non aggression pact for a minimum of 20 turns. After 20 turns have passed either side may end the nonaggression pact without penalty by giving one turn notice.

Arkum agrees to recognise the forests marked in Appendix A as belonging to the Tribe.
Arkum agrees not to enter heavy forest hexes in the designated area unless granted prior permission (not including the road that passes through the forest.)
Arkum agrees not to hunt or forage in the light forest hexes in the designated area. If attacked by ferals in the designated area the forces of Arkum may defend themselves but the Tribe must be immediately informed and any rations obtained from the encounter handed over to the Tribe.
Arkum agrees to gift 500s in gems to the Tribe in payment for allowing the construction of the road through the forest.
Arkum agrees to gift the Tribe a messenger hat.

The Tribe agrees to allow Arkum to complete their planned road and not to attack any contractors working on the road.
The Tribe agrees to allow Arkum (and any of their contractors) safe passage down the road.
The Tribe agrees to provide scouting reports covering the entirety of their land and the hexes that border it for a fee of 50 per turn. These reports will be given at the beginning of the turn via hat.

Penalty 5000 shmuckers

Appendix A' 
She then sends the note and mentally attempts to transfer 550s to Herring's purse given the signamancy connection 
 


Herring returns a short while later. You were unable to transfer shmuckers to Herring while he was out of the hex.

 only one moneymancer had any juice left, but I was able to convert the rest with free casters. I spent four rands on the signamancy agreement. Also another client paided me in gems so I have the gems you need on hand. 

+ 1 signamancy agreement arkum &amp; Tall Stands tribe
+ 19 rands
+ 11 fifty shmucker gems
- 550 shmuckers

As Herring speaks Harley feels two new units join the side and two prisoners leave her cells.

Spike also tames the last woof using two rat rations.


Bulm decends the tower with the recently turned piker and archer in tow. Along with a few uncroaked.

 alright well im going to head to the workshop is thier a bench I can make mine or is it a more communial area? 
_Wiz_
 ”Thankyou Herring great work as always”  Harley replies with a smile.

Harley then writes a quick note and sends it through the hat to Bill along with the signamancy contract which she first signs and the gems if possible.

 ’Here is the signamancy contract that we agreed on, please get the Woodsy Elf Chief to sign it. Once he has returned our Pudgy then get Ding to complete the road. Krippen can immediately return once the contract is signed but please continue your escourt duty before returning with Ding’ 
 ”I hate to run you ragged Herring but now that we have the rands we will need to hire a healamancer for our infected and incapacitated units...”  Harley declares with an apologetic look.

 ”Oh and while I have you here do you think you are going to have any juice spare next turn to do some hat work for us or is it best to book you for the turn after next?”  Harley questions.

Turning to the newly turned units Harley smiles and gives a slight nod.  ”Welcome to Arkum!”  she declares sincerely.  ”I will want to speak to you both later...”  Harley adds before turning to Bulm.

 ”Thankyou Bulm”  Harley declares gratefully.  ”It’s mostly communal but if you plan to be working there every turn feel free to claim some space and make yourself at home...”  Harley declares.  ”Is there anything else you need or are you just familiarising yourself with the space?”  Harley asks.
WurmD
+12356789000
Cyphermancer
 ”Thankyou Herring great work as always”  Harley replies with a smile.

Harley then writes a quick note and sends it through the hat to Bill along with the signamancy contract which she first signs and the gems if possible.

 ’Here is the signamancy contract that we agreed on, please get the Woodsy Elf Chief to sign it. Once he has returned our Pudgy then get Ding to complete the road. Krippen can immediately return once the contract is signed but please continue your escourt duty before returning with Ding’ 

The gems go through just fine as does thr contract. This still leaves you holding the message hat for them

 ”I hate to run you ragged Herring but now that we have the rands we will need to hire a healamancer for our infected and incapacitated units...”  Harley declares with an apologetic look.

 ”Oh and while I have you here do you think you are going to have any juice spare next turn to do some hat work for us or is it best to book you for the turn after next?”  Harley questions.

 My remaining juice ia spoken for however. I would be willing to work next turn what did you have in mind?As for the Healamancers sure I can see if one is avaliable do you want a NDA for them or just a natural NAP. 

Turning to the newly turned units Harley smiles and gives a slight nod.  ”Welcome to Arkum!”  she declares sincerely.  ”I will want to speak to you both later...”  Harley adds before turning to Bulm.

 ”Thankyou Bulm”  Harley declares gratefully.  ”It’s mostly communal but if you plan to be working there every turn feel free to claim some space and make yourself at home...”  Harley declares.  ”Is there anything else you need or are you just familiarising yourself with the space?”  Harley asks.

 Think I will claim a corner. I would rather not clean up each turn. Mind if I grab a few troops to carry a some things. For my project? 
_Wiz_
Harley writes a quick extra note and sends it through the hat.

 ”I sent Krippen with an extra hat, please ask him to gift it to the Woodsy elves’ 
 ”I was referring to the Critical Helm that I promised Krippen, I was just wondering if you would be able to make it next turn or if we would have to wait for the turn after next.”  Harley replies.  ”As for the Healomancers just a NAP should be sufficient aslong as the healing is performed in the portal room.”  Harley declares with a thoughtful look.


 ”Ofcourse Bulm I will send a couple of infantry to assist you”  Harley replies with a smile.  ”May I ask what your planning to work on?”  Harley then asks in curiosity.
WurmD
+1
Hxhdjjddjdjdjdj
Cyphermancer
[QUOTE=_Wiz_;24523609]Harley writes a quick extra note and sends it through the hat.

 ”I sent Krippen with an extra hat, please ask him to gift it to the Woodsy elves’ 
 ”I was referring to the Critical Helm that I promised Krippen, I was just wondering if you would be able to make it next turn or if we would have to wait for the turn after next.”  Harley replies.  ”As for the Healomancers just a NAP should be sufficient aslong as the healing is performed in the portal room.”  Harley declares with a thoughtful look.

 My other contacts shouldnt require juice, however I like to have a little for back up. I can do the helm next turn. Any other work lets play by ear. I have the healamancer already outside the portal. I will take care of it if you want to leave the rands with me and bring dowm the patients. Who is being seen anyway and what are thier problems? 
 ”Ofcourse Bulm I will send a couple of infantry to assist you”  Harley replies with a smile.  ”May I ask what your planning to work on?”  Harley then asks in curiosity.

 I have a few idea thinking about a single person transport. I saw the dirtamancer leave the city. Are you working on roads? 

Harley feels the signamancy agreement snap into place. She gets a warning flash. Her side is in violation of the treaty. She has a scout in the middle of the woodsy lands! Harley moment of fear passes are the Woodsy bypass the payment.

Krippen returns to the capital his mounts having a single move remaining. Ding Dogg also return to the capital. After waiting awhile bill returns home as well.
Cyphermancer
 Titan retcon 

Flash (foolamancy)
Range: close range
Juice: 50
Duration: see spell
Casting time: 1 round

A basic foolamancy attack spell targeting a single target. Attack roll of combat+ caster level vs targets defense. Spell creates a blinding flash of light. On a successful hit the target is blinded for one round a level. The target then take a negative two on its combat and defense scores for 1 round a level. On a miss the target takes a minus two on its combat and defense scores for 1 round a level. Spell only works on living units.
_Wiz_
To Herring

 ”Ah excellent I’m sure Krippen will be pleased”  Harley replies with a nod of the head.  ”And that would be perfect, I will organise for the patients to be brought down.”  Harley replies.  ”We have one incapacitated piker, one infected piker and an infected Twoll”  Harley relays.

To Bulm

 ”Fascinating! I’d be interested in seeing it when it’s finished...”  Harley comments.  ”Yes we’re having roads built between the capital, our resource sites and a ruined city that we hope to claim soon to make getting back and fourth between each much easier”  Harley answers.  ”Why, is there something you can do with roads?”  she then asks.

To Ding

 ”Ah thankyou Ding, I apologise for the delay but some unexpected obstacles popped up”  Harley declares with an apologetic smile.

With Bill and Krippen’s return Harley then sets about getting everything back in order.

 ”Bill, Krippen, Shadow excellent work All of you. It wasn’t a fight but from what I’ve seen diplomacy can be an even harder battle to win...”  Harley declares as she compliments her forces.

 ”Krippen, Herring has agreed to make your helm next turn so once all the casters our dealt with we can see about the rest of your payment....”  Harley then declares.

 ”Bill I’m afraid your work is not yet done for the turn. I’d like you to take the last two fresh mounts and retrieve our units in the field and bring them back to the farm. Then load up the last bodies and send them back to the capital”  Harley instructs.

 
 Spoiler 
Bodies currently at farm
1 fat ratz
2 hobby horses
1 woof
1 piker
 


Step 1

Bill takes Wagon and 2 Uncroaked Hobbys to (05,02)

Uncroaked Hobby E 3.5 move used (11.5 remaining)
Uncroaked Hobby F 3.5 move used (11.5 remaining)
Wagon
Bill

Step 2

Field Units board wagon and are brought back to farm and dropped off.

Uncroaked Hobby E 1.5 move used (10 remaining)
Uncroaked Hobby F 1.5 move used (10 remaining)
Wagon
Bill
Uncroaked Shady C11E
Uncroaked Shady C11D
Uncroaked Minertaur

Step 3

Wagon returns to (05,02) picks up last Minertaur and returns it to farm.

Uncroaked Hobby E 3.5 move used (6.5 remaining)
Uncroaked Hobby F 3.5 move used (6.5 remaining)
Wagon
Bill
Uncroaked Minertaur

Step 4

Bill loads up wagon with bodies and sends it back to capital where it deposits the bodies.

Uncroaked Hobby E 1.5 move used (5 remaining)
Uncroaked Hobby F 1.5 move used (5  remaining)
Wagon
Piker body
Hobby body
Fat ratz body

Step 5

Wagon returns to farm Bill loads the last two bodies and sends them back to capital


Uncroaked Hobby E 3 move used (2 remaining)
Uncroaked Hobby F 3 move used (2 remaining)
Wagon
Woof body
Hobby body


No units now left in the field
All bodies now back in capital
Final locations of moved units noted on side sheet.
WurmD
add "1 incapacitated piker  to be stabilized only if it will not survive the turn "

add comma "”Why ,  is

Else, +1
Cyphermancer
The hobbies arrive back in the capital with the last of the bodies after several trips.

Herring

 Very well the Healamancer name is Genivia. So atleast six rands. For her services.   

Bulm

 Not right now, the transport im think of will be more effective on roads I think. It will be done next turn. 

Ding

 It happens it why escorts are sent along. However, I do habe to say little bored with road work.    pausing to look around.
 you have alot of empty building slot ever think about taking care of that? I could build three in two turns. Price woupd vary a bit depending on what you want. 

Bill and shadow head off

Krippen

 Sounds good Harley thank you. If I wanted to use the rands to pay. For caster to come here what would be your policy on it . What about if I wanted to add units to my stack or promote some? 

Bill heads out sending the cart back with the last of the bodies.
_Wiz_
To Herring

 ”Expensive but I guess it can’t be helped...”  Harley replies with a thoughtful look.  ”Herring I will leave it in your capable hands”  Harley then declares as she heads out of the portal room and has the incapacitated and infected units sent in.

To Bulm

 ”Ah I see...”  Harley replies.  ”Well you are more then welcome to try it out on one of our roads when it is complete.”  Harley then offers.

To Ding

 ”Yes I can understand that, I can’t imagine roads are the most thrilling things to make”  Harley agrees.  ”Fortunately that road is very close to being complete!”  Harley then declares.

 ”Oh yes more buildings are definitely something we want at some point...”  Harley agrees.  ”What buildings can you make?”  Harley then asks.

To Krippen

 ”Well just let me know who you want to hire then I will arrange most likely via Master Herring for them to come”  Harley replies.  ”As for promoting your units I have no problem with it after all the more powerful your stack the more useful they will be to me in a battle”  Harley declares.  ”How would you add units to your stack though?”  Harley then questions.
WurmD
Edit
at some point...
To
 next! 

+1 otherwise
Cyphermancer
To Herring

 ”Expensive but I guess it can’t be helped...”  Harley replies with a thoughtful look.  ”Herring I will leave it in your capable hands”  Harley then declares as she heads out of the portal room and has the incapacitated and infected units sent in.

 Of course Harley  As Harley leaves the room. She feels Herring leave the capital. A short while later she feels an offer of a NAP from a Barbarian caster named Genivia. After accepting. Harley feels to allied casters enter from the MK. Harley then feels her units healed in short order. Followed shortly by her hat buzzing and both casters leaving the capital

 Harley all three have been healed and will recover by morning. Genevia invited me to dinner so I will see you in the morning.  

To Bulm

 ”Ah I see...”  Harley replies.  ”Well you are more then welcome to try it out on one of our roads when it is complete.”  Harley then offers.

Bulm gives you a nodd before heading back to the workshop

To Ding

 ”Yes I can understand that, I can’t imagine roads are the most thrilling things to make”  Harley agrees.  ”Fortunately that road is very close to being complete!”  Harley then declares.

 I dont know about very close its still over two turns of casting on my own if the map is accurate. 
 ”Oh yes more buildings are definitely something we want at some point...”  Harley agrees.  ”What buildings can you make?”  Harley then asks.

 Infantry or knights barracks. Training grounds, woof den, watch tower are the basics. Could also do a garden, natural ally grounds, cold storage, few others depending on your needs and casters that could supply juice. 

To Krippen

 ”Well just let me know who you want to hire then I will arrange most likely via Master Herring for them to come”  Harley replies.  ”As for promoting your units I have no problem with it after all the more powerful your stack the more useful they will be to me in a battle”  Harley declares.  ”How would you add units to your stack though?”  Harley then questions.

 Golems also thought about maybe a turnamancer to speed up popping 
_Wiz_
After reading Herrings note Harley writes one back of her own.

 Thankyou Herring. Enjoy your evening! I will try and get you a list of casters that we want to hire next turn before the end of the turn. See you next turn.

Harley 


Harley then orders the incapacitated piker to be taken to a room to rest.


To Ding

 ”What can I say I’m an optimist. I’ve always been a juice half full kind of girl!”  Harley declares with a grin.  ”Hmmmm what are the benefits of a garden and a natural ally ground?”  Harley questions with a look of interest.



To Krippen

 ”I don’t have a problem with Golems aslong as their upkeep is not too high. I’m less worried about the upkeep of knights as I can cover their upkeep with rations...”  Harley replies.  ”Turnamancy might be a little more tricky as we don’t currently have a high enough levelled Turnamancy contact who would be able to boost the production of this city...”  Harley thinks outloud.  ”Also I’m not sure if the units popped by the boosted production has to be the same as what we’re already popping... I guess we could ask Bulm about it...”  Harley adds.  ”Now that I can afford to hire you more often though it might not be too long before you have a full stack anyway...”  Harley then comments.


 Question:  Can a non caster actually posses rands? Or does Harley need to hold on to them until Krippen spends them?



Later

Harley orders the two newly turned units to meet her and Spike in a private room.

 ”Thankyou for coming and I would like to welcome you to the side once again”  Harley declares with a smile to the two infantry.

 ”In the interest of the safety of the side I would like to ask you since we first encountered Warlord Breach what did he get up to? In particular did he take any actions that you know of that would further threaten the side?”  Harley questions.
WurmD
+1111222222222
Cyphermancer
After reading Herrings note Harley writes one back of her own.

 Thankyou Herring. Enjoy your evening! I will try and get you a list of casters that we want to hire next turn before the end of the turn. See you next turn.

Harley 
 Sounds good Harley 


Harley then orders the incapacitated piker to be taken to a room to rest.


To Ding

 ”What can I say I’m an optimist. I’ve always been a juice half full kind of girl!”  Harley declares with a grin.  ”Hmmmm what are the benefits of a garden and a natural ally ground?”  Harley questions with a look of interest.

 Garden acts like a level one farm. It can also be managed just like a farm. The natural ally grounds is more intresting. Gems, shmuckers, or  dateamancers can cast on the site to pop new natural allies, it increases thier morale if staying in the grounds, it also increases the odds of popping special units of the tribe.  

To Krippen

 ”I don’t have a problem with Golems aslong as their upkeep is not too high. I’m less worried about the upkeep of knights as I can cover their upkeep with rations...”  Harley replies.  ”Turnamancy might be a little more tricky as we don’t currently have a high enough levelled Turnamancy contact who would be able to boost the production of this city...”  Harley thinks outloud.  ”Also I’m not sure if the units popped by the boosted production has to be the same as what we’re already popping... I guess we could ask Bulm about it...”  Harley adds.  ”Now that I can afford to hire you more often though it might not be too long before you have a full stack anyway...”  Harley then comments.

 Was thinking of something like the woof solders. But lets see how far. The 12 rands can go. 
 Question:  Can a non caster actually posses rands? Or does Harley need to hold on to them until Krippen spends them?

He can not.


Later

Harley orders the two newly turned units to meet her and Spike in a private room.

 ”Thankyou for coming and I would like to welcome you to the side once again”  Harley declares with a smile to the two infantry.

 ”In the interest of the safety of the side I would like to ask you since we first encountered Warlord Breach what did he get up to? In particular did he take any actions that you know of that would further threaten the side?”  Harley questions.

The piker and stabber look at each other then shrug.

Archer
 We went east a bit. Warlord Breach, wrote alot of messages over the first two turns. He was mad at first but slowly started to smile. It wasnt long before he started to smile we then went North and talked with the darfs and minertaurs. Formed the us into an army and we attacked.  

Piker
 I saw some items sent through the hat a few times some gems and I think the amulet.... 
_Wiz_
 Question:  We had the hub hat identified. Did we identify any additional command words to send to any hats we’re not aware of?
Cyphermancer
 
 Originally Posted by _Wiz_ 
  Question:  We had the hub hat identified. Did we identify any additional command words to send to any hats we’re not aware of? 
 

Now that Harley thinks of it holding the hub hat she is able to identify three other links to the hub hat.
_Wiz_
To Krippen

 ”Are there any casters you would like me to hire for you next turn?”  Harley questions.  ”If it helps Meta can do Knight promotions for 2 rands per level of the unit and can do up to 3 levels a turn and based on her prices I believe May would be able to make you a soldier golem for 2 rands.”  Harley comments.  ”We also have some woof hides in our storehouse if you did want woof soldiers made”  Harley adds.
WurmD
+1...???.!!?.?
Cyphermancer
 
 Originally Posted by _Wiz_ 
 To Krippen

 ”Are there any casters you would like me to hire for you next turn?”  Harley questions.  ”If it helps Meta can do Knight promotions for 2 rands per level of the unit and can do up to 3 levels a turn and based on her prices I believe May would be able to make you a soldier golem for 2 rands.”  Harley comments.  ”We also have some woof hides in our storehouse if you did want woof soldiers made”  Harley adds. 
 

 My plan was to give them to master Herring make an account with him of sorts. Use the casters you dont hire, but he has an account with each turn. I have already spoken with him. About it Meta and May were two of the casters we discussed. As well as a few other contacts he has. Next turn depending was think of promoting Jab, bolt, shaft and maybe Ike. The golem I will habe to discuss with may since I want to make sure it has move. The offer of the woof pelts would help, I would be willing to take some of the pelts in place of the metal since I cant think of a good use beyond having master Herring using it to make the helm. 
WurmD
Pugie C17 is ordered to 03.-08 in preparation of tomorrow's Hill scouting run
_Wiz_
Sure +1...
Cyphermancer
any other plans this turn?
_Wiz_
Ask Moonsong to charge the hammer with the last of her juice. If she can’t get her to Charge the tower and then Harley transfers it to the Hammer.
WurmD
Moonsong charge Hammer

All units with 4 Move train (there are a lot), specially the Big Mouth
Cyphermancer
Moonsong grasps the hammer the hammer giving her a shock. She then charges the tower. And Harley moves the juice into the hammer.

Units then move into the practice yard starting to training.

Head for the show?

What all are you bringing?
WurmD
Harley quickly pens a missive to Herring
 'Sorry to disturb your dinner, we have the list of hires for next turn.

Will you be able to only come at noon, so we can get extra rations from the forest at the start of our turn,
(to then bank run, to then pay casters, and then you're free), or your plans necessitate coming at dawn?

We can do it both ways, just need to know
(if at dawn, we harvest bodies, if at noon we forage forest)
⚡

Herring 1 rand (being a best friend)
Anna 3 rands (finish farm defences)
Dee 3 rands (uncroaking probably warlord and knight)
Spi 3 or 6 rands (scout ruins and/or Antz)
Herring 6 rands (Krippen’s Crit helm)
Ding 12 rands (Garden and 2 road hexes)
James 4 rands (promote woofs to heavy)
' 
Cyphermancer
 If you are depending on those rands for hiring I would recommend as early in the turn as you can. I have messaged everyone om the list. They have agreed. However ding said he would be late. The games are tonight and he plans on attending. 
_Wiz_
Harley writes back a quick reply.

 ’Thankyou Herring, we will go ahead and harvest and have the rations ready for rand conversion at the beginning of turn.

p.s I believe Krippen has already arranged with you that he’d like to hire Meta for knight upgrades.

Enjoy your night

Harley’ 


She then orders Crud to go ahead and Harvest the 10 whip ratz and 12 tunnel ratz for rations.


(Finishing off old conversations)


To Krippen.

Harley nods along as Krippen explains his thinking.  ”That sounds very fair. Woof hides for the metal”  Harley agrees.  ”Would you like your share of the gems now?”  Harley then offers.


To Ding

 ”If it’s ok with you I think we’d like to start doing one building and a couple of road hexes a turn”  Harley replies.  ”Starting with a garden”  she declares.

 ”Thankyou Ding, I will see you next turn”  she then adds as she bids the dirtamancer goodbye.


To turned Infantry

 ”Thankyou both that was very helpful”  Harley declares.  ”I don’t suppose you ever heard any names or sides mentioned?”  Harley then asks.  ”You are both dismissed. Why not go introduce yourself to the other infantry...”  Harley then suggests.


(For the show)

I am not expecting trouble but I suggest Harley wears the Amulet of healing just incase and takes her hub hat with her.

For spending money maybe 300s in her purse and 4 of the 25s gems?
WurmD
sure +111111111111
Cyphermancer
Harley writes back a quick reply.

 ’Thankyou Herring, we will go ahead and harvest and have the rations ready for rand conversion at the beginning of turn.

p.s I believe Krippen has already arranged with you that he’d like to hire Meta for knight upgrades.

Enjoy your night

Harley’ 
 Of course Harley, Krippen has already spoken with me. 


She then orders Crud to go ahead and Harvest the 10 whip ratz and 12 tunnel ratz for rations.


Harvested

(Finishing off old conversations)


To Krippen.

Harley nods along as Krippen explains his thinking.  ”That sounds very fair. Woof hides for the metal”  Harley agrees.  ”Would you like your share of the gems now?”  Harley then offers.

 that would work for me Harley. 


To Ding

 ”If it’s ok with you I think we’d like to start doing one building and a couple of road hexes a turn”  Harley replies.  ”Starting with a garden”  she declares.

 ”Thankyou Ding, I will see you next turn”  she then adds as she bids the dirtamancer goodbye.
Ding look a little put out by it.
 I guess im fine with the building, but its only a little road work. 


To turned Infantry

 ”Thankyou both that was very helpful”  Harley declares.  ”I don’t suppose you ever heard any names or sides mentioned?”  Harley then asks.  ”You are both dismissed. Why not go introduce yourself to the other infantry...”  Harley then suggests.

 No your majesty we have not.  


(For the show)

I am not expecting trouble but I suggest Harley wears the Amulet of healing just incase and takes her hub hat with her.

For spending money maybe 300s in her purse and 4 of the 25s gems?

On the way to the show.

A large two story stone building stands before you. The dim sound of music drifts on the wind.

Flashes in multicolored foolamancy lights on the wall of the second floor flash before you reading.  Master Carrions house of games and duels. A short line stands before an open door. The line moves quickly as Harley and Dee step into it. A large man in a red sleve less shirt stands at the door. He seems to be pinky swearing with each caster entering the the gaming house. Above the door written in flowing red script.


All guests required to pinky swear the following


 I swear to not cast to influence the results of any contest. I will not attack any guests or staff while inside. I will be a good guest. 

Welcome to the house of games.
WurmD
Present tickets,
Pinky swear
Cyphermancer
Dee steps up to the to the red shirted caster. Before Harley can claping thier pinkies. Dee speaking up.

 I swear not to cast to influence the results of any contest. I will not attack any guests or staff while inside. I will be a good guest. 

The red shirted man replies

 Staff will not harm you or impede you in anyway. Unless to stop a fight or theft.  

Harley then presents her tickets.

 Ah VIP's well welcome, welcome ladies 

He opens a second door. With stairs leading up

 That leads to the VIP area go on up. 

He turns back to the next in line.

Harley and Dee heads up the well light stairs. As they reach the second floor. The second floor is a large open area. The middle of the room is open and looks down into a pit below the first floor.  Tables are spread around the floor most over looking the pit. Nine other caster are spead out over the second floor looking down Harley can see over seventy caster taking seats and drinking down stairs. A pretty caster walks up to the pair showing them to a table near the edge.

She places a menu and a second sheet of stiff paper.

The menu has a list of drink and bar food.

The stiff paper seems to be a list of the fight for the night.




 Game one  
Sir Rush favored two to one.
( presented by the houses of games)

Sir Rush vs Sir Smash


Sir Rush level two duelist
Specials: two weapon fighting, knight

Sir rush is undefeated in his last two matches


Sir Smash level two Beserker
Specials: rage, knight

Sir Smash is undefeated in his last fight


 Game 2  
( even odds)
( presented Master Horus and Lady Rollete )

A battle of Predictamancy vs Luckamancy. Both casters have selected a stack of basic infantry using their own talents. The selection was based on unit type and age of the uncroaked. Both casters may cast to boost their own stacks during the fight.



 Game 3  
( Sir Slash is favored two to one)
(Presented by the house of games)

Sir Step vs Sir slash


Sir Step level 1 Prancer
Specials: dance fighting, knight


Sir Slash level 3 champion
Specials: cutter, knight


 Game 4  
(even odds)
(Presented by Dollamancer May stitch and Dollamancer Hemp Hill)


Each caster will be present a golem of their own design. Each caster was given four turns to craft their golems. Using only their juice and what ever materials they wanted.


 Game 5  
( Even odds)
( honor duel between the sides of Bottom Bay and Flying High. Both sides a stack of uncroaked thia battle will be in place of a boarder dispute over a city and farm. Winner will claim the city.)


 Game 6  
(even odds)
(Presented by the house of games)

Duel between the winners of game one and game three.


 Game 7  
( gobwins favored three to one)
(Presented by the house of games)


Three stacks of gobwins vs a stack of darfs two darfs will have mounts.

 May I take any drink orders? Look over the fights I can take any bets you wish to place after I return with your drinks. 
WurmD
Drink prices?
Cyphermancer
 
 Originally Posted by WurmD 
 Drink prices? 
 

None are listed

However three different kinds of beer, four kinds of ale, three wines mead, tea, coffee and chocolate are all on the menu.
_Wiz_
Upon hearing the redshirted casters reply to Dee once she had made her swear Harley relaxed slightly and made the swear as well when promoted to do so and presented their tickets. Harley then couldn’t help but grin slightly when she heard that they had VIP tickets.

 ”Have you ever been to something like this before Dee?”  Harley asks casually as they ascend to the VIP area.

Reaching the second floor Harley then glances around at the other casters curious as to who they would be sharing the VIP area with.

Harley then smiles at the pretty caster as she shows them to their seats.  ”I’ll have a Gobwin Sunrise...”  Harley declares after glancing at the menu.  ”Dee, what about you?”  Harley then asks.

Once the server departs Harley then glances at the list of fights.  ”Oh look at that! May has a fight!”  Harley exclaims in surprise.  ”And our Darfs are last...”  she then comments.

 ”What do you think Dee? Anyone you fancy?”  Harley then asks as she looks up from the playbill.
WurmD
Sure, but don't drink when the drink comes. At most pretend to sip
Cyphermancer
Upon hearing the redshirted casters reply to Dee once she had made her swear Harley relaxed slightly and made the swear as well when promoted to do so and presented their tickets. Harley then couldn’t help but grin slightly when she heard that they had VIP tickets.

 ”Have you ever been to something like this before Dee?”  Harley asks casually as they ascend to the VIP area.

 Twice before, but always on the first floor. If I remeber I think drinks are on the house for VIP's. Well with in reason. 

Reaching the second floor Harley then glances around at the other casters curious as to who they would be sharing the VIP area with.

Harley then smiles at the pretty caster as she shows them to their seats.  ”I’ll have a Gobwin Sunrise...”  Harley declares after glancing at the menu.  ”Dee, what about you?”  Harley then asks.

Quickly glancing at the menu
 chocolate please 

Once the server departs Harley then glances at the list of fights.  ”Oh look at that! May has a fight!”  Harley exclaims in surprise.  ”And our Darfs are last...”  she then comments.

 ”What do you think Dee? Anyone you fancy?”  Harley then asks as she looks up from the playbill.

 I will probably bet on the knight fights. Sir step for sure. I may bet on the darf fight. Carrion almost always has a few sponsed fights. Which are fun to watch. The last fight is always a good one. Last time I was here they had two shockamancers fight. It started off really flashy but then they ran out of juice. 

The server returns with your drinks

 would you care to place any bets. You can bet round by round or all at once. 
SomeGuy411
I think I'd prefer to sit out on the first one, betting wise. If sir rush is an agility fighter, which is likely with a two weapon fighter, sir smash will just wear themselves out or get cut down bit by bit. I'd like to see how things are handled first, if we can bet on later fights after the first fight, anyway
Cyphermancer
While Harley declines betting on the first round. Dee pipes up

 Two Rands on Sir Smash! 

The waitress takes out a small signamancy booklet. Making a quick note of the bet and having Dee sign it. Dee is then handed a copy of the betting slip. As Dee tries to transpher her rands the woman holds up her hand

 No need VIP guests handle their accounts at the end of the evening. I will be back over after the first round. It should be starting shortly. Enjoy the show! 

As the pair wait Harley notices a caster standing towards the end of the second floor he has a small box in his hands with a clear glass orb in the end pointed down towards the fighting pit.

Harley then notices a caster step out into the ring. Who is clearly some form of stageamancer. As he steps out the lights dim. In the guest sections. Leaving only him illuminated.

 Ladies and Gentlemen welcome to fight night! 

There is a loud cheer from below after the voices dim the caster continues.

 We have quite a show for you tonight. Our first match presented to you by Master Carrion. 

The caster raises his hand motioning to a private box on the second floor which light up to reveal master Carrion. Who stands and waves to the crowd. Harley then notices there are now over twenty caster on the second floor. As the light around him dim the stagemaster continues.

 Our first is between Sir Rush 

With a raise of his hand an area of the pit lights up revealing a knight wielding two hand axes the knight is walking the circle hopping from one foot to another spinning his axes as he goes. The knight is clearly an uncroaked, but acting much more like a showman than Harley would have thought possiable. There is also a limited foolamancy sheen to him making him seem much more alive.

 And Sir Smash! 

As the area around Sir Smash is light a Large Knight with a wicked looking axe steps forward bellowing up at the crowd. Again the uncroaked seems much more alive than it should. The rest of the pit lights up

 Knights to your places. Lets get ready to rummmbbblllleeeeeeee! 

The Knights charge as the Stagemaster steps out.

Smash lives up to his name smashing his axe into the floor with his first hit. While Rush dances about dealing light hits as he goes. The combatants dance around alot more than you would in a real fight. Playing off the crowd. But it is still a brutal fight. It all seems to be going Rushs way until a quick back hand from Smash sends Rush crashing into the wall. Smash moves in for the dusting, but with a quick flip. Rush ends up behind Smash removing the Knights head dusting him.

 And our winner by dusting is Sssiiirrr Rush. Next match will be in twenty.  

As Dee mutter under her breath
 Im never lucky at these things. 

The lights come back up and the servers start making their rounds again

 How did you like the fight, can I get you anything. 
_Wiz_
Harley smiles as Dee makes her bet idly thinking to herself that if she had made a wager she would have placed it on Sir Rush.

 ”This whole event is surprisingly well put together”  Harley comments to Dee.  ”Are there many other forms of entertainment in the MK?”  Harley then asks curiously.

  ”Is that all foolamancy and stagemancy or is there anything different about their uncroaking?”   Harley whispers to Dee when the two knights come out.

Harley then relaxes somewhat and let’s herself enjoy the show as the two Uncroaked clash. Part of her had to wander though was this actually a real fight or was it all a choreographed performance?

Once the battle was over Harley offered a polite round of applause before turning to look at Dee.

 ”Don’t worry Dee the night is young, I’m sure you will have better luck...”  Harley declares patting the croakamancer on the shoulder.

 ”Speaking of luck... I think I’m going to back the luckamancer on the next one...”  Harley then declares.


 ”It was very entertaining”  Harley replies to the server.  ”Could I put one hundred shmuckers on Lady Rollette please...”  Harley then asks.
WurmD
+1-&amp;_&amp;56_£_&amp;&amp;'&amp;
Cyphermancer
Harley smiles as Dee makes her bet idly thinking to herself that if she had made a wager she would have placed it on Sir Rush.

 ”This whole event is surprisingly well put together”  Harley comments to Dee.  ”Are there many other forms of entertainment in the MK?”  Harley then asks curiously.

Dee looks on sipping her drink
 Nothing like this. There are concerts, bars, debates, thing like that.  
  ”Is that all foolamancy and stagemancy or is there anything different about their uncroaking?”   Harley whispers to Dee when the two knights come out.



Harley then relaxes somewhat and let’s herself enjoy the show as the two Uncroaked clash. Part of her had to wander though was this actually a real fight or was it all a choreographed performance?

 Carrion employs several other casters including a few croakamancers. I've worked a few turns for him. Those two are being puppeted by a pair of croakamancers. However, Master Carrion offers a bonus to the winner. So I dont think there is much chance of cheating. 

Once the battle was over Harley offered a polite round of applause before turning to look at Dee.

 ”Don’t worry Dee the night is young, I’m sure you will have better luck...”  Harley declares patting the croakamancer on the shoulder.

Dee shrugs ordering another drink before the next round starts.

 ”Speaking of luck... I think I’m going to back the luckamancer on the next one...”  Harley then declares.


 ”It was very entertaining”  Harley replies to the server.  ”Could I put one hundred shmuckers on Lady Rollette please...”  Harley then asks.

She writes Harley out a quick ticket handing her a copy. Dee passes on this round.

 Good luck 


The lights dim as as the stageamancer steps out again
 Ladies and Gentlemen. It is my honor to present  a battle of Fate vs. Luck. May I present Master Horus and Lady Lottie! 

Both caster are standing on the second floor directly across from one another. Their stacks directly below them. Master Horus is a well dressed man with a large necklace. His stack seems to be entirely made of melee four pikers and four stabber. Lady Lottie is a short woman with a sparkly Green dress. Her stack is a little different. Four pikers with large shields and short spears. With two stabbers and two archers.

 AND FIGHT! 

The stacks both charge. Harley can see the difference right away. Both stacks act more like normal uncroaked than the previous fight. However then the magic happens! While most of Horus forces act normal. One of them seems to more with unnatural grace always seeming to find it mark on the enemy. Lottie front rank is different while  they cant seem to connect with the enemy. A shield or shaft of a spear always seems to block an incoming attack. Lottie seems to be focusing on her archers to deal damage. While Horus seems to focus on one focused attack each round. The battle seems even. After four rounds. Both side having lost two pikers each. Lottie maybe doing a little better with the two archers but not by much. Round 5 they both seem to cut loose. Both poaring juice into the battle. All of Horus front rank seem to flow past the front ranks defenses all scoring hits. Lotties forces however. Both archers and both stabbers score hits. While the remaining pikers seem to leap onto the enemies swords. When the dust clears Horus has a single stabber and piker remaining. While Lottie has a single stabber and two archers.  Both caster seem low on juice. Casting very little in the three remaining rounds. Lottie wins with only a single damaged archer still on its feet.

Lottie give the crowd a big grin stoping to wave at the box and crstal ball. While Horus looks stunned

 And the winning is Lady Lottie! Please give a round of applause for both casters what an amazing match! Next match in 15! 

The servers again start making their rounds.
_Wiz_
 ”Hmmm I wonder if we should think about putting on some forms of entertainment in Arkum...”  Harley idly comments at the mention of the kinds of things you could do for fun in the magic kingdom.

 ”Really... have you ever done the puppeting during an event like this?”  Harley asks.

Harley then returns her attention to the arena as the next battle begins finding the multi stack battle much more interesting due to the fact that she could compare the tactics used by both stacks to the ones her own forces used.  ’I really should invest in some of those large shields...’  Harley idly thought to herself as the shield bearers fended off the attacks while the archers picked off their targets.

At the end of the battle Harley grinned.  ”That was a close one but I guess I made the right choice  Harley comments.

When the server comes back round Harley orders a chocolate before returning her attention to the list of matches.  ”Hmmm I think I prefer the sound of Sir Step for this one. 100 shmuckers on Sir Step to win”  Harley then declares.
Cyphermancer
 ”Hmmm I wonder if we should think about putting on some forms of entertainment in Arkum...”  Harley idly comments at the mention of the kinds of things you could do for fun in the magic kingdom.

 ”Really... have you ever done the puppeting during an event like this?”  Harley asks.

 Once Herring says I have real talent to. Its kind of fun, but not something I would wsnt to do full time. 

Harley then returns her attention to the arena as the next battle begins finding the multi stack battle much more interesting due to the fact that she could compare the tactics used by both stacks to the ones her own forces used.  ’I really should invest in some of those large shields...’  Harley idly thought to herself as the shield bearers fended off the attacks while the archers picked off their targets.

At the end of the battle Harley grinned.  ”That was a close one but I guess I made the right choice  Harley comments.

Dee gives you a nodd  That was a good fight 

When the server comes back round Harley orders a chocolate before returning her attention to the list of matches.  ”Hmmm I think I prefer the sound of Sir Step for this one. 100 shmuckers on Sir Step to win”  Harley then declares.

Dee  I will put 2 rands on Sir slash 

The server writes out the ticket and passes them both to yoe she return with your drink orders quickly.

Dee takes a deep drink of her third cup before giving Harley a big smile.

 Whated to thank you Harley, never thought I would. Be up in the VIP section. I was suprised when you asked me instead of Herring. I know we get along and crack jokes. Like that one about you making me chief caster of your side.  Harley just catches a quick nervous glance from Dee before she continues Any way thanks. 

Just then the stagenmaster steps out and the lights dim again

 Ladies and gentlemen our next match is presented by the house of games. May I present Sir Step and Sir Slash!
 

With a wave of his hand lights appear around both knights. Again these uncroaked seem a bit more lively. Sir Step is wielding a spear. As the lights appear. He does a fancy little two step and a little spin using his spear as a brace. Sir slash is holding a large sword. He does a few fancy sword tricks. Before coming to rest facing Sir Step.


 The winner of this match will face Sir Rush in game six! Fighters take your places. Ready! Let get it on! 


Sir Slash charges in as Sir Step begins to dance fight. Stepping wide as sword comes in. Both knights exchange blows for several rounds but no one lands a hit. Step continues to dance around Slash delivering quick jabs with his spear but never finding a mark. While Slash's wide swings always seem to be in the wrong place. Finally slash manages to connecting. Taking a gash out of Step's arm. Step then drives his spear into the other knights chest.

Slash brings his sword down, but with a quick skip of his feet. Step ends up behind slash pining the other knight to the ground before dusting him!

 Ans the winner is Sir Step. What an upset ladies and Gentlemen. Stay tuned everyone our dollamancer expedition is up next! 
WurmD
At the mention of 'jokes' Harley takes Dee's forearm and squeezes it looking her in the eyes levely " It's no joke. Join the side and you'll have the autonomy of Chief Caster."  She says seriously, releasing her with a little tap as the stageamancer shows up again  "Uu It's starting again"  she interjects excitedly, relieving the tension
_Wiz_
 ”Dee you found me Master Carrion and that was why we got the tickets in the first place... who else would I have brought?”  Harley declares with a grin before reaching out and putting a hand on Dee’s shoulder. Harley then lowers her voice so that only Dee can hear her.  ”But I was deadly serious, I want you as Chief Caster but more importantly I want you as part of the side. Maybe you don’t realise but without you we would have been a lot weaker right about now...”  Harley says quietly.  ”Us naughties have got to stick together afterall, right?”  Harley then adds with a grin.

 ”Don’t get me wrong I like Herring aswell and he has done a lot for the side too but I’m sure with his connections if he wanted to come he could have procured a ticket somehow...”  Harley adds her voice returning to its normal level.

After watching the battle Harley then grins once again. It had been another close fight but fortunately she had picked the correct side once again.

 ”Hmmm I think we should show our support to May in this next one...”  Harley comments.

 ”300 shmuckers on May Stitch to win”  Harley declares as the server comes back round deciding to reinvest the money she had won so far.
WurmD
sureeeeeeeeeeeeeeeeeee
SomeGuy411
Sure, it's may's fight. I'll sign off on betting our winnings.
Cyphermancer
b]”Dee you found me Master Carrion and that was why we got the tickets in the first place... who else would I have brought?”[/b] Harley declares with a grin before reaching out and putting a hand on Dee’s shoulder. Harley then lowers her voice so that only Dee can hear her.  ”But I was deadly serious, I want you as Chief Caster but more importantly I want you as part of the side. Maybe you don’t realise but without you we would have been a lot weaker right about now...”  Harley says quietly.  ”Us naughties have got to stick together afterall, right?”  Harley then adds with a grin.

Finishing her third drink.
 That true its nice to have a boss who is also a naughtymancer. So if I joined the side I would have a few conditions. My stuff remains mine. Second no more foolish risk Harley, third I want some kind of croakamancy focus at some point.  
 ”Don’t get me wrong I like Herring aswell and he has done a lot for the side too but I’m sure with his connections if he wanted to come he could have procured a ticket somehow...”  Harley adds her voice returning to its normal level.

After watching the battle Harley then grins once again. It had been another close fight but fortunately she had picked the correct side once again.

 ”Hmmm I think we should show our support to May in this next one...”  Harley comments.

 ”300 shmuckers on May Stitch to win”  Harley declares as the server comes back round deciding to reinvest the money she had won so far.

 I think I will bet with you two rands on May  

The server again takes your bids and bring another round of drinks.

 Ladies and gentlemen we now bring you a show of craft and skill two Heavy golems of their own design. First we have May stitch. 

May is standing at one end of the second floor waving. Below her is a large black scorpion. With what look like a large crossbow for a tail.

 And Hemp Hill! 

A well dress man in a very sharp suit stands on the otherside. Below him is a large green turtle. Its head almost completely in its shell.

 Alright Dollamancers give us a show! Lets get it on! 

The turtle lumbers forward. While the scorpion takes aim with the crossbow. As the bolt launches it ditto becoming two bolts. However both bolts bounce off the turtle shell. The turtle head snaps out cutting deep into the scorpion. The scorpion is able to attack with both claws each round. But the hardness and high defense of the snapping turtle is to much for Mays golem. After four round. May doll is destroyed having dealt some damage to the turtle.
_Wiz_
 ”Dee none of those are even issues...”  Harley replies with a smile before lowering her voice once again.  ”Your things would ofcourse remain yours. I have no intention of taking any unnecessary risks now that we have a respectable army and I have already talked to Anna about making focus items and you would ofcourse be at the top of the list.”  Harley declares.
WurmD
+11111111111111111
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Dee none of those are even issues...”  Harley replies with a smile before lowering her voice once again.  ”Your things would ofcourse remain yours. I have no intention of taking any unnecessary risks now that we have a respectable army and I have already talked to Anna about making focus items and you would ofcourse be at the top of the list.”  Harley declares. 
 

 Great, I just have to let Herring know. I dont think it will be a problem. However its still a courtesy.  Dee takes a top hat oit of her bag and begins searching for a pen and paper. Because of this. Harley doesnt notice that someone has joined them at thier table until she hears them speak.

 Queen Harley Tesla of Arkum, it so nice to meet you. 

Sitting next to Harley, is a rather tall, very striking woman with flowing red hair.

 My name is Mars I thought it was time for us to meet. 
SomeGuy411
May I inquire into Mars' signamancy?
Cyphermancer
 
 Originally Posted by SomeGuy411 
 May I inquire into Mars' signamancy? 
 

Tall, long red hair, she carrys no weapon that you can see. You see no sign of scars or anything. Bright blue eyes. Her clothes give the illusion of being armored. Are tight but still give her full coverage.
_Wiz_
Harley turns to face their uninvited guest and for a moment gives her a rather blank look.  ”Please just call me Harley”  the outed ruler responds politely.  ”Is there something I can do for you or were you just hoping to share a drink?”  Harley then declares.
WurmD
+11111111111111111
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley turns to face their uninvited guest and for a moment gives her a rather blank look.  ”Please just call me Harley”  the outed ruler responds politely.  ”Is there something I can do for you or were you just hoping to share a drink?”  Harley then declares. 
 

She gives you a big grin before answering

 Now a few things before you worry to much. First I have placed a screen around us. To everyone else we are smiling, laughing, and drinking like old friends. Waving off an attendents. Second I'm a friend, well my king wishes to be anyway  Mars pauses to take a long drink before speaking.

 Anyway your existance has come to the attention of some very powerful sides. I'm sure you have heard the rumbles in the mk about you and felt thier first moves. Breach was only the start. I do know they have taken a city near you only a few turns ago. 
_Wiz_
 ”I see...”  Harley replies as she glances around to confirm that no one was paying them any particular extra attention.

 ”Well as a would be friend perhaps you would like to tell us who your king is, the name of his side, and why he has taken an interest in us...”  Harley declares.

 ”And do these sides have names?”  Harley questions  ”And how close is this city?”  Harley asks.
WurmD
+1.........
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”I see...”  Harley replies as she glances around to confirm that no one was paying them any particular extra attention.

 ”Well as a would be friend perhaps you would like to tell us who your king is, the name of his side, and why he has taken an interest in us...”  Harley declares.

 ”And do these sides have names?”  Harley questions  ”And how close is this city?”  Harley asks. 
 

 Well my Kings ia Flos ruler of Reimier. As for your enemies. Well a forest city was captured by the Empire of Motes a few turns ago. They captured two casters during the battle. Their ruled by an intellegent golem of some kind. Most of the sides troops are made up of these golems as well. Your mostly in their way, no real grudge beyond that. The other side that gunning for you is Winstrum. Their ruler is a natural caster that was promoted to Heir. His biggest issuie is he hate that you can enter the magic kingdom and he is still denied that right. His side has few actual casters, but he has alot of natural casters of all kinds. 
_Wiz_
At the news that pointed towards the frozen Barbarian city having been captured and therefore Burtrum having been taken prisoner for a second time Harley pinches the bridge of her nose.  ”I believe I know what city you are referring to...”  she replies slowly.

The empire of the Motes however did not sound as though they were targeting them in particular but merely expanding their borders. The news of Winstrum however made Harley scowl.  ”That is the stupidest most petty thing I have ever heard...”  Harley declares.

 ”Not that I do not appreciate having friends but where does Reimier fit in to all of this and how did you even know I was going to be here tonight?”  Harley asks.
WurmD
+12357800hfjf
Cyphermancer
 
 Originally Posted by _Wiz_ 
 At the news that pointed towards the frozen Barbarian city having been captured and therefore Burtrum having been taken prisoner for a second time Harley pinches the bridge of her nose.  ”I believe I know what city you are referring to...”  she replies slowly.

The empire of the Motes however did not sound as though they were targeting them in particular but merely expanding their borders. The news of Winstrum however made Harley scowl.  ”That is the stupidest most petty thing I have ever heard...”  Harley declares.

 ”Not that I do not appreciate having friends but where does Reimier fit in to all of this and how did you even know I was going to be here tonight?”  Harley asks. 
 

Mar gives you a quick grin

 Well I wont share all of a secrets, however Reimier has its own problems with both of those sides. My King decided to give you a warning. We do know that Winstrum and the Empire of Motes are allied. We belive that Winstrum sent a few stacks to assist. The empire in taking the forest city.  
_Wiz_
 ”Well then I guess you have our thanks for the warning...”  Harley declares.  ”If we do indeed share common enemies it would be good to stay in contact, do you have a preferred method of communication?”  Harley asks.  ”Also any information regarding their relative size, strengths and weaknesses would also be much appreciated.”  Harley adds.
WurmD
+11111111111111111
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Well then I guess you have our thanks for the warning...”  Harley declares.  ”If we do indeed share common enemies it would be good to stay in contact, do you have a preferred method of communication?”  Harley asks.  ”Also any information regarding their relative size, strengths and weaknesses would also be much appreciated.”  Harley adds. 
 


 A way of contacting us will arrive next turn. As for strength and weakness. Well the Empire of Motes has atleast ten cities. While Winstrum has around five. We havnt directly engaged their sides yet. However they are backing other sides that are engaging us. Im sure the empire will march on you in a few turns.

 

Mars turns to glance at the fight.

 sorry for making you miss the match looks like ot was a good one. Well it seems someone has notices you and is Approching. I will take my leave. Good luck. 

Mars pops out of the chair and walks away. Harley notices that game 5 is nearing its end and that May is approching her table.
_Wiz_
Harley frowns as she takes in the information, the prospect of facing two sides at once one with around ten cities and the other with around five while she currently held only one was not a good one.  ”Thankyou for the information, you have given me much to think about...”  Harley replies as Mars makes a move to leave.

Spotting May approaching Harley then does her best to smile.  ”May that was an impressive golem you had down there!”  Harley declares as the dollamancer approaches.  ”It is a shame you lost but I could see that scorpion of yours doing heavy damage against regular infantry.”  Harley adds with a smile.
WurmD
+111111111111111111
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley frowns as she takes in the information, the prospect of facing two sides at once one with around ten cities and the other with around five while she currently held only one was not a good one.  ”Thankyou for the information, you have given me much to think about...”  Harley replies as Mars makes a move to leave.

Spotting May approaching Harley then does her best to smile.  ”May that was an impressive golem you had down there!”  Harley declares as the dollamancer approaches.  ”It is a shame you lost but I could see that scorpion of yours doing heavy damage against regular infantry.”  Harley adds with a smile. 
 


Mars gives you a wave she disappears after passing behind a member of the crowd.

May

 Nice to see you Harley and you to Dee. Yes it was a very nice build. Put a little more into it then I normally would. Its upkeep was crazy. So how are you enjoying the show? 

Just then Harley hears the stagemaster again

 And the winner is Bottom Bay! Next match is in ten. Between Sir Rush and Sir Step. Place your bets folks! 

The server arrives
 Can I get yoi ladies anything? 
_Wiz_
 ”Yeah it’s great to see you too May!”  Harley declares with a big grin.  ”Yeah it’s very entertaining and informative too... I am actually learning quite a lot tonight...”  Harley declares as she shares a quick glance with Dee.  ”Do you often take part in this kind of thing?”  Harley then asks.

 ”Was the scorpions bow made from twinhorn horns by any chance?”  Harley then asks with mild curiosity.

 ”I need a glass of wine... a large one I think....”  Harley then declares as the server comes back round.  ”Oh and I don’t know? Shall we say 100 shmuckers on Sir Rush...”  Harley then adds.
WurmD
Nod
..........
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Yeah it’s great to see you too May!”  Harley declares with a big grin.  ”Yeah it’s very entertaining and informative too... I am actually learning quite a lot tonight...”  Harley declares as she shares a quick glance with Dee.  ”Do you often take part in this kind of thing?”  Harley then asks.

 ”Was the scorpions bow made from twinhorn horns by any chance?”  Harley then asks with mild curiosity.

 ”I need a glass of wine... a large one I think....”  Harley then declares as the server comes back round.  ”Oh and I don’t know? Shall we say 100 shmuckers on Sir Rush...”  Harley then adds. 
 

May

 First time, its more a showcase than anything else, lets the sides paying to watch see our skills. Carrion always showcases some kind of match like this. Findamancer summons, dirtamancer golems, turnamancy constructs,  shockamancer duels, flower power plant beast, even hat magic golems. He does the luck vs pred stuff as well all to showcase a caster usefulness and power to side looking to hire.

Yes I used some of the twin horns in the crossbow. I already have an offer for a bow that can do the same. 
She says with a pleased smile.

The server takes down your drink orders and writes out a missive for Harley.

 Ladies and Gentlemen the house of games presents a duel. Between Sir Rush and Sir Step.  

Both uncroak knight step out. The damage from their previous fight missing.

 Second to last match Knights make it a good one and begin! 

Both knights move to engage. Step begins to dance right off the bat. While rush swings his paired axes.  Again Step defense seem flawless. Both knights fail to land blows for several rounds. There are several close calls. After several rounds Step manages to land a few blows. Rush answering them in turn. The last round Step misses with his blow. Rush then severs Steps head with a back handed slash.

 And Sir Rush wins! Give us twenty, and we will have your last match set up!  
_Wiz_
 ”Hmmm yes I could see how it could be really useful for attracting business...”  Harley agrees.  ”Even if you don’t win your bout you get to show off your skills and that alone could win you new business...”  Harley thinks aloud.

 ”Yeah I thought I recognised that trick”  Harley declares with a grin.  ”I must say we’ve been really happy with that bow you made for us so I can see why it would be popular...”  Harley comments.

The match then starts and Harley turns her attention to watch though she finds it harder to concentrate on the battle now that she has a lot more on her mind.

 ”Another impressive fight!”  Harley declares as she claps politely at the end of the bout.

 ”Well last chance to make a profit I suppose...”   Harley declares as the server makes her rounds once again.  ”500 shmuckers on the darfs to win!”  Harley declares with a slight grin.
WurmD
yuuuuuuuuuuuuuuuup
Cyphermancer
The server takes down Harley bet passing her a slip. May and Dee also place a bet.

The stagemaster steps out on the second floor this time.

 Ladies and gentlemen. This is a battle that takes place every turn below the surface of erf. Natural ally tribes battle. For suppies and upkeep. The darfs have found a rich vein of gems to mine, but a local gobwin tribe is also intrested in the vein. The darf are defending their miners using a natural choke point!  

With a wave of his hand half the arena lights up. The arena has changed to show underground tunnels with a clear roof. The darfs are stacked to one side. The two darf riders mounted on large antz! The four darf axemen have been equiped with smaller axes, heavy armor, and large shields. The two darf crossbow men stand in the back.

 They must protect their miners from the gobwin hoard! 

Another wave of his hand shows the gobwins. Three total stacks. Each stack seems to be made up of six melee gobwins and two gobwins holding short throwing spears.

The gobwins charge in. With the narrow gap only two of the gobwin stacks can engage the darfs at anyone time. After three rounds. Six gobs have fallen while only a single darf axemen has been dusted. The darfs better gear giving them an edge, but will it be enough.

By round 6 the gobwins have lost ten of the number. While the darfs have lost 1 mount, 1 rider, and two of thier axe men. The gobwin superior numbers and ranged starting to have a greater effect.

By round ten its all over the gobwins are the winners of the match. However only four of the gobwins are left.

 And the gobwins are the winners, but it was a lot closer than. Even I thought it would have been. The nights only just started folks. Lets turn it up! 

Music starts to thrum through the club. Harley can see that the down stairs is getting a little more lively. While the upstairs is starting to empty out. Several patrons are stopping by a small desk to collect their winning or pay out their bills.
_Wiz_
Once again the fight involves the use of superior equipment such as heavy armour and shields and while the well equipped darfs do not win they perform remarkably well considering it is 3 stacks against one and the resolution within Harley’s head to equip her infantry in a similar manner grows stronger. She also notes with interest that the antz were used as mounts and she had not realised the antz were mounts.

 ”Well May it was great to see you again and you are always welcome to visit Arkum whenever you like and I am sure we will have some more work for you soon”  Harley declares.  ”Either that or I believe one of our contractors Warlord Krippen wishes to speak with you about golems...”  Harley adds.

 ”Are you staying for the rest of the entertainment?”  Harley then asks as she nods towards the masses below.

Harley then heads towards the small desk to settle her debts while she looks out for master Carrion.
WurmD
+111111111@@@
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Once again the fight involves the use of superior equipment such as heavy armour and shields and while the well equipped darfs do not win they perform remarkably well considering it is 3 stacks against one and the resolution within Harley’s head to equip her infantry in a similar manner grows stronger. She also notes with interest that the antz were used as mounts and she had not realised the antz were mounts.

 ”Well May it was great to see you again and you are always welcome to visit Arkum whenever you like and I am sure we will have some more work for you soon”  Harley declares.  ”Either that or I believe one of our contractors Warlord Krippen wishes to speak with you about golems...”  Harley adds.

 ”Are you staying for the rest of the entertainment?”  Harley then asks as she nods towards the masses below.

Harley then heads towards the small desk to settle her debts while she looks out for master Carrion. 
 


May
 This is not really my scene, Think I will head home. Ah yrs Krippen I wonder what he would like... Well I will see about that in the morning. Have a good night. 

Harley approches the desk. She fails to spot master carrion.

 Ah miss Harley! Here to settle accounts

 

Looking at the notes

 So 400 shmcukers or three rands 

Assuming Harley balances her account. Dee pays out her own debt and May as well.

Harley and Dee return to the capital. It is late, but before heading to their beds Dee turn to Harley. Taking a deep breath

 I Dee Ceas formally request to join the side of Arkum. 

What are you planning on popping this turn?
_Wiz_
 ”You aswell May...”  Harley replies as everyone makes a move to leave.

 ”Indeed I am...”  Harley then replies to the cashier as she transfers 300 shmuckers and passes over the four 25 shmuckers gems.


—————————————————

Back in the city

With Dee’s declaration Harley turns to face her and stands to her full height.  ”I  Queen Harley Tesla ruler of Arkum do hereby formally accept your request to join the side and do officially grant you the title of Chief Caster of Arkum”  Harley replies in a serious voice.

After a few moments a wide grin then spreads across Harley’s face.  ”Welcome to the side Dee!”  Harley then declares ecstatically before lunging forwards and glomping the croakamancer.
WurmD
+glomp!!!!
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”You aswell May...”  Harley replies as everyone makes a move to leave.

 ”Indeed I am...”  Harley then replies to the cashier as she transfers 300 shmuckers and passes over the four 25 shmuckers gems.


—————————————————

Back in the city

With Dee’s declaration Harley turns to face her and stands to her full height.  ”I  Queen Harley Tesla ruler of Arkum do hereby formally accept your request to join the side and do officially grant you the title of Chief Caster of Arkum”  Harley replies in a serious voice.

After a few moments a wide grin then spreads across Harley’s face.  ”Welcome to the side Dee!”  Harley then declares ecstatically before lunging forwards and glomping the croakamancer. 
 


Harley feels Dee join the side.

Dee Ceas, Croakamancer level 2
2/3/7/8 200J/ 20/24xp/ 120s
Specials: croakamancy: novice, shockamancy: novice
Equip: staff, cloak of mists, grounding amulet


Her spells because im sure you wil ask


 
 Spoiler: dee spell 

Basic Uncroak: Croakamancy
Range: same hex
Juice: varies (10 or more)
Duration: varies
Casting time: 1 round
Infusing your arcane energies into a fresh body. You give it some semblance of life. For 10 juice the uncroaked will last for 1 turn and be at half strength. For every additional 5 juice added to the spell the uncroaked will last for an additional turn. The more juice added to the initial casting the stronger the uncroaked will be. 30 Juice for full strength and will last 5 turn+1 per caster level. Some unit types can not be uncroaked (Twin Horns)

Mass uncroak: Croakamancy
Range: same hex
Juice: 100
Duration: 1 round
Casting time: 1 round

Uncroak all corpses in a hex. Uncroaked will be at half strength and last only 1 turn.

Seize Uncroaked: Croakamancy
Range: same hex
Juice: 50
Duration: instant
Casting time: 1 round

Take control of a non allied uncroaked by force. (Opposed caster level check)

Increase croakamantic decay: Croakamancy
Range: same hex
Juice: 25 juice
Duration: instant
Casting time: 1 round

Increase the decay of a basic uncroaked by 1 turn per caster level

Rewrap: croakamancy
Range: touch
Juice: 30 or more
Duration: varies

The caster restores an uncroaked to full strength. The uncroaked gains the rewrapped special. An uncroaked can not be targeted with this spell if a unit has the rewrapped special. Uncroaked new duration is 5+ caster level.

Smoked: croakamancy
Range: touch
Juice: 5 juice per turn
Duration: varies

Stops the decay of a body or ration for 1 turn per 5 juice spent. Spell costs double for heavies and mounts.

Lesser Rampage: croakamancy
Range: close
Juice: 10 juice a target
Duration: 1 round a level
Casting time: 1 round

A selected uncroak gain a +2 to combat and defense. This spell reduce the duration of the uncroaked by two for each round it is active. The caster target any or all the uncroaked in her stack with one casting. The spell lasts 1 round a level, until the uncroaked is dusted, or unit the uncroaked runs out of duration.

Energy shot: shockamancy
Range: same hex
Juice: 25
Duration: instant
Casting time: 1 round
Advanced shockamancy spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. Spell can deal fire, electricity, or cold damage. Critical hits have added effects.

Fire Blast: shockamancy
Range: same hex
Juice: 25
Duration: instant
Casting time: 1 round
Advanced shockamancy spell. Area effect blast can hit up to four targets in one stack. (At random or screeners first) Attack roll of combat+ caster level vs defense. A miss deals half damage. Deals 1d6+ ½ caster level. This spell deals fire damage.

Necrotic blast: shockamancy/ croakamancy
Range: same hex
Juice: 50
Duration: instant/ 1 turn
Casting time: 1 round
Advanced shockamancy/ croakamancy  spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. If the spell croaks a target it is then uncroaked at full strength. The uncroaked lasts until end of turn.
 
WurmD
Suggeste T18 scouting

 
_Wiz_
Sure scout routes look good to me. +1


I’m voting to pop pikers but if Wurm and Someguy both vote for archers happy to go with the majority.

Just a reminder on the subject of poppings we already paid James to pop 2 Shady Elves aswell.


And to reconfirm rations given to all 100s+ units (except for Farstrider Howie who has already been given rations to eat)

Other than that bring on the next turn!
WurmD
pop archers

turn Piker T17 to Krippen
SomeGuy411
Pop archers, handing over the turned piker to cover what we owe our good warlord contractor. It's a piker, they have basically no duty and low loyalty on turned units shouldn't be an issue that far down the leadership chain. We're going to have a bunch more uncroaked next turn to fill in melee slots
Cyphermancer
Harley ends turn selecting to pop 2 archers.


(working on the next turn)
Cyphermancer
Just Before the end of turn

Piker T17A is ordered to join Krippens stack.

The night passes quickly, but Harleys turn does not begin at dawn! Harleys hired casters arrive all of them standing around waiting for the start for turn. Herring leaves several times, but returns. Still waiting for the start of turn.

During the wait Harley feels the Hub hat rumble with a message from the Woodsy elves

 Spotted a mounted rider heading down the old road. 
Harley feels her juice return around noon in the mk.

The leaders quickly eat. Herring inhaling his food before heading to Harley.

Harley


 How many rations did you want me to take for rands? 


Harley feels her new archers pop and the two shadies. One of the shadies is a Shady elf sneak!


The scouts head out. Pudgie C17 spots some goat, a few stone men, and is chased by a blue dwagon in the mountains!
Pudgie C16 while flying through hex -02.-06 is swiped at by a tree! The pudgie manages to dodge and fell the hex! Scout J encounters a sided enemy and enters combat after a brief fight scout J is slain!

Harley again feels her hat rumble this time from far strider Howie

 Your majesty, the pudgie was very angry this turn. When I was cooking and eating my rations. Im not sure why it was some bird you sent with me. Now it just looks sad. Please advise.  

As Harley finishes message she notices how quiet it is. Looking up all the Pokedamons in the capital are in the room. Ash standing near the front. Ash and the other embar seem to be holding something and Ash is glaring at Harley. Both embars drop what they are holding at Harley feet. A bunch of feathers, a small hide, teeth and several slightly larger hides are piled at her feet. With a start Harley realizes they are the materials gathered from the slain pokedamons! Ash waits seeming to wait for Harley to speak.


  Turn 18!  
Scouting

03.06: many large bees and a hive(at least 14)
10.04: many holes in the ground
-04.-03: antz
-02.-06: 3 goats
-02.-09: blue dwagon
-07.-07: 3 stone men
-09.-03: 3 doe deers
09.01: Bear
-02.-06: living tree
13.-01: 2 Hobbies
-07.04: sided unit encountered scout J croaked


Map updates

Heavy forest: 09.05, 08.06, 07.06, 06.07, 05.07, 04.08, 03.07, 02.08, 01.08, 00.09, -01.08, -02.08, -03.07


Hills: 03.-08, 02.-10, 02.-09, 02.-08, 02.-07, 01.-11, 01.-10, 01.-09, 01.-08, 01.-07, 00.-11, 00.-07, -01.-07, -01.-08, -02.-06, -02.-07, -03.-10, -03.-07, -03.-06, -04.-09, -04.-08, -04.-07, -04.-06, -05.-09, -05.-08, -05.-07 -05.-06, -06.-08, -06.-07, -06.-06, -06.-05, -07.-08, -07.-07, -07.-06, -07.-05, -08.-06, -08.-05


Dead Hills: -04.-05, -05.-05, -06.-04


Mountains: 00.-10, 00.-09, 00.-08, -01.-11, -01.-10, -01.-09, -02.-10, -02.-09, -02.-08, -03.-09, -03.-08


   Arkum Side Stats   
Rand Pool: 0

Juice Pool:

Tower: 00/400 J
Hammer: 25/100 J
Harley: 400/400 J
Moonsong: 50/50 J
Anna: 200/200 J
Dee: 200/200 J
Herring: 400/400 J
Bulma 50/100J


 https://app.roll20.net/join/4646217/jklS-w 

Treas at beg of last tu:1902
Gifts +100  - Expend last tu:1400
Treas at end of last tu:141
Income 2000 (3000 managed)
Upkeep 3,537 ( 1,660 after rations)
Treasury 1264




Capital City Arkum 00.00

Level 2 (16000 to upgrade to level 3)
 City Zone upgrades: 4/4 (Walls lv2, Tower lv2)
 Building Slots:  2/8 (Administration center, Workshop)
Tower lv 2 400J capacity
Income 2000/ 3000 Managed
Production:  2 archers

Production capacity:

Scouts (4/turn)
Pikers (4/turn)
Stabbers (2/turn)
Archers (2/turn)
Courtier (1/turn)
Hobby horse (1/turn)
War hobby horse (1 per 2 Turns)
Knight "champion" (1 per 2 Turns)
Knight "Lancer" (1 per 2 Turns)
Knight "Sniper" (1 per 2 Turns)
Knight "Far strider" (1 per 2 Turns)
Heavy "Twoll" (1 per 2 Turns)
Warlord (1 per 4 turns)


Farm level 4 03.01 (walls 3/4)
Produces 20 rations, five leather, 1 master craft leather. (29 managed)


Mine level 0 10.-12

None

 
 Spoiler: loot and gear 

B]   Loot/Gear   [/B]


   Larder   


26 rat rations
16 farm rations


 Armory 

2 Twin fang swords 1 firey
1 Ring of slow fall
2 vials of poison( injest)
1 Lumberjack axe
 magical two handed axe (+1 oversized axe of cutting)
 amulet  of healing
 silver can
1 partial complete mw ant armor (Howie)
1 scroll of stabilize
1 wand of lesser heal
1 wand of Hobokin
Master craft staff
6 grapple hooks
20 battle axes
16 light darf armor
2 warlord armors
16 crossbows
4 special arrows
1 critical helm

(bodies and prisoners gear stored elsewhere)


 Morgue 

--  4 turns old  --

1 Palm bug
2 Goat
27 Darf warrior
1 Lancer knight
7 Piker
1 Stabber
1 Warlord

--  3 turn old  --

4 chimpoos

- 1 turn old 

4 fat ratz
1 war rat
1 weird ratz
2 hobby horses
1 woof
1 piker



 Other loot 

4 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
4 twin horn skins
1 bunch of pudgie feathers
1 rattika hide
1 set of rattika teeth
1 Message hat (linked to Herring hat)
4 linked message hats
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
38 units of wood in capital
3 chunks of unknown metal "silver"
4 chunks of unknown metal "red"
Hub hat (linked to Herring’s hat)
2 solder ant chitin
15 leather
2 MC leather
4 goat hides
4 woof hides
X9 25 shmucker gems
 

 
 Spoiler: units 

  Units   “Combat[damage]/defense/hits/Move / Juice / xp / upkeep”


Queen Harley Tesla, Shockamancer Level 4
3(4)[1d4]/3/(9/9)/9 400J / 51/72xp / 150s “paid” Move 9/9 (C)
Specials: caster “Shockamancy adept”, Noble
Equipment: Blunted smile


Dee Ceas, Croakamancer level 2
2/3/7/8 200J/ 20/24xp/ 120s "paid"
Specials: croakamancy: novice, shockamancy: novice
Equip: staff, cloak of mists, grounding amulet


Chief Warlord Spike Level 3, 6(7)[1d6]/6(7)/12/9 / 37/48xp / 140s “paid” Move 9/9 (C) Hits 12/12
Special: Leadership, Base popped
Equipment: +1 flaming Battle axe, critical helm, +1 armour


Shadow "shady elf" Chief Level 2, 5(6)[1d6]/4(5)/11/9 / 22/24xp / 120s “paid” Move 9/9 (C)
Specials: Shady, Archery, Tribal command "Shady elves”
Equipment: +1 Fiery Twinhorn bow, Bow, Sword, MW Ant Armor


Bill, Warlord Level 2, 5(6)[1d6]/4(5)/11/9 / 14/24xp / 140s “paid”  Move 9/9 (F)
Special: Farmer, Steadholder, Leadership
Equipment: Pitch fork, +1 Battleaxe, Masterwork armour


Crud, Twoll Level 2, 5(6)[1d8]/5/13/8 / 14/24xp / 110s “paid”  Hits 13/13 Move 8/8 (C)
Specials: Heavy, Fabrication,
Equipment : Mastercraft club, Bag of junk


Green Bear, Level 1 4[1d8]/4/14/10 / 5/8xp / 110s “paid” Hits 12/12 Move 10/10 (C)
Specials: Heavy, Forest capable



Piker Anne Level 2, 1[1d3]/3/7/8 / 10/24xp / 14s Hits 7/7  Move 8/8 (C)
Specials:


4X Piker Level 1, 1[1d3]/2/6/8

Isabel 5/8xp / 12s Hits 6/6 Move 8/8 (C)
C15A 1/8xp / 12s Hits 1/6 Move 8/8 (C)
C15B 1/8xp / 12s Hits 2/6 Move 8/8 (C)
C15C 1/8xp / 12s Move 8/8 ©


5X Archer Level 1, 1[1d3]/1/6/8

C16A 1/8xp / 14s Hits 6/6  Move 8/8 (C)
C16B 1/8xp / 14s Move 8/8 (C)
C17A 1/8xp/ 14s Move 8/8 (C)
C17B 1/8xp/ 14s Move 8/8 ©
T17A 4/8xp/ 14s Move 8/8 ©
C18A 0/8xp/ 14s Move 8/8 ©
C18B 0/8xp/ 14s Move 8/8 ©



6X Shady elf Level 1, 2[1d4]/2/7/8
Specials: Shady, Archery

C11A 6/8xp / 35s “Paid” Move 8/8 (C)
C11B 6/8xp / 35s “Paid” Move 8/8 (C)
C11C 5/8xp / 35s “Paid” Move 8/8 (C)
C16A 1/8xp / 35s “Paid” Move 8/8 (C)
C16B 1/8xp / 35s “Paid” Move 8/8 ©
C18A 0/8xp / 35s “Paid” Move 8/8 ©


1x Shady elf Sneak level 1 C18A, 2[1d4]/2/7/8/ 45s "paid"
Special: Shady, archery, sneak attack



Shady elf MoonSong Level 1, 2[1d4]/2/6/8 / 6/8xp /100s “paid” Move 8/8 (C)
Specials: Shady, Archery, Natural caster (Foolamancy) juice (50/50)


5X Hobby horse Level 1, 1[1d3]/2/8/14
Specials: Mount, Passenger

A 35s “Paid” Xp 7/8 Hits 8/8  Move 14/14 (C)
B 35s “Paid” Xp 6/8 Hits 8/8 Move 14/14 (C)
T15A 35s “Paid” Xp 3/8 Hits 8/8 Move 14/14 (C)
T15B 35s “Paid” Xp 3/8 Hits 8/8 Move 14/14 (C)
T16A 35s “Paid” Xp 1/8 Hits 8/8 Move 14/14 (C)


X6 Uncroaked hobby horse (A-F) 1[1d3]/2/8/14 (20 turns)
Specials: Uncroaked, Mount, Passenger

A Move 14/14
B Move 14/14
C Move 14/14
D Move 14/14
E Move 14/14
F Move 14/14


Uncroaked Minertaur (24 turns)
6[1d8]/5/12/8 Move 8/8 Hits 12/12 ( F)
Specials: Uncroaked, Heavy, Mountain capable, Sapper


Uncroaked Minertaur level 2 (21 turns)
6[1d8]/6/13/8 Move 8/8 Hits 13/13 (C)
Specials: Uncroaked, Heavy, Mountain capable, Sapper


Uncroaked Minertaur (9 turns)
6[1d8]/5/12/8 Move 8/8 Hits 12/12 ( F)
Specials: Heavy, Mountain capable


Uncroaked Shady elf C11D (11 turns)
2[1d4]/2/7/8 Move 8/8 ( F)
Special: Archery


Uncroaked Shady elf C11E (9 turns)
2[1d4]/2/7/8 Move 8/8  (F)
Special: Archery, Shady


Uncroaked Crossbow Darf (11 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)Hits 8/8
Special: Archery


Uncroaked Crossbow Darf (9 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)
Specials: Archery


Uncroaked Crossbow Darf (9 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)
Specials: Archery, Hardy


X2 Uncroaked archer A, B (12 turns)
1[1d3]/1/6/8
Specials: archery, uncroaked
A Hits 6/6 Move 8/8 (C)
B Hits 6/6 Move 8/8 (C)



X2 Uncroaked darf crossbowmen A, B ( 12 turns)
3[1d4]/2/8/6
Specials: archery, uncroaked
A Move 6/6 (F)
B Move 6/6 (F)


Uncroaked darf axeman (12 turns)
2[1d4]/3/8/6
Specials: uncroaked
Hits 8/8 Move 6/6 (F)


Uncroaked War Goat (24 turns)
5[1d6]/4/12/10 Move 10/10 (F) Hits 12/12
Specials: Uncroaked, Heavy, Mountain capable, Mount


Uncroaked Heavy War Horse (20 turns)
4[1d6]/4/12/16 Move 16/16 (F)
Specials: Uncroaked, Heavy, Mount, Passenger


Uncroaked Stone Bull (20 turns)
5[1d6]/5/14/10 Move  10/10 (F) Hits 11/14
Specials: Uncroaked, Heavy, Mount, Breathweapon (4) 1d6 physical damage


X1 Uncroaked Woofs, 3[1d4]/3/8/12 (8 turns)
Special: Uncroaked
A Move 12/12 (C) Hits 8/8


Uncroaked Worker Ant (9 turns)
1[1d3]/2/10/10 Move 10/10 (F) Hits 10/10
Specials: Crawler, Uncroaked


2X Woof Soldiers, 2[1d4]/2/8/0
Specials: Golem, Garrison
A 20s
B 20s


“Ash", Embar Pokedamon Chief Level 3, 5[1d6]/4/11/9 / 140s “paid” Xp 29/48 Move 9/9 (C)
Special: Breath weapon fire 1d6 (4), Fire immunity, Tribal leadership


Embar Level 1
2/2/8/8 / 40s "paid" Xp 1/8 Move 8/8 (C)
Hits 8/8
Special: Breath weapon 1d4 (4), Fire immunity


Twin Horn Level 2, 3[1d4]/2/9/14 / 45s “Paid” Xp 13/24 Move 14/14 (C)
Specials: Charge, Mimic ”twice a day”


Twin Horn C16A Level 1, 2[1d4]/2/8/14 / 40s “Paid” Xp 3/8 Move 14/14 (C)
Specials: Charge, Mimic


Pudgie A level 2 1[1 damage]/3/6/20
Upkeep 45
Specials: flight, scout, Natural thinkamamcy (15)
Xp 9/24 move 20/20 (M)


2x Pudgies Level 1, 0[1 dam]/3/5/20
Upkeep 40
Specials: Flight, Scout, Natural thinkamancy(10)
C16 40s “paid” Xp 6/8 Move 0/20 ( 06.05)
C17 40s "paid" Xp 4/8 move 0/20 (02.-09)


Shocorpion Level 2, 3[1d4]/2/9/8 45s "paid" Xp 11/24 Move 8/8 (C)
Specials: Shocking tail 1d6, Mountain capable


Big mouth Level 1, 1[1 dam]/2/6/8 40s "Paid" Xp 2/8 Move 8/8 (C)
Specials: Payday


3X Rattika  level 1, 1[1d4]/2/5/10
Specials: Mini-sized
A 40s “paid” xp 7/8 Move 10/10 (C) Hits 5/5
T16 40s “paid” xp 5/8 Move 10/10 (C) Hits 5/5
C17 40s "paid" xp 1/8 move 10/10 (C)


3x Pondsea level 1 2[1d3]/2/8/16 / 40s “paid”
Specials: Mount, Water walking
T15  "Paid" Xp 7/8 Move 16/16 (F)
C17A "Paid" Xp 2/8 Move 16/16 (F) Hits 1/8
C17B "Paid" Xp 0/8 Move 16/16 (C)

Chimpoo, 3[1d3]/1/5/10 Upkeep 35s “paid” Xp 5/8 Move 10/10 (C)
Specials: Tree capable, Burning poo


Doe Deer A level 1, 1[1d4]/2/8/14 Upkeep 35"paid" Xp 2/8 Move 1/14 (C) Hits 8/8
Specials: Mount, Forest capable

Doe Deer B level 2, 2[1d4]/2/9/14 Upkeep 40s “paid” Xp 10/24 Move 14/14 (C) Hits 9/9
Specials: Mount, Forest capable


Doe Deer C level 1, 1[1d4]/2/8/14 Upkeep 35 "paid" Xp 3/8 Move 14/14 (C)
Specials: Mount, Forest capable


X2 Woofs, 3[1d4]/3/8/12
Special: Forest capable

T17B 35s “Paid” Xp 3/8 Move 1/12 (C) hits 2/8
T17C 35s "paid" xp 2/8 move 12/12 (C)



Hex 00.01
Scout B Level 1, 1[1 dam]/1/5/12 / 5/8xp Move 0/12

Hex 04.01
Scout C Level 1, 1[1 dam]/1/5/12 / 6/8xp Move 0/12

Hex 05.-03
Scout D Level 1, 1[1 dam]/1/5/12 / 5/8xp Move 12/12

Hex 00.-01
Scout E Level 1, 1[1 dam]/1/5/12 / 3/8xp Move 0/12

Hex -05.-02
Scout F Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 12/12

Hex -02.01
Scout G Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 0/12


Hex 10.-12
Knight Far Strider Howie Level 2, 4/4/8/18 (1d4) / 110s / 16/24xp Move 14/18
Specials: Knight, Scout, Sneak attack
Equip: linked message hat,  1 farm ration, 1 grapple hook


Hex -12.-03
Scout I Level 1, 1[1 dam]/1/5/12 / 0/8xp Move 0/12

Hex 10.04
Scout K Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 0/12

Hex 08.-03
Scout L Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 0/12



 Barbarian Contractors 

Master Herring carnymancer "140 upkeep"

Anna Meta Changeamancer "Upkeep 120"

Krippen Lv 4 warlord
7[1d6]/6(7)/14/10 / 160 / 54/96xp Move 10/10
Specials: martial artist, chakkra (4/4)
Equip: shock armor, purse 1107


X2 Archer lv 2  2[1d3]/1/7/8
Shaft xp 10/24 Upkeep 16 move 8/8
Bolt xp 10/24 Upkeep 16 move 8/8

Stabber ‘A’ Jab Level 1, 2[1d4]/2/6/8 / 7/8xp / 14s Hits 6/6 Move 8/8

Piker “Iki” C15D Level 1, 1[1d3]/2/6/8 / 1/8xp / 12s Hits 6/6 Move 8/8

T17A 6/8 xp 12s Move 8/8 (c)



 Prisoners 

4 axemen darfs 35 shmuckers each (140)
1 darf crossbowmen 35 shmuckers (35)
 

 
 Spoiler: agreements 

   Agreements   

Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers or 3 Rands for juice each turn Anna wishes to be hired.

Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn and 1 rand.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure James Pond

Nonaggression and Nondisclosure with May Stitch.

Nonaggression and Nondisclosure with Meta Morf.

Nonaggression and Nondisclosure with Carrion

Non Aggression and Nondisclosure with Ding Dogg


Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.

Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units


Natural ally "shady elves Nightshade tribe" contract
250 shmucker new pop


Natural Ally “ Pokedamons Ash tribe” contract
Current forms: Embar, Pudgie, Rattika, Twin horn, Pondsea, Shocorpion, Big mouth,
(7) 200 shmuckers new pop

“Agreement to expand the tribe and pop more pokedamons”

The side of Arkum and the Tall Stand Tribe enter into a non aggression pact for a minimum of 20 turns. After 20 turns have passed either side may end the nonaggression pact without penalty by giving one turn notice.


Arkum agrees to recognise the forests marked in Appendix A as belonging to the Tribe.

Arkum agrees not to enter heavy forest hexes in the designated area unless granted prior permission (not including the road that passes through the forest.)

Arkum agrees not to hunt or forage in the light forest hexes in the designated area. If attacked by ferals in the designated area the forces of Arkum may defend themselves but the Tribe must be immediately informed and any rations obtained from the encounter handed over to the Tribe.

Arkum agrees to gift 500s in gems to the Tribe in payment for allowing the construction of the road through the forest.

Arkum agrees to gift the Tribe a messenger hat.


The Tribe agrees to allow Arkum to complete their planned road and not to attack any contractors working on the road.

The Tribe agrees to allow Arkum (and any of their contractors) safe passage down the road.

The Tribe agrees to provide scouting reports covering the entirety of their land and the hexes that border it for a fee of 50 per turn. These reports will be given at the beginning of the turn via hat.


Penalty of 5000 shmuckers
 
_Wiz_
Receiving the report from the Woodsy elves Harley pulls out a piece of paper and writes a reply.

 ’Please confirm was the rider heading south? Also was it a lone rider?

Please can you provide a description of the rider and the mount.

Many Thanks

Queen Harley Tesla of Arkum’ 


Turning to Herring Harley offers a grateful smile.  ”I have 40 rations for conversion if you can handle that many...”  Harley replies.

Harley smiles as her new units pop though she is soon distracted when the scout reports start coming in.

Reading Howie’s note Harley frowns in consternation before writing a hasty note back.

 Thankyou Howie, I will take care of it. I am ordering the Pudgie back to the capital. 

Harley then orders to the Pudgie to fly back to the capital via the new road to join the other pokedaemons.

Turning to face the gathered pokedaemons Harley takes a deep breath before crouching down infront of Ash.  ”First off I am ordering the Pudgie in the mine back here to join you”  Harley begins.

 ”Now Ash I feel I should explain, in Arkum when a unit is croaked they continue to serve the side so that those that still live may survive...”  Harley begins to explain in a soft calm voice.  ”For me and even for Shadow that is in the form of uncroaking...”  Harley continues to explain as she orders an Uncroaked Archer and an Uncroaked Shady Elf to join them.  ”Though they are croaked their bodies may still be of use to us and help to save others from croaking so it would be a grand waste not to make use of them... Do you not agree?”  Harley continues as she waves a hand at the two Uncroaked.  ”For some reason pokedaemons can not be Uncroaked, but certain parts can be used to make weapons or armour to better protect us... in that way they can keep us safe even after they are croaked...”  Harley continues calmly.  ”I realise I should have spoken to you first but I got caught up in other matters and I forgot. For that I apologise.”  Harley declares sincerely.

Harley then carefully picks up the dropped items.  ”These Twinhorn attacked us before we even knew they were pokedaemons... we would have preferred not to have croaked any”  Harley informs before neatly stacking up the other items.  ”And these came from a pudgie and a rattika that we’re croaked during the battle in the city”  Harley adds.  ”We would never have croaked members of your tribe....”  Harley promises.  ”If you do not wish us to do so we will no longer harvest the bodies of your fallen tribe mates...”  Harley then offers as she pushes the neat little piles gently back towards Ash.  ”But know that if you allow us to continue the equipment that can be made will help to keep ALL of us safe”  Harley declares.  ”Now would you like for us to stop?”  Harley asks looking Ash straight in the eye.
WurmD
+1..........
Cyphermancer
Receiving the report from the Woodsy elves Harley pulls out a piece of paper and writes a reply.

 ’Please confirm was the rider heading south? Also was it a lone rider?

Please can you provide a description of the rider and the mount.

Many Thanks

Queen Harley Tesla of Arkum’ 
 Some kind of scout knight had a cloak on, but I think we were spotted because the knight slowed for a moment we think, its mount was a blood red horse of some kind. 


Turning to Herring Harley offers a grateful smile.  ”I have 40 rations for conversion if you can handle that many...”  Harley replies.

 Thats my limit, I will depart at once. I will make the helm on my return then depart for the rest of the turn. 

Harley smiles as her new units pop though she is soon distracted when the scout reports start coming in.

Reading Howie’s note Harley frowns in consternation before writing a hasty note back.

 Thankyou Howie, I will take care of it. I am ordering the Pudgie back to the capital. 

Harley then orders to the Pudgie to fly back to the capital via the new road to join the other pokedaemons.

Turning to face the gathered pokedaemons Harley takes a deep breath before crouching down infront of Ash.  ”First off I am ordering the Pudgie in the mine back here to join you”  Harley begins.

 ”Now Ash I feel I should explain, in Arkum when a unit is croaked they continue to serve the side so that those that still live may survive...”  Harley begins to explain in a soft calm voice.  ”For me and even for Shadow that is in the form of uncroaking...”  Harley continues to explain as she orders an Uncroaked Archer and an Uncroaked Shady Elf to join them.  ”Though they are croaked their bodies may still be of use to us and help to save others from croaking so it would be a grand waste not to make use of them... Do you not agree?”  Harley continues as she waves a hand at the two Uncroaked.  ”For some reason pokedaemons can not be Uncroaked, but certain parts can be used to make weapons or armour to better protect us... in that way they can keep us safe even after they are croaked...”  Harley continues calmly.  ”I realise I should have spoken to you first but I got caught up in other matters and I forgot. For that I apologise.”  Harley declares sincerely.

Harley feels a slight delay in the pudgie taking off, but after speaking with Ash she feels it take wing. Ash continues to Glare at Harley. As she finishes he walks over to the table picking up one of the remaining rations dropping it at Harley feet. He points at the ration then himself. He then shakes his head in a clear no. Before a small gout of flame shoot from his nose scoring the ration at his feet.

Harley then carefully picks up the dropped items.  ”These Twinhorn attacked us before we even knew they were pokedaemons... we would have preferred not to have croaked any”  Harley informs before neatly stacking up the other items.  ”And these came from a pudgie and a rattika that we’re croaked during the battle in the city”  Harley adds.  ”We would never have croaked members of your tribe....”  Harley promises.  ”If you do not wish us to do so we will no longer harvest the bodies of your fallen tribe mates...”  Harley then offers as she pushes the neat little piles gently back towards Ash.  ”But know that if you allow us to continue the equipment that can be made will help to keep ALL of us safe”  Harley declares.  ”Now would you like for us to stop?”  Harley asks looking Ash straight in the eye.

Ash stares at the pile of Pokedamon parts. He turns and begins talking with his tribe. Mostly the higher level ones and the big mouth. Ash then wanders ovee to the table grabbing James and bringing him over to the tribe. Where he speaks with them in hushed tones.

James, Ash, and the Big mouth approch Harley. The Big mouth steps forward before speaking!

 Our tribe is not happy about this. We can understand using the materials that could grant a bit of our magic to an item, but not eating us! For this insult the tribe will be repaided. First an item that will allow Chief Ash to speak will be made to avoid mistakes like this in the future. Second seven new pokeadamon will be popped this turn. One for each of us you used as rations! In exchange we will stay aligned and the tribe will harvest materials useful in magical crafting. None of these materials beyond the Rattika teeth have any latent magic in them. Do you agree? 
SomeGuy411
I see....exactly no reason not to accede to their demands. Ash being able to communicate would be useful. Now, knowing the bigmouth could be used as a proxy....well, it's new, it hasn't come up before. The benefit from keeping them is far greater than the cost payed, and the price of losing them is massive. The only question is what the best way to go about getting that magic item is. Could be thinkamancy, foolamancy, or signamancy, easily. Probably rational arguments for other disciplines too.
_Wiz_
Question: Do we need to pay 50s for the Woodsy elf scouting this turn or did we pay it in advance last turn as we gave them gems to the value of 550s

———————————————————

 ”Thankyou Herring you are an amazing help as always!”  Harley declares with a grin as she has the rations brought to the carnymancer.

———————————————————

Harley then tries her best to hide her look of surprise when the big mouth speaks and instead listens to what it has to say.  ”We meant no insult and you have my sincerest apologies”  Harley replies with a somber look.  ”I am however willing to accept your requests. I am afraid though that the magic item may not be made this turn as I will have to source someone capable of creating it... unless Ofcourse this falls under the realm of Dateamancy?”  Harley questions  as she glances at James.  ”As for the poppings I will ensure that by the end of this turn you have everything you need to pop seven more tribe mates”  Harley promises.  ”I am also incredibly grateful for your willingness to gather magical materials from the fallen though I do sincerely hope that there will not be too many fallen in the first place!”  Harley declares with conviction.
WurmD
+1111111111111
Cyphermancer
Question: Do we need to pay 50s for the Woodsy elf scouting this turn or did we pay it in advance last turn as we gave them gems to the value of 550s

You paid in advance for this turn

———————————————————

 ”Thankyou Herring you are an amazing help as always!”  Harley declares with a grin as she has the rations brought to the carnymancer.


Herring gives you a short bow before departing
———————————————————

Harley then tries her best to hide her look of surprise when the big mouth speaks and instead listens to what it has to say.  ”We meant no insult and you have my sincerest apologies”  Harley replies with a somber look.  ”I am however willing to accept your requests. I am afraid though that the magic item may not be made this turn as I will have to source someone capable of creating it... unless Ofcourse this falls under the realm of Dateamancy?”  Harley questions  as she glances at James.  ”As for the poppings I will ensure that by the end of this turn you have everything you need to pop seven more tribe mates”  Harley promises.  ”I am also incredibly grateful for your willingness to gather magical materials from the fallen though I do sincerely hope that there will not be too many fallen in the first place!”  Harley declares with conviction.

Big mouth
 We can wait a few turns for the item. I share the hope that my tribe mates do not fall, but that is the nature of erf. We will depart our den. Not everything is forgiven Harley, but we can try and move forward together. 

With that the tribe as a whole turns and leaves. They gather up everything, but the Rattika teeth.

James

 Well that was tense the damage you just did with your relations to that tribe. Also, I'm afraid I dont know a way of giving Ash the ability to talk. Maybe a signamancer could help? So what do you have for me this turn? 
WurmD
 
 Originally Posted by Cyphermancer 
 Just Before the end of turn  
 

Turn 18 Map:  https://www.dropbox.com/s/q9eunivlih...urn18.hxm?dl=1 
 

 Some kind of scout knight had a cloak on, but I think we were spotted because the knight slowed for a moment we think, its mount was a blood red horse of some kind. 

Harley scribbles in the back of the same note, and sends it back through the hat
 'So, moving south? In what hex did you lose sight of him?' 
_Wiz_
Sure +1 for scribbled notes
Cyphermancer
 yes moving south. Three hex south of the hills is where we losr sight. 
WurmD
Taking advantage of downtime between planning sessions, Harley painstakingly draws a rough copy of the known map, with the hex numbers, and sends it to the Woodsies
 'Here, next turn, would you kindly report your sightings based on these hex numbers?
Thank you
Harley Tesla
⚡' 
_Wiz_
+1 to Wurm aslong as it’s earlier (or later) in the turn. Don’t want the hired casters waiting on us while we make a detailed map.

To the Big mouth

 ”I would like that...”  Harley replies sincerely before letting the pokedaemons go.

Harley then grimaces slightly as she turns to James.  ”I know...”  Harley admits.  ”Unfortunately mistakes were made and without spontaneously learning retconjuration it’s impossible to change that...”  Harley declares.  ”I guess I’m just going to have to work hard to regain the lost trust...”  Harley thinks aloud.  ”Thanks for your help again though James and don’t worry about that I believe Herring has a Signamancer contact so I can ask him to enquire about that for next turn.”  Harley replies.

 ”Ah yes I’d like for you to promote a Woof and a Doe Deer to heavy if you are able to...”  Harley declares regaining some of her former energy as she orders the two ferals brought over.

Once James is finished with Harley then seeks out Anna.

 ”I’d like you to finish the farm defences this turn Anna then next turn I promise it’s magical item work!”  Harley declares with a wry smile.
WurmD
+1111111111111
Cyphermancer
To the Big mouth

 ”I would like that...”  Harley replies sincerely before letting the pokedaemons go.

The big mouth leaves with the rest of his tribe

Harley then grimaces slightly as she turns to James.  ”I know...”  Harley admits.  ”Unfortunately mistakes were made and without spontaneously learning retconjuration it’s impossible to change that...”  Harley declares.  ”I guess I’m just going to have to work hard to regain the lost trust...”  Harley thinks aloud.  ”Thanks for your help again though James and don’t worry about that I believe Herring has a Signamancer contact so I can ask him to enquire about that for next turn.”  Harley replies.

 ”Ah yes I’d like for you to promote a Woof and a Doe Deer to heavy if you are able to...”  Harley declares regaining some of her former energy as she orders the two ferals brought over.

James heads out. A short time later Harley feels the shift in a doe deer and woof.

Heavy Doe Deer  level 1, 4[1d6]/4/12/14 Upkeep 110 "paid" Xp 3/8 Move 14/14 (C)
Specials: Mount, Forest capable

Heavy Woof, 5[1d8]/5/12/12
Specials forest capable, heavy
Xp 3/8, upkeep 110

Once James is finished with Harley then seeks out Anna.

 ”I’d like you to finish the farm defences this turn Anna then next turn I promise it’s magical item work!”  Harley declares with a wry smile.

 Sounds good Harley, well im off! 

Anna leaves heading for the farm. Harley feels the last wall snap into place. Harley feels she can unlock the a secret potential of the farm. She could upgrade the farm to level 5 for free. However instead of producing more rations. The farms walls would be considered level 1 and the farm would gain the popping ability of a level 1 city. Harley can however ignore the option and upgrade the farm to level 5 normally.
_Wiz_
Sensing the new possibility Harley accepts the free upgrade of the farm that would incorporate the walls and give the farm the ability to pop units.
WurmD
Yiuuuuuuuuuup

EDIT
Nudging Dee to the side Harley asks in private " Dee, given your side chats with Krippen last turn, do you think he'll join us too?"  in a low voice with bright eyes
Cyphermancer
Harley decidea to go for it and feels the change come over the farm. Harley also feels a slight change in the capital. The capital can now pop laborers!


Stead hold farm lv 5
Income:20 rations a turn, 5 leather, 1 master craft leather
Farm zone up upgrades 1/1 (Walls level 1)
Building slots (0/2)
Production

Militia (2/ turn)
Farm hand (2/ turn)
Hunter ( 1/ turn)
Laborer ( 1/turn)


 
 Spoiler: units! 
Militia
1[1d3)/1/5/8 upkeep 12
Special: Home guard


Farmhand
0[1 dam]/1/6/4 upkeep 12
Special: extra yield



Hunter
1[1d3]/0/4/10 upkeep 14
Special: archery, hunter



Laborer
0[1 dam]/ 1/6/ 8 upkeep 14
Special: build up!
 

 
 Spoiler: specials 
Specials

Home guard: unit gains a plus 1 to combat and defense. When defending a hex claimed by thier side

Extra yield: once a turn this unit may work the fields of a farm or similar site. This costs the unit four move and increases the income of the site by two ration next turn.( The farm can support a total of ten of these units)

Hunter: units combat score increases by one and does one bonus damage when fighting ferals. Unit has a bonus to perception and stealth checks against ferals. Unit does not auto engage ferals.

Build up: once a turn this unit may work on a construction project. This cost the unit four move and increase the work on a project by 100 Shmuckers. ( roads take 500 shmuckers, buildings take 2000 shmuckers)
 



Anna returns a short while later looking excited

 Well that was unexpected! Did that place become a little mini city?what can it do? 

Master Herring returns from the MK. Giving Harley 32 rands.

  Harley, I have three casters in the MK here to work on Krippen' s behalf. Could you offer them A NAP? Thier names are Thea Seirs, Mack Mark, and Trans Mation.   
_Wiz_
Harley approaches Spi and flashes the lookamancer an apologetic smile.  ”We will be ready for you in a moment Spi, we just need to finish off some manual scouting so that we know what hexes we want you to look into”  Harley declares.

Harley then mentally issues some scouting orders.


 Step 1  

Scout F moves from (-02,-03) to (-02,-02). 1 move used 11/12 remaining

 Step 2 

A message hat is loaded on to Pondsea C17B’s saddle bag. Pondsea C17B leaves capital goes to (-02,-02) picks up Scout F and carries him to (-06,03)

Pondsea C17B 10 move used 6/16 remaining

Step 3

Scout F follows Red routes searching hexes for hostiles and attempting to see in to (-07,04) from all angles. (Hat remains with Pondsea incase scout doesn’t make it)

[img]

 

Scout F 11 move used 0/12 remaining

Step 4

Scout F reports via hat what he managed to see.


—————————————————


Upon seeing Anna return Harley grins widely and rushes up to the other woman.  ”It did it’s amazing Anna!”  Harley exclaims in excitement.  ”The walls have not only been incorporated in to the site itself but it has building slots and it can pop units!”  Harley declares happily.  ”I really hope you gain adept for this!”  Harley then adds.

Harley’s eyes then widen as an idea hits here.  ”Anna come with me!”  Harley then declares practically dragging the other caster along as she rushes to find Bulm.

 ”Bulm! Anna did the most amazing farm upgrade and now it can actually produce units. Do you think you would be able to boost their production rate with Turnamancy?”  Harley questions in excitement.


—————————————————

 ”Ofcourse Herring”  Harley replies with a pleasant smile as she offers a NAP to each of the mentioned casters in turn.  ”I’m not familiar with these casters, what are their disciplines and has an NDA already been paid for for them?”  Harley asks.
WurmD
Ok
+111111111111
Cyphermancer
]Harley approaches Spi and flashes the lookamancer an apologetic smile.  ”We will be ready for you in a moment Spi, we just need to finish off some manual scouting so that we know what hexes we want you to look into”  Harley declares.

Harley then mentally issues some scouting orders.

Spi gives you a nod before taking a seat.


 Step 1  

Scout F moves from (-02,-03) to (-02,-02). 1 move used 11/12 remaining

 Step 2 

A message hat is loaded on to Pondsea C17B’s saddle bag. Pondsea C17B leaves capital goes to (-02,-02) picks up Scout F and carries him to (-06,03)

Pondsea C17B 10 move used 6/16 remaining

Step 3

Scout F follows Red routes searching hexes for hostiles and attempting to see in to (-07,04) from all angles. (Hat remains with Pondsea incase scout doesn’t make it)

[img]

 

Scout F 11 move used 0/12 remaining

Step 4

Scout F reports via hat what he managed to see.

Harleys hat rumbles with a message from scout F

 No units spotted signs of a struggle near hex edge of -06.05. And drag marks looks like someone cleaned up a bit, but was in a hurry. 


—————————————————


Upon seeing Anna return Harley grins widely and rushes up to the other woman.  ”It did it’s amazing Anna!”  Harley exclaims in excitement.  ”The walls have not only been incorporated in to the site itself but it has building slots and it can pop units!”  Harley declares happily.  ”I really hope you gain adept for this!”  Harley then adds.

 I dont know about adept, but im sure I will level. I do have some new building ideas however.... 

Harley’s eyes then widen as an idea hits here.  ”Anna come with me!”  Harley then declares practically dragging the other caster along as she rushes to find Bulm.

 ”Bulm! Anna did the most amazing farm upgrade and now it can actually produce units. Do you think you would be able to boost their production rate with Turnamancy?”  Harley questions in excitement.

Bulm looks Anna up and down a look of respect in her eyes

 Maybe it would depend on the production level of the site. Of course I cant really boost it with our current deal. 
Turning to Anna
 We should work together on a project some time. 


—————————————————

 ”Ofcourse Herring”  Harley replies with a pleasant smile as she offers a NAP to each of the mentioned casters in turn.  ”I’m not familiar with these casters, what are their disciplines and has an NDA already been paid for for them?”  Harley asks.

 Thea and Mark are signamancers. While Trans is a changeamancer. I dont know them well, but I explained that the work is for a Barbarian contractor. Krippen can pay for a NDA, but that would be only for him. Involving you would raise questions. 
_Wiz_
Reading the scout’s report Harley frowns slightly before writing a quick reply and sending it back.

 ’Good work hold position and await further instructions’ 


Harley then turns to Spi with a thoughtful look.  ”Ok first hex I want you take a deep look at is a heavy forest hex. There’s some units hiding in there but I want to know what they are and how many before I send any of my units in to investigate”  Harley explains as she points to (-07,04) on the map.


—————————————————
To Anna

 ”Well the level is thoroughly deserved!”  Harley declares with a grin.  ”Oh do tell I’d love to know what other buildings you have thought up...”  Harley then asks.

To Bulm

 ”I believe it has the production equivalent to a first level city though the units it pops are a little different...”  Harley replies.  ”I actually had a thought about that, if you would be willing to spend your full juice at the farm I could supply you with 50 juice from the tower so you would still be able to work on your personal projects in the workshop. Would that work?”  Harley asks.

 ”I’m sure I could organise some joint projects for the both of you in the future if you like, Infact you will likely be sharing the workshop with Anna next turn as I have promised her some magic item work”  Harley declares.


—————————————————
To Herring


 ”Signamancers and changeamancers...”  Harley parrots with a thoughtful look.  ”I imagine it is promotion work then... that should be able to be completed in the portal room then I imagine. If that’s the case I’m not too worried about the NDA if they are not exposed to anything sensitive...”  Harley thinks aloud.

 ”I might actually need some Signamancer work soon myself...”  Harley then adds.  ”If you don’t know these two that well then have you another Signamancer contact you’d recommend?”  Harley asks.

 ”Well I might just let Krippen know that his casters are here...”  Harley then comments.
WurmD
Clarify ”Well it’s thoroughly deserved!” Harley declares with a grin.

Otherwise +1
Cyphermancer
Reading the scout’s report Harley frowns slightly before writing a quick reply and sending it back.

 ’Good work hold position and await further instructions’ 


Harley then turns to Spi with a thoughtful look.  ”Ok first hex I want you take a deep look at is a heavy forest hex. There’s some units hiding in there but I want to know what they are and how many before I send any of my units in to investigate”  Harley explains as she points to (-07,04) on the map.

Spi glass cracks his knuckles. Before pulling out his orb. After casting he frowns.

 Well, I found what croaked your scout. There is a heavyly injured scout in the hex with the body of a croaked scout. 

-3 rands


—————————————————
To Anna

 ”Well the level is thoroughly deserved!”  Harley declares with a grin.  ”Oh do tell I’d love to know what other buildings you have thought up...”  Harley then asks.

 Well my first Idea is an inner or secondary wall inside the first. I think it would be a zone upgrade. Working on the farm made me think of rations, I might be able to make some kind of long term storage for them. I think I could also make a building that would reduce the upkeep of mounts. Maybe a few mlre idea I need to work on some plans tonight. 

To Bulm

 ”I believe it has the production equivalent to a first level city though the units it pops are a little different...”  Harley replies.  ”I actually had a thought about that, if you would be willing to spend your full juice at the farm I could supply you with 50 juice from the tower so you would still be able to work on your personal projects in the workshop. Would that work?”  Harley asks.

 Well, that would work. But channeling from the tower is a distraction. How about for every 50 extra juice you ask me to use for your projects I get 25 juice for mine. 
 ”I’m sure I could organise some joint projects for the both of you in the future if you like, Infact you will likely be sharing the workshop with Anna next turn as I have promised her some magic item work”  Harley declares.

Both casters nod and begin whispering and comparing notes
—————————————————
To Herring


 ”Signamancers and changeamancers...”  Harley parrots with a thoughtful look.  ”I imagine it is promotion work then... that should be able to be completed in the portal room then I imagine. If that’s the case I’m not too worried about the NDA if they are not exposed to anything sensitive...”  Harley thinks aloud.

 ”I might actually need some Signamancer work soon myself...”  Harley then adds.  ”If you don’t know these two that well then have you another Signamancer contact you’d recommend?”  Harley asks.

 ”Well I might just let Krippen know that his casters are here...”  Harley then comments.[

 Understood I have two I know well, I would be willing to contact them if you have work for them. Krippen is already by the portal awaiting the casters. I will let them know. 

Herring leaves heading for the portal room. Harley recieves three requests for NAP
WurmD
" Certainly"  Harley nods to Bulm " Just to be clear, castings outside the Capital that go over your half Juice pool we'll recompense with 1 and a half tower Juice; while castings in Capital using tower Juice are covered by our original deal, correct? " she clarifies
_Wiz_
+1 to Wurm’s post and incorporating it below.



 ”Hah!”  Harley blurts out at the news that it was only a single scout.  ”I had started to wonder if it could be an enemy scout but I couldn’t take the risk of not getting it confirmed...”  Harley comments.

 ”Well the next look should be a little more interesting, could you take a deep look at the forest city in (-15,05)”  Harley requests as she points to it on the map.


—————————————————

To Anna

 ”Hmm yes I could see the benefit of a double wall, it would be quite a surprise to the enemy aswell if they didn’t know about it before hand”  Harley comments.  ”Hmmm both very useful ideas aswell”  Harley adds.  ”Well I look forwards to hearing what you come up with next turn then!”  Harley declares with a grin.

To Bulm

" Certainly"  Harley nods to Bulm " Just to be clear, castings outside the Capital that go over your half Juice pool we'll recompense with 1 and a half tower Juice; while castings in Capital using tower Juice are covered by our original deal, correct? " Harley clarifies.

—————————————————

To Herring

 ”Well I’m looking for a magic item to be made that will allow Ash the Pokedaemon chief to communicate with us. James suggested a Signamancer. So if you think you have one that would be well suited to the task if you could enquire about us hiring them for either next turn or the turn after that that would be great!”  Harley replies.

Harley then accepts the three incoming NAPs from Thea Seirs, Mack Mark, and Trans Mation.
WurmD
+1111111¹11111
Cyphermancer
 ”Hah!”  Harley blurts out at the news that it was only a single scout.  ”I had started to wonder if it could be an enemy scout but I couldn’t take the risk of not getting it confirmed...”  Harley comments.

 ”Well the next look should be a little more interesting, could you take a deep look at the forest city in (-15,05)”  Harley requests as she points to it on the map.


Spi glace stares down into his orb pausing everyy once and awhile to write down a notes on a piece of paper before speaking.

 well that city has changed. Its only level two now and its signamancy is different. Two different sides hold the city with a number of pris in rhe dungeons. The first side looks like its troops are made of cloth.

Side 1
2 warlords melee
1 warlord range
40 pikers
23 stabbers
20 archers
10 knights melee
4 knights ranged
12 mounts ( two humped creaturea)
7 heavies( Large lizards 

Side 2
1 warlord range
4 knights ranged
3 natural casters
2 stone golems heavies
7 clay golems infantry

Dungeon

1 warlord
2 casters
6 knights

—————————————————

To Anna

 ”Hmm yes I could see the benefit of a double wall, it would be quite a surprise to the enemy aswell if they didn’t know about it before hand”  Harley comments.  ”Hmmm both very useful ideas aswell”  Harley adds.  ”Well I look forwards to hearing what you come up with next turn then!”  Harley declares with a grin.

 I will let you know. 

To Bulm

" Certainly"  Harley nods to Bulm " Just to be clear, castings outside the Capital that go over your half Juice pool we'll recompense with 1 and a half tower Juice; while castings in Capital using tower Juice are covered by our original deal, correct? " Harley clarifies.

 Right now our deal is 50/ 50 juice. If you want me to also use tower juice then I want half the juice used for your projects to be available for mine. For example you want me to boost production at the farm. Then I want 75 juice from the tower for my own projects back here. 

—————————————————

To Herring

 ”Well I’m looking for a magic item to be made that will allow Ash the Pokedaemon chief to communicate with us. James suggested a Signamancer. So if you think you have one that would be well suited to the task if you could enquire about us hiring them for either next turn or the turn after that that would be great!”  Harley replies.

Harley then accepts the three incoming NAPs from Thea Seirs, Mack Mark, and Trans Mation.

 I will see what I can do. I will see to Krippens work then get started on the Helm for him. 
_Wiz_
 ”Hmmm interesting, well that has given me a lot to think about...”  Harley comments.  ”Well next is a ruined city in the hills at (12,-10)”  Harley declares as she points to the next location on the map.
WurmD
+222222222222
Cyphermancer
 ”Hmmm interesting, well that has given me a lot to think about...”  Harley comments.  ”Well next is a ruined city in the hills at (12,-10)”  Harley declares as she points to the next location on the map.

Spi glass again casts. As he works through the spell he begins to frown. Turning the orb over in his hands. He makes notes but they are few in number

 well around the edges of the city there is a total of fourteen uncroaked and eight pit fall traps spread around the city. Thats the good news. Bad news a large building in the center of the ruins is blocked from my scan...

4 uncroaked pikers
3 uncroaked stabbers
3 uncroaked archers
4 uncroaked darfs  

Pits marked on map
_Wiz_
Hearing Spi’s report Harley frowns aswell.  ”Any idea what could be blocking you?”  Harley asks.  ”And based on the size of the building are you able to estimate roughly what’s the maximum number of units that could be concealed inside?”  Harley asks.
WurmD
+1................
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Hearing Spi’s report Harley frowns aswell.  ”Any idea what could be blocking you?”  Harley asks.  ”And based on the size of the building are you able to estimate roughly what’s the maximum number of units that could be concealed inside?”  Harley asks. 
 

 A few ideas, but no real answer on it. As for the building thats a tough question its a large domed building with a large set of double doors. I wouldn' t hazzard a guess at how many it could hold, but alot. As you didnt get the full picture with the casting. I wont charge you three rands. Just a a single rand for the basic info you got from the spell. 
WurmD
" (hmm, where is the Heavy Howie spotted)"  Harley audibly (to her commanders) mutters while pondering the issue

She then snaps to attention " Spi, thank you so much. We'd love to also Deep Look the Antz hex given the results of the other three, and we have tower Juice to offer, if you are willing ." She expounds

" Are you willing? What would you ask of us for it? " Harley then asks
_Wiz_
+1 to Wurm but modified and added a bit below.


" (hmm, where is the Heavy Howie spotted)"  Harley audibly (to her commanders) mutters while pondering the issue

She then snaps to attention " Spi that is very kind of you thank you so much.”  Harley gratefully declares.

 ”What does the building seem to be made out of? Is there much wood in its construction do you think it would be flammable?”  Harley asks.


 ”We'd love to also Deep Look the Antz hex given the results of the other three, and we have tower Juice to offer, if you are willing... ." She expounds

" Are you willing? What would you ask of us for it? " Harley then asks.
Cyphermancer
 
 Originally Posted by _Wiz_ 
 +1 to Wurm but modified and added a bit below.


" (hmm, where is the Heavy Howie spotted)"  Harley audibly (to her commanders) mutters while pondering the issue

She then snaps to attention " Spi that is very kind of you thank you so much.”  Harley gratefully declares.

 ”What does the building seem to be made out of? Is there much wood in its construction do you think it would be flammable?”  Harley asks.


 ”We'd love to also Deep Look the Antz hex given the results of the other three, and we have tower Juice to offer, if you are willing... ." She expounds

" Are you willing? What would you ask of us for it? " Harley then asks. 
 


 The building appears to be made of stone and seems mostly intact.  What is under that im not sure. Use tower juice for the spell sure. Lets call it two rands. Can balance the books that way.   Giving the tower two taps with his foot. Then pausing to look around.
 Tank seems a little empty, so whos going to charge it? 


Harley also feels the Barbarian contractors for Krippen leave the city.
_Wiz_
Harley frowns slightly.  ”Sorry Spi if you could just give me a moment I’ll see about getting someone to deposit some juice in to the tower for you...”  Harley replies.


Harley then hurries down the stairs and once on a lower floor she quickly pumps 100 juice in to tower. Taking a slight breather Harley then climbs back up and rejoins Spi.

 ”Sorry about the delay Spi”  Harley replies with an apologetic smile.  ”So last off is the antz in (-04,-03)”  Harley declares as she points at the map for a final time.
WurmD
+1++++((++++++
Cyphermancer
Harley frowns slightly.  ”Sorry Spi if you could just give me a moment I’ll see about getting someone to deposit some juice in to the tower for you...”  Harley replies.


Harley then hurries down the stairs and once on a lower floor she quickly pumps 100 juice in to tower. Taking a slight breather Harley then climbs back up and rejoins Spi.

 ”Sorry about the delay Spi”  Harley replies with an apologetic smile.  ”So last off is the antz in (-04,-03)”  Harley declares as she points at the map for a final time.

Spi Glass give Harley a long look before shrugging and tapping into the tower to start his casting

 Well no problems with this casting.

 

Writing a quick note and passing it to Harley

 
20 worker antz
8 solder antz
8 winged antz
3 large "Heavy" antz
1 very large ant "queen?" 
 Will there be anything else? 

Edit As Harley decends the the tower. She runs into Herring. He is holding a helm.

 Harley the Helm for Krippen is finished. I thought you wouldblike to present to him. The metal is very fine. I had to use a little extra juice but the helm will also give the wearer a +1 to defense. If there is nothing else I will depart. 
_Wiz_
To Spi

 "Thankyou Spi you have been extremely helpful"  Harley replies with a smile.  "I think we've taken up enough of your time for the turn though I'm sure we will be in touch soon when we are in need of your talents once again!"  Harley then declares.

To Herring

 "That's a very impressive looking helm, looks even nicer than the last one you made!"  Harley compliments.  "Did you use some of the strange metal that we obtained in it's construction?"  Harley asks with curiosity.

 "Thankyou Herring I think I will do just that..."  Harley declares as she carefully takes the helm.  "Hmmm I think that's everything, I will once again try and get you the list of hires for next turn before the end of the turn but other than that I think we are good..."  Harley then adds.

Once Herring departs Harley then heads off in search of Krippen.  "Ah there you are!"  Harley exclaims with a big grin as soon as she finds the barbarian warlord.  "As promised I have for you a helm worthy of a captain of knights!"  Harley declares as she presents the helm.  "It is some of Master Herring's finest work, may it keep you safe in the many battles we will fight together in future..."  Harley declares slightly solemnly as she holds the helm out for Krippen to take.
WurmD
+11111111111
Cyphermancer
To Spi

 "Thankyou Spi you have been extremely helpful"  Harley replies with a smile.  "I think we've taken up enough of your time for the turn though I'm sure we will be in touch soon when we are in need of your talents once again!"  Harley then declares.

 See you later. 

Spi glass departs to the magic kingdom

To Herring

 "That's a very impressive looking helm, looks even nicer than the last one you made!"  Harley compliments.  "Did you use some of the strange metal that we obtained in it's construction?"  Harley asks with curiosity.

 The silvery metal shapes very easily. It took half the juice normally needed for a mastercraft item krippen paid for the helm to be mastercrafted. It may have other abilities I dont know of. 
 "Thankyou Herring I think I will do just that..."  Harley declares as she carefully takes the helm.  "Hmmm I think that's everything, I will once again try and get you the list of hires for next turn before the end of the turn but other than that I think we are good..."  Harley then adds.

Herring give Harley a short bow before departing

Once Herring departs Harley then heads off in search of Krippen.  "Ah there you are!"  Harley exclaims with a big grin as soon as she finds the barbarian warlord.  "As promised I have for you a helm worthy of a captain of knights!"  Harley declares as she presents the helm.  "It is some of Master Herring's finest work, may it keep you safe in the many battles we will fight together in future..."  Harley declares slightly solemnly as she holds the helm out for Krippen to take.

Krippen takes the helm in hand looking it over. Before tucking it under an arm

 Thank you Harley it is a fine helm. As for the captain of knights part. It would seem I already am. 

With a wide smile he motions to his stack behind him. Every one of Krippens men stand about a foot taller and look much mmore dangerous. Krippens stack is now made up of two lancers, two snipers, and a single champion!

 Looks like we will need some mounts next time we go into battle. 


X2 sniper lv 2  5[1d6]/4/9/8
Special: archery, knight, rapid shot
Shaft xp 10/24 Upkeep 110 move 8/8
Bolt xp 10/24 Upkeep 110 move 8/8


Champion Jab Level 1, 5[1d6]/4/8/8
7/8xp / 100s Hits 8/8 Move 8/8
Specials: cutter, knight


Lancer Ike Level 1, 4[1d6]/5/8/8
1/8xp / 100s Hits 8/8 Move 8/8
Special: knight, Lancer


Lancer Point level 1 4[1d6]/5/8/8
6/8 xp 100s Move 8/8 (c)
Specials: Knight, Lancer
_Wiz_
 "Based on the casters that just visited I thought you might be!"  Harley replies with a smirk.  "Congratulations oh captain of knights!"  Harley then declares slapping Krippen lightly on the back.

Harley then turns to the stack of knights and looks them up and down appraisingly.  "Very impressive!"  Harley then declares.

 "Don't worry we've got a number of mounts reserved for them, I'll likely assign them some magic weapons from the armoury for the next battle aswell..."  Harley begins.  "Actually thats another thing I wanted to talk to you about. Are you ready to test your new improved stack in battle?"  Harley asks  "We are most likely going to deal with the Antz this turn. I could offer you poppings worth half a stabber or half an archer and a share of the loot..."  Harley offers.  "With the option of rations converted in to Rands again ofcourse..."  Harley adds with a slight grin.

Once Krippen agrees Harley then gathers together all of her commanders and shares with them the scout reports and the lookamancy reports.  "So we have three main targets on the map, the former barbarian city in the forests that has now been claimed by two allied sides, the ruined city that has uncroaked in it but has one building shielded from lookamancy and the Antz nest..."  Harley begins.  "Now as much as I would like to storm the forest city and rescue Burtrum it looks too well defended for use to do so. The ruins with the uncroaked is a mystery and a little out of our range to effectiuvely strike this turn so that leaves the Antz...."  Harley declares.  "Are there any objections to the Antz being our target this turn?"  Harley then questions.


Presuming there are none....


 "Lookmancy has confirmed the following units in the hex..."  Harley relays

 
 Spoiler 
20 worker antz
8 solder antz
8 winged antz
3 large "Heavy" antz
1 very large ant "queen?"
 

 "Compared to the following units that we are able to field"  Harley adds

 
 Spoiler 

Possible Stacks for Antz battles

Warlord Krippen
-&gt; Uncroaked Stone Bull
Harley
-&gt; Uncroaked Hobby Warhorse
Champion Jab
-&gt;Hobby A
Lancer Ike
-&gt;Hobby B
Lancer Point
-&gt;Hobby T15A
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A

Dee
-&gt; Uncroaked Hobby A
Uncroaked Minertaur
Uncroaked Minertaur
Uncroaked Minertaur
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf

Chief Warlord Spike
-&gt;Uncroaked Wargoat
Heavy Woof
Green Bear
Uncroaked Worker Ant
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Warlord Bill
-&gt;Heavy Doe Deer
Crud
Woof
Uncroaked Woof
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Shadow
-&gt;Doe Deer A
Shady Sneak C18A
Shady C11A
Shady C11B
Shady C11C
Piker Anne
Piker Isabel
Piker C15A

Moonsong
-&gt;Doe Deer B
Shady C16A
Shady C16B
Shady C18A
Piker C15B
Piker C15C
Uncroaked Hobby B
Uncroaked Hobby C

Ash
Embar
Twinhorn Lv2
Twinhorn C16A
Twinhorn Ditto
Twinhorn Ditto
Shocorpion
Pondsea T15
Rattika A
Rattika T16
Rattika C17

Uncroaked Darf Axeman
Uncraoked Hobby D
Uncroaked Hobby E
Uncroake Archer A
Uncroaked Archer B
Uncroaked Crossbow Darf B
Chimpoo
 

 "Now these are only very rough stack formations... any comments so far?"  Harley asks looking to her commanders.
WurmD
+1////////////////////
_Wiz_
Full logistics of getting the army to the Antz hex

 
 Spoiler 


Step 1

Bill manages Farm 4 move used (5/9 remaining)
Step 2

All farm units move to capital

Uncroaked Wargoat 1.5 move used (8.5/10 remaining)
-&gt; Bill (mounted)

Uncroaked Hobby Warhorse 1.5 move used (12.5/14 remaining)
-&gt; Uncroaked crossbow Darf
-&gt; Uncroaked crossbow Darf

Uncroaked Stonebull 1.5 move used (8.5/10 remaining)
-&gt; Uncroaked crossbow Darf

Pondsea T15 1.5 move used (14.5/16 remaining)
-&gt; Uncroaked crossbow Darf A
Pondsea C17A 1.5 move used (14.5/16 remaining)
-&gt; Uncroaked crossbow Darf B

Uncroaked Minertaur 1.5 move used (6.5/8 remaining)
Uncroaked Minertaur 1.5 move used (6.5/8 remaining)
Uncroaked Minertaur 1.5 move used (6.5/8 remaining)
Uncroaked shady elf C11D 1.5 move used (6.5/8 remaining)
Uncroaked shady elf C11E 1.5 move used (6.5/8 remaining)
Uncroaked darf axeman 1.5 move used (4.5/6 remaining)
Uncroaked worker ant 1.5 move used (8.5/10 remaining)

Step 3

Krippen manages city 4 move used (6/10 remaining)

Crud finishes MW armour ?8 move used

Step 4

Army moves to (-03,-03)


Uncroaked Hobby Warhorse 4 move used (8.5/14 remaining)
Wagon
-Shady C11A
-Shady C11B
-Shady C11C
-Shady C16A
(4)Crud

Heavy Doe Deer 4 move used (10/14 remaining)
Wagon
-Shady C16B
-Shady C18A
-Uncroaked Shady C11D
-Uncroaked Shady C11E
-Uncroaked crossbow darf
-Uncroaked crossbow darf
-Uncroaked crossbow darf
-Uncroaked Archer A

Uncroaked Wargoat 4 move used (4.5/10 remaining)
Wagon
-Uncroaked Archer B
-Uncroaked crossbow darf A
-Uncroaked crossbow darf B
-Uncroaked darf axeman
(4) Uncroaked Minertaur

Uncroaked Stone Bull 4 move used (4.5/10 remaining)
Wagon
-Ash
-Embar
-Shocorpion
-Chimpoo
(4) Uncroaked Minertaur

Hobby A 4 move used (10/14 remaining)
-Harley
-Dee

Hobby B 4 move used (10/14 remaining)
-Spike
-Shadow

Hobby T15A 4 move used (10/14 remaining)
-Bill
-Krippen

Hobby T15B 4 move used (10/14 remaining)
-Sniper Shaft
-Sniper Bolt

Hobby T16A 4 move used (10/14 remaining)
-Lancer Ike
-Lancer Point

Uncroaked Hobby A 4 move used (10/14 remaining)
-Champion Jab
-Piker Anne

Uncroaked Hobby B 4 move used (10/14 remaining)
-Piker Isabelle
-Piker C15A

Uncroaked Hobby C 4 move used (10/14 remaining)
-Piker C15B
-Piker C15C

Uncroaked Hobby D 4 move used (10/14 remaining)
-Archer C16B
-Archer C17A

Uncroaked Hobby E 4 move used (10/14 remaining)
-Archer C17B
-Archer T17A

Uncroaked Hobby F 4 move used (10/14 remaining)
-Archer C18A
-Archer C18B

Pondsea T15 4 move used (10.5/16 remaining)
-Moonsong

Doe Deer B 4 move used (10/14 remaining)
-Shady Elf sneak C18A


Green bear 4 move used (6/10 remaining)
Uncroaked Minertaur 4 move used (4/8 remaining)
Uncroaked Woof 4 move used (8/12 remaining)
Uncroaked worker Ant 4 move used 6/10 remaining)
Twinhorn 4 move used (10/14 remaining)
Twinhorn lv2 4 move used (10/14 remaining)
Rattika A 4 move used (6/10 remaining)
Rattika T16 4 move used (6/10 remaining)
Rattika C17 4 move used (6/10 remaining)
Woof 4 move used (8/12 remaining)
Heavy Woof 4 move used (8/12 remaining)

Step 5

Army forms up in to stacks and enters Antz hex

Reserve stack pulls wagon with crud on. Crud immediately joins his stack after crossing hex boundary. Reserve stack then unhitches wagon.

Warlord Krippen (6/10 remaining)
-&gt; Uncroaked Stone Bull 3 move used
Harley (1.5/10 remaining)
-&gt; Uncroaked Hobby Warhorse 3 move used (5.5/14 remaining)
Champion Jab (full move)
-&gt;Hobby A 3 move used (7/14 remaining)
Lancer Ike (full move)
-&gt;Hobby B 3 move used (7/14 remaining)
Lancer Point (full move)
-&gt;Hobby T15A 3 move used (7/14 remaining)
Sniper Shaft (full move)
-&gt;Hobby T15B 3 move used (7/14 remaining)
Sniper Bolt (full move)
-&gt;Hobby T16A 3 move used(7/14 remaining)

Dee (full move)
-&gt; Uncroaked Hobby A 3 move used (7/14 remaining)
Uncroaked Minertaur 1 move used (3/8 remaining)
Uncroaked Minertaur 1 move used (5.5/8 remaining)
Uncroaked Minertaur 1 move used (5.5/8 remaining)
Uncroaked Shady Elf C11D 3 move used (3.5/8 remaining)
Uncroaked Shady Elf C11E 3 move used(3.5/8 remaining)
Uncroaked Crossbow Darf 3 move used (3/6 remaining)
Uncroaked Crossbow Darf 3 move used (3/6 remaining)

Chief Warlord Spike (full move)
-&gt;Uncroaked Wargoat 1 move used (3.5/10 remaining)
Heavy Woof 3 move used (5/12 remaining)
Green Bear 3 move used (3/10 remaining)
Uncroaked Worker Ant 3 move used (3/10 remaining)
Archer C16B 3 move used (5/8 remaining)
Archer C17A 3 move used (5/8 remaining)
Archer C17B 3 move used (5/8 remaining)
Archer T17A 3 move used (5/8 remaining)

Warlord Bill (5/9 remaining)
-&gt;Heavy Doe Deer 3 move used (7/14 remaining)
Reserved for Crud
Woof 3 move used (5/12 remaining)
Uncroaked Woof 3 move used (5/12 remaining)
Archer C18A 3 move used (5/8 remaining)
Archer C18B 3 move used (5/8 remaining)
Uncroaked Crossbow Darf 1 move used (5/6 remaining)
Uncroaked Crossbow Darf A 3 move used (3/6 remaining)

Shadow (full move)
-&gt;Doe Deer B 3 move used (7/14 remaining)
Shady Sneak C18A 3 move used (5/8 remaining)
Shady C11A 3 move used (5/8 remaining)
Shady C11B 3 move used (5/8 remaining)
Shady C11C 3 move used (5/8 remaining)
Piker Anne 3 move used (5/8 remaining)
Piker Isabel 3 move used (5/8 remaining)
Piker C15A 3 move used (5/8 remaining)

Moonsong (full move)
-&gt;Uncroaked Hobby F 3 move used (7/14 remaining)
Shady C16A 3 move used (5/8 remaining)
Shady C16B 3 move used (5/8 remaining)
Shady C18A 3 move used (5/8 remaining)
Uncroaked Darf Axeman (3 move used 1.5/6 remaining)
Piker C15C 3 move used (5/8 remaining)
Uncroaked Hobby B 3 move used (7/14 remaining)
Uncroaked Hobby C 3 move used (7/14 remaining)


Ash 3 move used (6/9 remaining)
Embar 3 move used (5/8 remaining)
Twinhorn Lv2 3 move used (7/14 remaining)
Twinhorn C16A 3 move used (7/14 remaining)
Twinhorn Ditto
Twinhorn Ditto
Shocorpion 1 move used (7/8 remaining)
Pondsea T15 3 move used (7.5/16 remaining)
Rattika A 3 move used (3/10 remaining)
Rattika T16 3 move used (3/10 remaining)
Rattika C17 3 move used (3/10 remaining)

Uncraoked Hobby D 3 move used (7/14 remaining)
Uncroaked Hobby E 3 move used (7/14 remaining)
Wagon
Piker C15B (full move)
Uncroaked Archer B (full move)
Uncroake Archer A (full move)
Uncroaked Crossbow Darf B (full move)
Crud (0 move remaining)

Chimpoo 3 move used (7/10 remaining)
 
_Wiz_
Refined stacks with equipment loaned out from armoury and assigned.

 
 Spoiler 


Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F)
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F)
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F)
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise]
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A

Dee (M) [MW staff]
-&gt; Uncroaked Hobby A
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F)
Heavy Woof (F)
Green Bear (F)
Uncroaked Worker Ant (F)
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F)
Crud (F)
Woof (F)
Uncroaked Woof (F)
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Piker Anne (F)
Piker Isabel (F)
Piker C15A (F)
Shady Sneak C18A
Shady C11A
Shady C11B
Shady C11C

Moonsong (M) [Wand of Hoboken]
-&gt;Uncroaked Hobby F
Uncroaked Darf Axeman (F)
Piker C15C (F)
Uncroaked Hobby B (F)
Uncroaked Hobby C (F)
Shady C16A
Shady C16B
Shady C18A

Ash (F)
Embar (F)
Twinhorn Ditto (F)
Twinhorn Ditto (F)
Rattika A (F)
Rattika T16 (F)
Rattika C17 (F)
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Uncraoked Hobby D (F)
Uncroaked Hobby E (F)
Piker C15B (F)
Uncroaked Archer B
Uncroake Archer A
Uncroaked Crossbow Darf B
Chimpoo
 
Cyphermancer
 
 Originally Posted by _Wiz_ 
  "Based on the casters that just visited I thought you might be!"  Harley replies with a smirk.  "Congratulations oh captain of knights!"  Harley then declares slapping Krippen lightly on the back.

Harley then turns to the stack of knights and looks them up and down appraisingly.  "Very impressive!"  Harley then declares.

 "Don't worry we've got a number of mounts reserved for them, I'll likely assign them some magic weapons from the armoury for the next battle aswell..."  Harley begins.  "Actually thats another thing I wanted to talk to you about. Are you ready to test your new improved stack in battle?"  Harley asks  "We are most likely going to deal with the Antz this turn. I could offer you poppings worth half a stabber or half an archer and a share of the loot..."  Harley offers.  "With the option of rations converted in to Rands again ofcourse..."  Harley adds with a slight grin.

Once Krippen agrees Harley then gathers together all of her commanders and shares with them the scout reports and the lookamancy reports.  "So we have three main targets on the map, the former barbarian city in the forests that has now been claimed by two allied sides, the ruined city that has uncroaked in it but has one building shielded from lookamancy and the Antz nest..."  Harley begins.  "Now as much as I would like to storm the forest city and rescue Burtrum it looks too well defended for use to do so. The ruins with the uncroaked is a mystery and a little out of our range to effectiuvely strike this turn so that leaves the Antz...."  Harley declares.  "Are there any objections to the Antz being our target this turn?"  Harley then questions.


Presuming there are none....


 "Lookmancy has confirmed the following units in the hex..."  Harley relays

 
 Spoiler 
20 worker antz
8 solder antz
8 winged antz
3 large "Heavy" antz
1 very large ant "queen?"
 

 "Compared to the following units that we are able to field"  Harley adds

 
 Spoiler 

Possible Stacks for Antz battles

Warlord Krippen
-&gt; Uncroaked Stone Bull
Harley
-&gt; Uncroaked Hobby Warhorse
Champion Jab
-&gt;Hobby A
Lancer Ike
-&gt;Hobby B
Lancer Point
-&gt;Hobby T15A
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A

Dee
-&gt; Uncroaked Hobby A
Uncroaked Minertaur
Uncroaked Minertaur
Uncroaked Minertaur
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf

Chief Warlord Spike
-&gt;Uncroaked Wargoat
Heavy Woof
Green Bear
Uncroaked Worker Ant
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Warlord Bill
-&gt;Heavy Doe Deer
Crud
Woof
Uncroaked Woof
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Shadow
-&gt;Doe Deer A
Shady Sneak C18A
Shady C11A
Shady C11B
Shady C11C
Piker Anne
Piker Isabel
Piker C15A

Moonsong
-&gt;Doe Deer B
Shady C16A
Shady C16B
Shady C18A
Piker C15B
Piker C15C
Uncroaked Hobby B
Uncroaked Hobby C

Ash
Embar
Twinhorn Lv2
Twinhorn C16A
Twinhorn Ditto
Twinhorn Ditto
Shocorpion
Pondsea T15
Rattika A
Rattika T16
Rattika C17

Uncroaked Darf Axeman
Uncraoked Hobby D
Uncroaked Hobby E
Uncroake Archer A
Uncroaked Archer B
Uncroaked Crossbow Darf B
Chimpoo
 

 "Now these are only very rough stack formations... any comments so far?"  Harley asks looking to her commanders. 
 



Krippen pauses to think

 I would be happy to take a contract. Taking out the antz is a good short term goal and improve our security. Good leadership on most of the stacks. The extra weapons will also help.  


Harley recives a message from Far strider Howie

 Your Majesty there is a small chest right outside of the entrance to the cave... 
_Wiz_
Harley returns a small smile glad that Krippen agrees with her assessment.


Receiving the note from Howie Harley frowns slightly as she thinks. She then quickly writes a note before sending it back.

 Was the note there at the start of turn or did it just suddenly appear? Were you inside the cave or outside if it when the chest appeared?

Open the chest with extreme caution. If possible attach your grappling hook to it and open the lid from a distance. 
WurmD
+1 to Howie
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley returns a small smile glad that Krippen agrees with her assessment.


Receiving the note from Howie Harley frowns slightly as she thinks. She then quickly writes a note before sending it back.

 Was the note there at the start of turn or did it just suddenly appear? Were you inside the cave or outside if it when the chest appeared?

Open the chest with extreme caution. If possible attach your grappling hook to it and open the lid from a distance.  
 


 I was inside the cave at start of turn, went out to make a sweep around the edge of the hex. The chest was just there.

 I have opened the chest inside is hat with another note inside  
 Greeting,

This hat is to allow us to talk from time to time. The password is vision.

King Flos

 
WurmD
Dee to attempt uncroak Warlord Breech preserving specials from self Juice, use as much as feel is needed
_Wiz_
Howie

Harley reads the note and smiles before writing a couple of quick responses.

 Excellent, keep the hat safe and pass this second note through. 
 Thankyou. Hat received.

 Queen Harley Tesla 


To Bulm

 ”Bulm we’d definitely like you to boost the production on the farm this turn but we have a battle we need to take care of first and I need to keep hold of the juice incase of emergencies. Would you mind waiting until after I return to work on your project and then I could charge the tower with the agreed 75 juice for you...”  Harley asks politely

 ”Also with regards to future turns if ever there is a turn that you do not plan on working on your personal project we would be willing to purchase the other half of your juice for our own projects”  Harley comments.


To Dee

 ”Dee could you uncroak Warlord Breach for us. Do your best to unlock his specials but in particular focus on keeping  his leadership”  Harley asks the croakamancer.
WurmD
+1345578900
Cyphermancer
[QUOTE=_Wiz_;24554250]Howie

Harley reads the note and smiles before writing a couple of quick responses.

 Excellent, keep the hat safe and pass this second note through. 
 Thankyou. Hat received.

 Queen Harley Tesla 


To Bulm

 ”Bulm we’d definitely like you to boost the production on the farm this turn but we have a battle we need to take care of first and I need to keep hold of the juice incase of emergencies. Would you mind waiting until after I return to work on your project and then I could charge the tower with the agreed 75 juice for you...”  Harley asks politely

 ”Also with regards to future turns if ever there is a turn that you do not plan on working on your personal project we would be willing to purchase the other half of your juice for our own projects”  Harley comments.

 I dont mind waiting a bit, gives me some more time to think over the design. As for selling my juice maybe. I have alot of ideas. Some of them very juice intensive. Right now Im waiting until I level to really invest in some of those projects. 

To Dee

 ”Dee could you uncroak Warlord Breach for us. Do your best to unlock his specials but in particular focus on keeping  his leadership”  Harley asks the croakamancer.

 I will give it my best shot 
Dee orders breaches body brought up to the top of the tower

Uncroaked warlord level 3 ( 11 turns)
7(6)/6(5)/12/8
Specials: uncroaked, leadership
Equipment: none

 Did the best I could with him, lost a few turns on his duration rather than spend to much juice. 

Dee -100 juice

Stats reduced do to lack of equipment.
WurmD
Equip Breech from Armory
_Wiz_
To Bulm

 ”Thanks Bulm I really appreciate the cooperation!”  Harley declares with a great smile.

To Dee

 ”You did a great job Dee, you preserved the leadership special and that’s exactly what we wanted!”  Harley compliments as she looks at the Uncroaked warlord.  ”Something’s missing though...”  Harley comments as she has one of the battleaxes brought up and a set of armour from the armoury (or if necessary off of another corpse.) and has it equipped on to the uncroaked.
WurmD
+11111121111122
Cyphermancer
To Bulm

 ”Thanks Bulm I really appreciate the cooperation!”  Harley declares with a great smile.


 Of course of Course. However, just so you know my next project may involve some special materials. However as a boon, I will give you first rights to purchace any item I make before heading to the mk. 

To Dee

 ”You did a great job Dee, you preserved the leadership special and that’s exactly what we wanted!”  Harley compliments as she looks at the Uncroaked warlord.  ”Something’s missing though...”  Harley comments as she has one of the battleaxes brought up and a set of armour from the armoury (or if necessary off of another corpse.) and has it equipped on to the uncroaked.

 Ya I tried for the siege special as well, but I think stack buff specials are harder to maintain. Leadership was easy enough however I had to pump a little extra juice to ensure it would effect all unita and not juat uncroaked. 
_Wiz_
(So I think we’re ready to move on to the battle with the Antz now. )


 Logistics of getting there 

Full logistics of getting the army to the Antz hex

 
 Spoiler 


Step 1

Bill manages Farm 4 move used (5/9 remaining)
Step 2

All farm units move to capital

Uncroaked Wargoat 1.5 move used (8.5/10 remaining)
-&gt; Bill (mounted)

Uncroaked Hobby Warhorse 1.5 move used (12.5/14 remaining)
-&gt; Uncroaked crossbow Darf
-&gt; Uncroaked crossbow Darf

Uncroaked Stonebull 1.5 move used (8.5/10 remaining)
-&gt; Uncroaked crossbow Darf

Pondsea T15 1.5 move used (14.5/16 remaining)
-&gt; Uncroaked crossbow Darf A
Pondsea C17A 1.5 move used (14.5/16 remaining)
-&gt; Uncroaked crossbow Darf B

Uncroaked Minertaur 1.5 move used (6.5/8 remaining)
Uncroaked Minertaur 1.5 move used (6.5/8 remaining)
Uncroaked Minertaur 1.5 move used (6.5/8 remaining)
Uncroaked shady elf C11D 1.5 move used (6.5/8 remaining)
Uncroaked shady elf C11E 1.5 move used (6.5/8 remaining)
Uncroaked darf axeman 1.5 move used (4.5/6 remaining)
Uncroaked worker ant 1.5 move used (8.5/10 remaining)

Step 3

Krippen manages city 4 move used (6/10 remaining)

Crud finishes MW armour ?8 move used

Step 4

Army moves to (-03,-03)


Uncroaked Hobby Warhorse 4 move used (8.5/14 remaining)
Wagon
-Shady C11A
-Shady C11B
-Shady C11C
-Shady C16A
(4)Crud

Heavy Doe Deer 4 move used (10/14 remaining)
Wagon
-Shady C16B
-Shady C18A
-Uncroaked Shady C11D
-Uncroaked Shady C11E
-Uncroaked crossbow darf
-Uncroaked crossbow darf
-Uncroaked crossbow darf
-Uncroaked Archer A

Uncroaked Wargoat 4 move used (4.5/10 remaining)
Wagon
-Uncroaked Archer B
-Uncroaked crossbow darf A
-Uncroaked crossbow darf B
-Uncroaked darf axeman
(4) Uncroaked Minertaur

Uncroaked Stone Bull 4 move used (4.5/10 remaining)
Wagon
-Ash
-Embar
-Shocorpion
-Uncroaked Warlord Breach
(4) Uncroaked Minertaur

Hobby A 4 move used (10/14 remaining)
-Harley
-Dee

Hobby B 4 move used (10/14 remaining)
-Spike
-Shadow

Hobby T15A 4 move used (10/14 remaining)
-Bill
-Krippen

Hobby T15B 4 move used (10/14 remaining)
-Sniper Shaft
-Sniper Bolt

Hobby T16A 4 move used (10/14 remaining)
-Lancer Ike
-Lancer Point

Uncroaked Hobby A 4 move used (10/14 remaining)
-Champion Jab
-Piker Anne

Uncroaked Hobby B 4 move used (10/14 remaining)
-Piker Isabelle
-Piker C15A

Uncroaked Hobby C 4 move used (10/14 remaining)
-Piker C15B
-Piker C15C

Uncroaked Hobby D 4 move used (10/14 remaining)
-Archer C16B
-Archer C17A

Uncroaked Hobby E 4 move used (10/14 remaining)
-Archer C17B
-Archer T17A

Uncroaked Hobby F 4 move used (10/14 remaining)
-Archer C18A
-Archer C18B

Pondsea T15 4 move used (10.5/16 remaining)
-Moonsong

Doe Deer B 4 move used (10/14 remaining)
-Shady Elf sneak C18A


Green bear 4 move used (6/10 remaining)
Uncroaked Minertaur 4 move used (4/8 remaining)
Uncroaked Woof 4 move used (8/12 remaining)
Uncroaked worker Ant 4 move used 6/10 remaining)
Twinhorn 4 move used (10/14 remaining)
Twinhorn lv2 4 move used (10/14 remaining)
Rattika A 4 move used (6/10 remaining)
Rattika T16 4 move used (6/10 remaining)
Rattika C17 4 move used (6/10 remaining)
Woof 4 move used (8/12 remaining)
Heavy Woof 4 move used (8/12 remaining)
Chimpoo 4 move used (6/10 remaining)

Step 5

Army forms up in to stacks and enters Antz hex

Reserve stack pulls wagon with crud on. Crud immediately joins his stack after crossing hex boundary. Reserve stack then unhitches wagon.

Warlord Krippen (6/10 remaining)
-&gt; Uncroaked Stone Bull 3 move used
Harley (1.5/10 remaining)
-&gt; Uncroaked Hobby Warhorse 3 move used (5.5/14 remaining)
Champion Jab (full move)
-&gt;Hobby A 3 move used (7/14 remaining)
Lancer Ike (full move)
-&gt;Hobby B 3 move used (7/14 remaining)
Lancer Point (full move)
-&gt;Hobby T15A 3 move used (7/14 remaining)
Sniper Shaft (full move)
-&gt;Hobby T15B 3 move used (7/14 remaining)
Sniper Bolt (full move)
-&gt;Hobby T16A 3 move used(7/14 remaining)
Moonsong (full move)
-&gt;Uncroaked Hobby F 3 move used (7/14 remaining)

Dee (full move)
-&gt;Uncroaked Hobby A 3 move used (7/14 remaining)
Uncroaked Warlord Breach (fullmove)
-&gt;Uncroaked Hobby D 3 move used (7/14 remaining)
Uncroaked Minertaur 1 move used (3/8 remaining)
Uncroaked Minertaur 1 move used (5.5/8 remaining)
Uncroaked Minertaur 1 move used (5.5/8 remaining)
Uncroaked Shady Elf C11D 3 move used (3.5/8 remaining)
Uncroaked Shady Elf C11E 3 move used(3.5/8 remaining)
Uncroaked Crossbow Darf 3 move used (3/6 remaining)

Chief Warlord Spike (full move)
-&gt;Uncroaked Wargoat 1 move used (3.5/10 remaining)
Heavy Woof 3 move used (5/12 remaining)
Green Bear 3 move used (3/10 remaining)
Uncroaked Worker Ant 3 move used (3/10 remaining)
Archer C16B 3 move used (5/8 remaining)
Archer C17A 3 move used (5/8 remaining)
Archer C17B 3 move used (5/8 remaining)
Archer T17A 3 move used (5/8 remaining)

Warlord Bill (5/9 remaining)
-&gt;Heavy Doe Deer 3 move used (7/14 remaining)
Reserved for Crud
Woof 3 move used (5/12 remaining)
Uncroaked Woof 3 move used (5/12 remaining)
Archer C18A 3 move used (5/8 remaining)
Archer C18B 3 move used (5/8 remaining)
Uncroaked Crossbow Darf 1 move used (5/6 remaining)
Uncroaked Crossbow Darf A 3 move used (3/6 remaining)

Shadow (full move)
-&gt;Doe Deer B 3 move used (7/14 remaining)
Shady C11A 3 move used (5/8 remaining)
Shady C11B 3 move used (5/8 remaining)
Shady C11C 3 move used (5/8 remaining)
Shady C16A 3 move used (5/8 remaining)
Shady C16B 3 move used (5/8 remaining)
Shady C18A 3 move used (5/8 remaining)
Shady Sneak C18A 3 move used (5/8 remaining)

Ash 3 move used (6/9 remaining)
Embar 3 move used (5/8 remaining)
Twinhorn Lv2 3 move used (7/14 remaining)
Twinhorn C16A 3 move used (7/14 remaining)
Twinhorn Ditto
Twinhorn Ditto
Shocorpion 1 move used (7/8 remaining)
Pondsea T15 3 move used (7.5/16 remaining)
Rattika A 3 move used (3/10 remaining)
Rattika T16 3 move used (3/10 remaining)
Rattika C17 3 move used (3/10 remaining)

Uncroaked Darf Axeman (3 move used 1.5/6 remaining)
Piker C15C 3 move used (5/8 remaining)
Piker Anne 3 move used (5/8 remaining)
Piker Isabel 3 move used (5/8 remaining)
Uncroaked Archer B 3 move used (5/8 remaining)
Uncroake Archer A 3 move used (5/8 remaining)
Uncroaked Crossbow Darf B 3 move used (3/6 remaining)
Uncwroaked Crossbow Darf 3 move used (3/6 remaining)

Uncroaked Hobby E 3 move used (7/14 remaining)
Uncroaked Hobby B 3 move used (7/14 remaining)
Wagon
Piker C15B (full move)
Piker C15A (full move )
Chimpoo  (6/10 remaining)
Crud (0 move remaining)

Uncroaked Hobby C 3 move used (7/14 remaining)
 

 Stack formations for when we enter hex 
 
 Spoiler 

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F)
Crud (F)
Woof (F)
Uncroaked Woof (F)
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F)
Heavy Woof (F)
Green Bear (F)
Uncroaked Worker Ant (F)
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F)
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F)
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F)
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise]
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A
Moonsong (M) [Wand of Hoboken]
-&gt;Uncroaked Hobby F

Dee (M) [MW staff]
-&gt; Uncroaked Hobby A
Uncroaked Warlord Breach (M)
-&gt;Uncraoked Hobby D (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E
Uncroaked Crossbow Darf

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A (F)
Shady C11B (F)
Shady C11C (F)
Shady C16A
Shady C16B
Shady C18A
Shady Sneak C18A

Ash (F)
Embar (F)
Twinhorn Ditto (F)
Twinhorn Ditto (F)
Rattika A (F)
Rattika T16 (F)
Rattika C17 (F)
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Uncroaked Darf Axeman (F)
Piker C15C (F)
Piker Anne (F)
Piker Isabel (F)
Uncrwoaked Archer B
Uncroake Archer A
Uncroaked Crossbow Darf B
Uncroaked Crossbow Darf

Piker C15A (F)
Piker C15B (F)
Uncroaked Hobby B (F)
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo
 
WurmD
Harley pulls Spike and Dee for a private chat.

  "I'll be mounted, and in a back row, so doubly screened. I'll have a crit helm, so can't be critted if somehow both my screens fail. Do you insist I wear the Amulet of Healing? Would it be better employed in one of the Heavy mounts? You have the final say"  
_Wiz_
Sure +1...
Cyphermancer
Harley pulls Spike and Dee for a private chat.

  "I'll be mounted, and in a back row, so doubly screened. I'll have a crit helm, so can't be critted if somehow both my screens fail. Do you insist I wear the Amulet of Healing? Would it be better employed in one of the Heavy mounts? You have the final say"  

Spike

 Your majesty if it was up to me that amulet would never leave your neck. If we are going into battle I think it should stay with you. We can always use it to heal a unit after the battle.  

The army moves out ( move adjusted) the army moves into the antz hex. The Hill looks like a giant ant hill. You see none of the Antz. Coming out as you cross into the hex. What do you do?
_Wiz_
Being able to enter the hex unopposed Harley has her stacks organise themselves in to a defensive formation with her six strongest  stacks forming a line infront and her two unled stacks behind them and right at the back behind the unled units the now unhitched Wagon.

Harley then takes her time to study her surroundings in particular looking for entrances to the ant hill and estimating just how large it is compared to the average unit.

Once the nearest entrance is located Harley orders the Level 2 Twinhorn to send a ditto to approach the entrance while she has all her ranged units prepare to fire incase anything is drawn out of the nest.
WurmD
+1
___________________
Cyphermancer
The twin horn ditto runs up to the top of the ant hill. As it reaches the top of the ant hill. (The only entrance you see).

Near your army there is an explosion of dirt as several new tunnels open up. Your armys archers let loose, however most of them target the first antz they see. Which ends up being a group of heavies. A few archers do manages to damage some of the other antz


 
 Spoiler: your army 



Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F)
Crud (F)
Woof (F)
Uncroaked Woof (F)
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F)
Heavy Woof (F)
Green Bear (F)
Uncroaked Worker Ant (F)
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F)
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F)
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F)
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (300/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A
Moonsong (M) [Wand of Hoboken] Juice (50/50)
-&gt;Uncroaked Hobby F

Dee (M) [MW staff] Juice (100/200)
-&gt; Uncroaked Hobby A
Uncroaked Warlord Breach (M)
-&gt;Uncraoked Hobby D (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E
Uncroaked Crossbow Darf

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A (F)
Shady C11B (F)
Shady C11C (F)
Shady C16A
Shady C16B
Shady C18A
Shady Sneak C18A

Ash (F)
Embar (F)
Twinhorn Ditto (F)
Rattika A (F)
Rattika T16 (F)
Rattika C17 (F)
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Uncroaked Darf Axeman (F)
Piker C15C (F)
Piker Anne (F)
Piker Isabel (F)
Uncrwoaked Archer B
Uncroake Archer A
Uncroaked Crossbow Darf B
Uncroaked Crossbow Darf

Piker C15A (F)
Piker C15B (F)
Uncroaked Hobby B (F)
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo


Twinhorn Ditto (F)
 

 
 Spoiler: enemy forces 


Queen stack

Queen ant (F)
Heavy ant 1 (F) 1 damage
Heavy ant 2 (F)
Heavy ant 3 (F) 1 damage
Worker ant 1
Worker ant 2
Worker ant 3
Worker ant 4

Solder stack 1

Solder ant 1 (F) 2 damage
Solder ant 2 (F)
Solder ant 3 (F)
Solder ant 4 (F)
Worker ant 5
Worker ant 6
Worker ant 7
Worker ant 8

Solder stack 2

Solder ant 5 (F)
Solder ant 6 (F)
Solder ant 7 (F) 3 damage
Solder ant 8 (F)
Worker ant 9
Worker ant 10
Worker ant 11
Worker ant 12

Worker ant stack

Worker ant 13 (F)
Worker ant 14 (F)
Worker ant 15 (F) 2 damage
Worker ant 16 (F)
Worker ant 17
Worker ant 18
Worker ant 19
Worker ant 20

Winged ant stack

Winged ant 1 (F)
Winged ant 2 (F)
Winged ant 3 (F)
Winged ant 4 (F)
Winged ant 5
Winged ant 6
Winged ant 7
Winged ant 8
 
_Wiz_
-Harley casts Dwagonball on the winged Antz Stack
-Krippen fires a blast at a Heavy Ant
-Moonsong fires Wand of Hoboken at a Heavy Ant
-Dee fires an energy bolt cold at a Heavy Ant
-Shocorpion fires shocking tail at a Heavy Ant
-Twinhorn Lv2 pops a new Ditto to add to his stack


-Shadow fires a ditto shot at a Heavy Ant
-Snipers Shaft and Bolt both rapid shot at a Heavy Ant

-Stack 1 archers fire at soldier stack 1 then charge them and engage them in melee
-Stack 2 archers fire at soldier stack 2 then charge them and engage them in melee
-Stack 4 archers fire at winged Antz stack before engaging the front rank of the Antz queen stack
-Stack 5 ALL shady archers (both front and back ranks) fire at winged Antz stack. IF the winged Antz have already been croaked they fire at a soldier Antz stack instead
-Stack 6 charge worker Antz stack and engage in melee
-Stack 7 archers fire at worker Antz stack then charges them engages them in melee
-Stack 8 does not engage
-Stack 3 using their superior speed (thanks to all being mounted) circle around and attack the queens stack from the rear. Stonebull fires breath weapons and ALL front rank melee units(including mounts) engage.
-Lone ditto Twinhorn charges back and attempts to join up with the reserve stack.

(Juice values updated below)

 
 Spoiler 

Stack 1 (Bill’s stack) vs soldier stack 2

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F)
Crud (F)
Woof (F)
Uncroaked Woof (F)
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F)
Heavy Woof (F)
Green Bear (F)
Uncroaked Worker Ant (F)
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs back rank on queens stack

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F)
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F)
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F)
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (200/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A
Moonsong (M) [Wand of Hoboken] Juice (50/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) vs front rank of queens stack

Dee (M) [MW staff] Juice (75/200)
-&gt; Uncroaked Hobby A
Uncroaked Warlord Breach (M)
-&gt;Uncraoked Hobby D (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E
Uncroaked Crossbow Darf

Stack 5 (Shadow’s stack) firing at winged Antz but not moving to engage

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A (F)
Shady C11B (F)
Shady C11C (F)
Shady C16A
Shady C16B
Shady C18A
Shady Sneak C18A

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar (F)
Twinhorn Ditto (F)
2nd Twinhorn Ditto (F)
Rattika A (F)
Rattika T16 (F)
Rattika C17 (F)
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F)
Piker C15C (F)
Piker Anne (F)
Piker Isabel (F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B
Uncroaked Crossbow Darf

Stack 8 (Reserve stack)

Piker C15A (F)
Piker C15B (F)
Uncroaked Hobby B (F)
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo


Twinhorn Ditto (F) - trying time join up with reserve stack
 
WurmD
+11111111111111
Cyphermancer
Harley sets loose with her first Dwagon Ball targeting the winged Antz. The blast takes the stack dead center however the winged antz fire restance keeps them in the air. Krippen sends a blast into one of the damaged Heavy ants the blast hits dealing some damage. Moon song fires the wand of Hobokin for the first time, but due to her inexperience the blast misses. Dee fires her first energy shot the crackly cold slamming into a heavy Ant. The schcorpion blast failing to do damage.

The second level twinhorn ditto its self again. Causing the first ditto to depop.

Shadow and the snipers fire on the heavies dealing some damage.

Bills stack engages with with solder stack 1 the stack trade damage.

Spikes stack engages solder stack 2. Spikes archer miss most of their targets. Spikes stack rips into the enemies stack taking a few hits in return.

Dee stack fires on the winged antz two finding their targets. She then leads her stack right at the enemy. While Krippen leads his stack to engage worker at the back of the queens stack. After racing around the back side of the enemy. Using their mounts speed to great effect. The queens stack takes heavy damage, between the minertaurs, stone bulls breath, and knights.

However all three of the Heavy antz breath fire down on dees front rank dusting Breaches mount and damaging all the minertaurs. The queen reaches down ripping into one of the Minertaurs.

All of shadow archers take aim at the flying antz several finding their mark. Two of the flying antz fall from the sky.

The pokedamons and unlead stack both decend on the worker stack. Damaging the enemy and themselves.

The remains of the flying ants decend on shadows stack ripping and biting into the shadies. The winged antz are right over the elves and the entire stack is hitting the elves. Screeners being no help.

  Round 2!  
 
 Spoiler: your army 

Stack 1 (Bill’s stack) vs soldier stack 1

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof (F) 4/8 Poisoned
Uncroaked Woof (F) 6/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F)
Green Bear (F)
Uncroaked Worker Ant (F) 7/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs back rank on queens stack

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 6/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F)
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F) 7/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (200/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A
Moonsong (M) [Wand of Hoboken] Juice (50/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) vs front rank of queens stack

Dee (M) [MW staff] Juice (75/200)
-&gt; Uncroaked Hobby A
Uncroaked Warlord Breach (M) 8/12
-&gt;Uncraoked Hobby D (F) dusted
Uncroaked Minertaur (F) 6/13
Uncroaked Minertaur (F) 3/12
Uncroaked Minertaur (F) 7/12
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E
Uncroaked Crossbow Darf

Stack 5 (Shadow’s stack) firing at winged Antz but not moving to engage

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A (F) 5/7
Shady C11B (F)
Shady C11C (F) 5/7
Shady C16A 4/7
Shady C16B
Shady C18A 3/7
Shady Sneak C18A

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar (F)
Twinhorn Ditto (F) 6/8
2nd Twinhorn Ditto (F)
Rattika A (F)
Rattika T16 (F) 3/5
Rattika C17 (F)
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 6/8
Piker C15C (F) 4/6
Piker Anne (F) 3/6
Piker Isabel (F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B
Uncroaked Crossbow Darf

Stack 8 (Reserve stack)

Piker C15A (F)
Piker C15B (F)
Uncroaked Hobby B (F)
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo
 

 
 Spoiler: enemy 

Queen stack

Queen ant (F) 2 damage
Heavy ant 1 (F) 8 damage
Heavy ant 2 (F) 5 damage
Heavy ant 3 (F) 4 damage
Worker ant 1 (B) 8 damage
Worker ant 2 (B) croaked
Worker ant 3 (B) 7 damage
Worker ant 4 (B) 6 damage

Solder stack 1

Solder ant 1 (F) 6 damage
Solder ant 2 (F) 3 damage
Solder ant 3 (F) 4 damage
Solder ant 4 (F) 4 damage
Worker ant 5
Worker ant 6
Worker ant 7
Worker ant 8

Solder stack 2

Solder ant 5 (F) 10 damage
Solder ant 6 (F) 5 damage
Solder ant 7 (F) 8 damage
Solder ant 8 (F) 4 damage
Worker ant 9
Worker ant 10
Worker ant 11
Worker ant 12

Worker ant stack

Worker ant 13 (F) 3 damage
Worker ant 14 (F) 2 damage
Worker ant 15 (F) 2 damage
Worker ant 16 (F)
Worker ant 17 (B)
Worker ant 18 (B) 2 damage
Worker ant 19 (B) 3 damage
Worker ant 20 (B)

Winged ant stack

Winged ant 1 (F) croaked
Winged ant 2 (F) 8 damage
Winged ant 3 (F) croaked
Winged ant 4 (F) 5 damage
Winged ant 5 5 damage
Winged ant 6 5 damage
Winged ant 7 5 damage
Winged ant 8 5 damage
 
_Wiz_
-Reshuffle stacks, any ranged unit in front rank draws a melee weapon.

-Harley Dwagon balls winged Antz
-Stone bull uses breath weapon
-Krippen fires a blast at the most badly wounded heavy ant left
-Dee fires energy bolt cold at the most badly wounded heavy ant left
-Moonsong casts Flash on Queen Ant

-Snipers Bolt and Shaft rapid shot at heavy antz

-Stack 1 archers fire and melee continue to engage soldier stack 1
-Stack 2 archers fire and melee continue to engage soldier stack 3
-Stack 3 melee continues to engage rear of Queen’s stack
-Stack 4 after rotating Breach and the most badly wounded to the back rank archers fire and melee continue to engage fronk rank of queens stack
-Stack 5 IF winged Antz still alive ALL elf’s (including Shadow) draws swords and engage in melee ELSE fires at a soldier Antz stack
-Stack 6 Shocorpion fires at worker Antz stack, melee continues to engage worker Antz stack
-Stack 7 archers fire and melee engage worker Antz stack.
-Stack charges worker Antz stack and triple teams them in melee.

(Juice totals updated below)


 
 Spoiler 

Stack 1 (Bill’s stack) vs soldier stack 1

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof (F) 4/8 Poisoned
Uncroaked Woof (F) 6/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F)
Green Bear (F)
Uncroaked Worker Ant (F) 7/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs back rank on queens stack

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 6/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F)
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F) 7/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (100/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A
Moonsong (M) [Wand of Hoboken] Juice (0/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) vs front rank of queens stack

Dee (M) [MW staff] Juice (50/200)
-&gt; Uncroaked Hobby A
Uncroaked Warlord Breach  8/12
-&gt;Uncraoked Hobby D dusted
Uncroaked Minertaur (F) 6/13
Uncroaked Minertaur 3/12
Uncroaked Minertaur (F) 7/12
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E (F)
Uncroaked Crossbow Darf (F)

Stack 5 (Shadow’s stack) vs winged Antz

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A 5/7
Shady C11B (F)
Shady C11C 5/7
Shady C16A 4/7
Shady C16B (F)
Shady C18A 3/7
Shady Sneak C18A (F)

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar (F)
Twinhorn Ditto (F) 6/8
2nd Twinhorn Ditto (F)
Rattika A (F)
Rattika T16 (F) 3/5
Rattika C17 (F)
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 6/8
Piker C15C (F) 4/6
Piker Anne 3/6
Piker Isabel (F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B
Uncroaked Crossbow Darf (F)

Stack 8 (Reserve stack) vs worker Antz stack

Piker C15A (F)
Piker C15B (F)
Uncroaked Hobby B (F)
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo
 
WurmD
EDIT to

-Reshuffle stacks, any ranged unit  engaged in melee  draws a melee weapon.

-Harley Dwagon balls winged Antz
-Stone bull uses breath weapon
-Krippen fires a blast at the most badly wounded heavy ant left
-Dee fires energy bolt cold at the most badly wounded heavy ant left
-Moonsong casts Flash on Queen Ant

-Snipers Bolt and Shaft rapid shot at  most badly wounded  heavy antz left

-Stack 1 archers fire and melee continue to engage soldier stack 1
-Stack 2 archers fire and melee continue to engage soldier stack 3
-Stack 3 melee continues to engage rear of Queen’s stack,  Jab stabs through the hole in the back line he created through to the front line 
-Stack 4 after rotating Breach and the most badly wounded to the back rank archers fire and melee continue to engage fronk rank of queens stack
-Stack 5 IF winged Antz still alive ALL elf’s (including Shadow) draws swords and engage in melee ELSE fires at a soldier Antz stack
-Stack 6 Shocorpion fires at worker Antz stack, melee continues to engage worker Antz stack
-Stack 7 archers fire and melee engage worker Antz stack.
-Stack 8 charges worker Antz stack and triple teams them in melee.


Stack 1 (Bill’s stack) vs soldier stack 1

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof (F) 4/8 Poisoned
Uncroaked Woof (F) 6/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F)
Green Bear (F)
Uncroaked Worker Ant (F) 7/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs back rank on queens stack

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 6/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F)
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F) 7/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (100/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A
Moonsong (M) [Wand of Hoboken 0/1] Juice (0/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) vs front rank of queens stack

Dee (M) [MW staff] Juice (50/200)
-&gt; Uncroaked Hobby A
Uncroaked Warlord Breach 8/12
Uncroaked Minertaur (F) 6/13
Uncroaked Minertaur 3/12
Uncroaked Minertaur (F) 7/12
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E (F)
Uncroaked Crossbow Darf (F)

Stack 5 (Shadow’s stack) vs winged Antz

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A 5/7
Shady C11B (F)
Shady C11C 5/7
Shady C16A 4/7
Shady C16B (F)
Shady C18A 3/7
Shady Sneak C18A (F)

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar (F)
Twinhorn Ditto (F) 6/8
2nd Twinhorn Ditto (F)
Rattika A (F)
Rattika T16 (F) 3/5
Rattika C17 (F)
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 6/8
Piker C15C (F) 4/6
Piker Anne 3/6
Piker Isabel (F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B
Uncroaked Crossbow Darf (F)

Stack 8 (Reserve stack) vs worker Antz stack

Piker C15A (F)
Piker C15B (F)
Uncroaked Hobby B (F)
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo
_Wiz_
Sure I’m happy with the clarifications +1
Cyphermancer
Short on time so quick battle detaila

Harley blasts the remaining winged antz frying the last six antz causing them to fall to erf.

Krippen charges another blast sending into the injured Heavy dealing damage. Dee send another cold bolt at the heavy flame ant croaking it.

Moon song uses flash on the ant queen while the attack fails to blind she does manage to dazzle the target.

Shadows archers freed up engage solder stack 2

Most of the antz are finished the stone bulls breath weapon. With the knights finishing the worker antz before pressing forward the antz breath weapons dust a minertaur and two more uncroaked. The queens attack misses " due to the flash"

Damage done to the rest of the army and antz





 
 Spoiler: army 

Stack 1 (Bill’s stack) vs soldier stack 1

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof (F) 1/8 Poisoned
Uncroaked Woof (F) 3/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf
Uncroaked Crossbow Darf A

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F) 11/12
Green Bear (F)
Uncroaked Worker Ant (F) 4/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs back rank on queens stack

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 4/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F)
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F) 5/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (100/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A
Moonsong (M) [Wand of Hoboken 0/1] Juice (0/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) vs front rank of queens stack

Dee (M) [MW staff] Juice (50/200)
-&gt; Uncroaked Hobby A
Uncroaked Warlord Breach 8/12
Uncroaked Minertaur dusted
Uncroaked Minertaur 3/12
Uncroaked Minertaur (F) 1/12
Uncroaked Shady Elf C11D
Uncroaked Shady Elf C11E dusted
Uncroaked Crossbow Darf dusted

Stack 5 (Shadow’s stack) vs winged Antz

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A 5/7
Shady C11B (F)
Shady C11C 5/7
Shady C16A 4/7
Shady C16B (F)
Shady C18A 3/7
Shady Sneak C18A (F)

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar (F)
Twinhorn Ditto (F) 6/8
2nd Twinhorn Ditto 6/8(F)
Rattika A (F)
Rattika T16 (F) 3/5
Rattika C17 (F) 2/5
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 6/8
Piker C15C (F) 1/6
Piker Anne 3/6
Piker Isabel (F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B
Uncroaked Crossbow Darf (F)

Stack 8 (Reserve stack) vs worker Antz stack

Piker C15A (F)
Piker C15B (F)
Uncroaked Hobby B (F) 6/8
Uncroaked Hobby C (F)
Uncroaked Hobby E
Chimpoo
 

 
 Spoiler: enemy 

Queen stack

Queen ant (F) 6 damage
Heavy ant 1 (F) croaked
Heavy ant 2 (F) 9 damage
Heavy ant 3 (F) 7 damage
Worker ant 1 (B) croaked
Worker ant 2 (B) croaked
Worker ant 3 (B) croaked
Worker ant 4 (B) croaked

Solder stack 1

Solder ant 1  croaked
Solder ant 2 (F) 9 damage
Solder ant 3 (F) 8 damage
Solder ant 4 (F) 9 damage
Worker ant 5 (F) 6 damage
Worker ant 6
Worker ant 7
Worker ant 8

Solder stack 2

Solder ant 5  croaked
Solder ant 6 (F) 9 damage
Solder ant 7 croaked
Solder ant 8 (F) 8 damage
Worker ant 9 (F) 4 damage
Worker ant 10 (F) 3 damage
Worker ant 11
Worker ant 12

Worker ant stack

Worker ant 13 (F) 3 damage
Worker ant 14 (F) 6 damage
Worker ant 15 (F) 5 damage
Worker ant 16 (F) 2 damage
Worker ant 17 (B) 3 damage
Worker ant 18 (B) 2 damage
Worker ant 19 (B) 5 damage
Worker ant 20 (B) 3 damage

Winged ant stack

Winged ant 1  croaked
Winged ant 2  croaked
Winged ant 3  croaked
Winged ant 4 croaked
Winged ant 5 croaked
Winged ant 6 croaked
Winged ant 7 croaked
Winged ant 8 croaked
 
_Wiz_
-Reshuffle stacks, any ranged unit engaged in melee draws a melee weapon.

-Moonsong takes the wand of lesser healing from Harley and uses it to heal Hobby Horse A
-Krippen fires a blast at the most badly wounded heavy ant left
-Dee fires energy bolt cold at the most badly wounded heavy ant left
-Harley fires Cutting Beam at the Antz Queen using 25 of her own juice and 25 from hammer .

-Snipers Bolt and Shaft rapid shot at most badly wounded heavy antz left
-Shadow fires a ditto shot at most badly wounded heavy antz left

-Stack 1 archers fire and melee continue to engage soldier stack 1
-Stack 2 archers fire and melee continue to engage soldier stack 2
-Stack 3 melee continues to engage rear of Queen’s stack
-Stack 4  forms 3 ranks with the lone shady in the front rank, units with higher hits in the middle rank and the badly damaged minertaurs in rear rank in an attempt to minimise loses. Lone Shady engages in melee.
-Stack 5 fires at soldier Antz stack 1
-Stack 6 melee continues to engage worker Antz stack
-Stack 7 archers fire and melee engage worker Antz stack.
-Stack 8 melee continues to engage worker Antz stack


(Juice totals updated below)

 
 Spoiler 

Stack 1 (Bill’s stack) vs soldier stack 1

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof 1/8 Poisoned
Uncroaked Woof 3/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf (F)
Uncroaked Crossbow Darf A (F)

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F) 11/12
Green Bear (F)
Uncroaked Worker Ant (F) 4/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs back rank on queens stack

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 4/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F)
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F) 5/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (75/400) hammer (0/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A
Moonsong (M) [Wand of Hoboken 0/1] Juice (0/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) vs front rank of queens stack

Dee (M) [MW staff] Juice (25/200)
-&gt; Uncroaked Hobby A (Middle)
Uncroaked Warlord Breach 8/12 (Middle)
Uncroaked Minertaur dusted
Uncroaked Minertaur 3/12 (B)
Uncroaked Minertaur 1/12 (B)
Uncroaked Shady Elf C11D (F)
Uncroaked Shady Elf C11E dusted
Uncroaked Crossbow Darf dusted

Stack 5 (Shadow’s stack) vs winged Antz

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A 5/7
Shady C11B (F)
Shady C11C 5/7
Shady C16A 4/7
Shady C16B (F)
Shady C18A 3/7
Shady Sneak C18A (F)

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar (F)
Twinhorn Ditto (F) 6/8
2nd Twinhorn Ditto 6/8(F)
Rattika A (F)
Rattika T16 (F) 3/5
Rattika C17 2/5
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 6/8
Piker C15C 1/6
Piker Anne 3/6
Piker Isabel (F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B (F)
Uncroaked Crossbow Darf (F)

Stack 8 (Reserve stack) vs worker Antz stack

Piker C15A (F)
Piker C15B (F)
Uncroaked Hobby B 6/8
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo
 
WurmD
(should be default) but add
-Stack 8  ranged fire  and melee continues to engage worker Antz stack

otherwise +1
Cyphermancer
Quick update


Moonsong heals hobby A after taking the wand of lesser heal from Harley.

Krippen uses his 3rd blast to attack a heavy ant, but his blast goes wide.

Dee sends sends her next blast into a heavy dealing damage

Harley trys to pull energy for two sources, but is unable to. Ahe fully draws juice from her own pool to complete the spell. Dealing heavy damage to the ant queen.

The snipers both focus on a single heavy croaking it.

Shadow leads her stack in firing on solder stack 1 croaking several of the antz.

Spike and Bills stack croak several antz and damage more taking very little damage in return

The queen focus on dee stack while the heavy ant moves on the knights. The knights croak the heavy. While the queen rips the uncroaked shady in half.

Stacks 6, 7, 8 continue to grind the worker antz stack down croaking 1 and damaging

 
 Spoiler: army 

Stack 1 (Bill’s stack) vs soldier stack 1

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof 1/8 Poisoned
Uncroaked Woof 3/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf 5/8(F)
Uncroaked Crossbow Darf A 6/8(F)

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F) 11/12
Green Bear (F)
Uncroaked Worker Ant (F) 1/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs back rank on queens stack

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 8/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B (F) 2/8
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A(F) 5/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (50/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B
Sniper Bolt
-&gt;Hobby T16A
Moonsong (M) [Wand of Hoboken 0/1] Juice (0/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) vs front rank of queens stack

Dee (M) [MW staff] Juice (25/200)
-&gt; Uncroaked Hobby A (Middle)
Uncroaked Warlord Breach 8/12 (Middle)
Uncroaked Minertaur dusted
Uncroaked Minertaur 3/12 (B)
Uncroaked Minertaur 1/12 (B)
Uncroaked Shady Elf C11D Dusted
Uncroaked Shady Elf C11E dusted
Uncroaked Crossbow Darf dusted

Stack 5 (Shadow’s stack) vs winged Antz

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A 5/7
Shady C11B (F)
Shady C11C 5/7
Shady C16A 4/7
Shady C16B (F)
Shady C18A 3/7
Shady Sneak C18A (F)

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar (F)
Twinhorn Ditto (F) 4/8
2nd Twinhorn Ditto 6/8(F)
Rattika A (F)
Rattika T16 (F) 3/5
Rattika C17 2/5
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 4/8
Piker C15C 1/6
Piker Anne 3/6
Piker Isabel (F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B (F)
Uncroaked Crossbow Darf (F)

Stack 8 (Reserve stack) vs worker Antz stack

Piker C15A 3/6(F)
Piker C15B (F)
Uncroaked Hobby B 6/8
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo
 

 
 Spoiler: enemy 
Queen stack

Queen ant (F) 18 damage
Heavy ant 1 (F) croaked
Heavy ant 2 (F) croaked
Heavy ant 3 (F) Croaked
Worker ant 1 (B) croaked
Worker ant 2 (B) croaked
Worker ant 3 (B) croaked
Worker ant 4 (B) croaked

Solder stack 1

Solder ant 1 croaked
Solder ant 2 (F) croaked
Solder ant 3 (F) croaked
Solder ant 4 (F) 9 damage
Worker ant 5 (F) incapacitated
Worker ant 6 (F) 5 damage
Worker ant 7 (F) 7 damage
Worker ant 8

Solder stack 2

Solder ant 5 croaked
Solder ant 6 (F) 9 damage
Solder ant 7 croaked
Solder ant 8 (F) 8 damage
Worker ant 9 (F) 4 damage
Worker ant 10 (F) 3 damage
Worker ant 11
Worker ant 12

Worker ant stack

Worker ant 13 (F) 7 damage
Worker ant 14 (F) croaked
Worker ant 15 (F) 5 damage
Worker ant 16 (F) 9 damage
Worker ant 17 (B) 3 damage
Worker ant 18 (B) 5 damage
Worker ant 19 (B) 5 damage
Worker ant 20 (B) 5 damage

Winged ant stack

Winged ant 1 croaked
Winged ant 2 croaked
Winged ant 3 croaked
Winged ant 4 croaked
Winged ant 5 croaked
Winged ant 6 croaked
Winged ant 7 croaked
Winged ant 8 croaked
 
_Wiz_
-Stack 4 (Dee’s) disengages and backs away from the Queen

-Reshuffle stacks, any ranged unit engaged in melee draws a melee weapon.

-Krippen fires a blast at Queen Ant

-Snipers Bolt and Shaft rapid shot at Queen
-Shadow fires a ditto shot at Queen antz left
-Moonsong fires at Queen Ant

-Stack 1 archers fire and melee continue to engage soldier stack 1
-Stack 2 archers fire and melee continue to engage soldier stack 2
-Stack 3 melee continues to engage Queen
-Stack 4  disengages and moves to a safe distance from the Queen
-Stack 5 fires at soldier Antz stack 1
-Stack 6 melee continues to engage worker Antz stack
-Stack 7 archers fire and melee engage worker Antz stack.
-Stack 8 melee continues to engage worker Antz stack


(Juice totals updated below)

 
 Spoiler 

Stack 1 (Bill’s stack) vs soldier stack 1

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof 1/8 Poisoned
Uncroaked Woof 3/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf 5/8(F)
Uncroaked Crossbow Darf A 6/8(F)

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F) 11/12
Green Bear (F)
Uncroaked Worker Ant 1/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs Queen

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 8/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B 2/8
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A 5/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (50/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B (F)
Sniper Bolt
-&gt;Hobby T16A (F)
Moonsong (M) [Wand of Hoboken 0/1] Juice (0/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) disengages

Dee (M) [MW staff] Juice (25/200)
-&gt; Uncroaked Hobby A (F)
Uncroaked Warlord Breach 8/12 (F)
Uncroaked Minertaur dusted
Uncroaked Minertaur 3/12 (F)
Uncroaked Minertaur 1/12 (B)
Uncroaked Shady Elf C11D Dusted
Uncroaked Shady Elf C11E dusted
Uncroaked Crossbow Darf dusted

Stack 5 (Shadow’s stack) firing on soldier stack 1

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A 5/7
Shady C11B (F)
Shady C11C 5/7
Shady C16A 4/7
Shady C16B (F)
Shady C18A 3/7
Shady Sneak C18A (F)

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar (F)
Twinhorn Ditto (F) 4/8
2nd Twinhorn Ditto 6/8(F)
Rattika A (F)
Rattika T16 (F) 3/5
Rattika C17 2/5
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 4/8
Piker C15C 1/6
Piker Anne 3/6
Piker Isabel (F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B (F)
Uncroaked Crossbow Darf (F)

Stack 8 (Reserve stack) vs worker Antz stack

Piker C15A 3/6
Piker C15B (F)
Uncroaked Hobby B 6/8 (F)
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo
 
WurmD
yuuuuuuuuuuuuuuuuuuup
Cyphermancer
Between Krippen, shadow, and the snipers finally Bring down the Queen ant. Dee moves back

Dee activates her cloak and images swirl around her

Stack 5 continues its rain of arrows on solder stack 1 Bills stack and Krippens stack converge on solder stack one finishing off the stack.

Stack 6,7, and 8 continue to battle the workers



 
 Spoiler: army 

Stack 1 (Bill’s stack) vs soldier stack 1

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof 1/8 Poisoned
Uncroaked Woof 3/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf 3/8(F)
Uncroaked Crossbow Darf A 4/8(F)

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F) 9/12
Green Bear (F)
Uncroaked Worker Ant 1/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs Queen

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 5/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B 2/8
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A 5/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (50/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B (F)
Sniper Bolt
-&gt;Hobby T16A (F)
Moonsong (M) [Wand of Hoboken 0/1] Juice (0/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) disengages

Dee (M) [MW staff] Juice (25/200)
-&gt; Uncroaked Hobby A (F)
Uncroaked Warlord Breach 8/12 (F)
Uncroaked Minertaur dusted
Uncroaked Minertaur 3/12 (F)
Uncroaked Minertaur 1/12 (B)
Uncroaked Shady Elf C11D Dusted
Uncroaked Shady Elf C11E dusted
Uncroaked Crossbow Darf dusted

Stack 5 (Shadow’s stack) firing on soldier stack 1

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A 5/7
Shady C11B (F)
Shady C11C 5/7
Shady C16A 4/7
Shady C16B (F)
Shady C18A 3/7
Shady Sneak C18A (F)

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar (F) 6/8
Twinhorn Ditto (F) 4/8
2nd Twinhorn Ditto 6/8(F)
Rattika A (F)
Rattika T16 (F) 0/5
Rattika C17 2/5
Twinhorn Lv2
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 4/8
Piker C15C 1/6
Piker Anne 3/6
Piker Isabel 6/7(F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B (F)
Uncroaked Crossbow Darf (F)

Stack 8 (Reserve stack) vs worker Antz stack

Piker C15A 3/6
Piker C15B 4/6 (F)
Uncroaked Hobby B 3/8 (F)
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo
 

 
 Spoiler: enemy 

Queen stack

Queen ant (F) croaked
Heavy ant 1 (F) croaked
Heavy ant 2 (F) croaked
Heavy ant 3 (F) Croaked
Worker ant 1 (B) croaked
Worker ant 2 (B) croaked
Worker ant 3 (B) croaked
Worker ant 4 (B) croaked

Solder stack 1

Solder ant 1 croaked
Solder ant 2 (F) croaked
Solder ant 3 (F) croaked
Solder ant 4 (F) croaked
Worker ant 5 (F) incapacitated
Worker ant 6 (F) croaked
Worker ant 7 (F) croaked
Worker ant 8 croaked

Solder stack 2

Solder ant 5 croaked
Solder ant 6  croaked
Solder ant 7 croaked
Solder ant 8 (F) 8 damage
Worker ant 9 (F) 8 damage
Worker ant 10 (F) 3 damage
Worker ant 11 (f) 5 damage
Worker ant 12

Worker ant stack

Worker ant 13 (F) croaked
Worker ant 14 (F) croaked
Worker ant 15 (F) 5 damage
Worker ant 16 (F) croaked
Worker ant 17 (B) 6 damage
Worker ant 18 (B) 5 damage
Worker ant 19 (B) 8 damage
Worker ant 20 (B) 9 damage

Winged ant stack

Winged ant 1 croaked
Winged ant 2 croaked
Winged ant 3 croaked
Winged ant 4 croaked
Winged ant 5 croaked
Winged ant 6 croaked
Winged ant 7 croaked
Winged ant 8 croaked
 
_Wiz_
-Stack 1 archers fire and melee engages soldier stack 2
-Stack 2 archers fire and melee continue to engage soldier stack 2
-Stack 3 archers fire and melee engages soldier stack 2
-Stack 4 melee engages worker Antz stack
-Stack 5 Shadys in front rank draw swords and engages in melee while Shadow and remaining archers fire at soldier stack 2
-Stack 6 melee continues to engage worker Antz stack
-Stack 7 archers fire and melee engage worker Antz stack.
-Stack 8 melee continues to engage worker Antz stack


 
 Spoiler 

Stack 1 (Bill’s stack) vs soldier stack 2

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof 1/8 Poisoned
Uncroaked Woof 3/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf 3/8
Uncroaked Crossbow Darf A 4/8(F)

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F) 9/12
Green Bear (F)
Uncroaked Worker Ant 1/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs soldier stack 2

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 5/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B 2/8
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A 5/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (50/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B (F)
Sniper Bolt
-&gt;Hobby T16A (F)
Moonsong (M) [Wand of Hoboken 0/1] Juice (0/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) vs worker Antz

Dee (M) [MW staff] Juice (25/200)
-&gt; Uncroaked Hobby A (F)
Uncroaked Warlord Breach 8/12 (F)
Uncroaked Minertaur dusted
Uncroaked Minertaur 3/12 (F)
Uncroaked Minertaur 1/12 (B)
Uncroaked Shady Elf C11D Dusted
Uncroaked Shady Elf C11E dusted
Uncroaked Crossbow Darf dusted

Stack 5 (Shadow’s stack) vs soldier stack 2

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A 5/7
Shady C11B (F)
Shady C11C 5/7
Shady C16A 4/7
Shady C16B (F)
Shady C18A 3/7
Shady Sneak C18A (F)

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar 6/8
Twinhorn Ditto (F) 4/8
2nd Twinhorn Ditto 6/8(F)
Rattika A (F)
Rattika T16  0/5
Rattika C17 2/5
Twinhorn Lv2 (F)
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 4/8
Piker C15C 1/6
Piker Anne 3/6
Piker Isabel 6/7(F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B (F)
Uncroaked Crossbow Darf (F)

Stack 8 (Reserve stack) vs worker Antz stack

Piker C15A 3/6
Piker C15B 4/6 (F)
Uncroaked Hobby B 3/8
Uncroaked Hobby C (F)
Uncroaked Hobby E (F)
Chimpoo
 
WurmD
suuuuuuuuuuuuure
Cyphermancer
Four on one. Your force decend on the remaining antz. The battle is brief and brutal. With the antz croaked in the end.

 
 Spoiler 

Stack 1 (Bill’s stack) vs soldier stack 2

Warlord Bill (M) [+1 axe]
-&gt;Heavy Doe Deer (F) 11/12
Crud (F)
Woof 1/8 Poisoned
Uncroaked Woof 3/8
Archer C18A
Archer C18B
Uncroaked Crossbow Darf 3/8
Uncroaked Crossbow Darf A 2/8(F)

Stack 2 (Spike’s stack) vs soldier stack 2

Chief Warlord Spike (M) [+1 oversized axe of cutting]
-&gt;Uncroaked Wargoat (F) 11/12
Heavy Woof (F) 9/12
Green Bear (F)
Uncroaked Worker Ant 1/10
Archer C16B
Archer C17A
Archer C17B
Archer T17A

Stack 3 (Krippen’s stack) vs soldier stack 2

Warlord Krippen (M)
-&gt; Uncroaked Stone Bull (F)
Champion Jab (M) [MW armour, Twin fang swords]
-&gt;Hobby A (F) 5/8
Lancer Ike (M) [+1 flaming axe]
-&gt;Hobby B 2/8
Lancer Point (M) [+1 Lumberjack axe]
-&gt;Hobby T15A 5/8
Harley (M) [Crit helm, amulet of healing, wand of lesser heal, scroll of stabilise] Juice (50/400) hammer (25/100)
-&gt; Uncroaked Hobby Warhorse
Sniper Shaft
-&gt;Hobby T15B (F)
Sniper Bolt
-&gt;Hobby T16A (F)
Moonsong (M) [Wand of Hoboken 0/1] Juice (0/50)
-&gt;Uncroaked Hobby F

Stack 4 (Dee’s Stack) vs worker Antz

Dee (M) [MW staff] Juice (25/200)
-&gt; Uncroaked Hobby A (F)
Uncroaked Warlord Breach 6/12 (F)
Uncroaked Minertaur dusted
Uncroaked Minertaur 3/12 (F)
Uncroaked Minertaur 1/12 (B)
Uncroaked Shady Elf C11D Dusted
Uncroaked Shady Elf C11E dusted
Uncroaked Crossbow Darf dusted

Stack 5 (Shadow’s stack) vs soldier stack 2

Shadow (M) [Twinhorn bow]
-&gt;Doe Deer B (F)
Shady C11A 5/7
Shady C11B (F)
Shady C11C 5/7
Shady C16A 4/7
Shady C16B (F)
Shady C18A 3/7
Shady Sneak C18A (F)

Stack 6 (Ash’s stack) vs worker stack

Ash (F)
Embar 6/8
Twinhorn Ditto (F) 4/8
2nd Twinhorn Ditto 6/8(F)
Rattika A (F)
Rattika T16  0/5
Rattika C17 2/5
Twinhorn Lv2 (F)
Twinhorn C16A
Shocorpion
Pondsea T15

Stack 7 (infantry stack) vs worker stack

Uncroaked Darf Axeman (F) 4/8
Piker C15C 1/6
Piker Anne 3/6
Piker Isabel 6/7(F)
Uncroaked Archer B
Uncroaked Archer A
Uncroaked Crossbow Darf B (F)
Uncroaked Crossbow Darf 7/8 (F)

Stack 8 (Reserve stack) vs worker Antz stack

Piker C15A 3/6
Piker C15B 4/6 (F)
Uncroaked Hobby B 3/8
Uncroaked Hobby C 6/8 (F)
Uncroaked Hobby E (F)
Chimpoo
 
[/QUOTE]
_Wiz_
Claim the bodies, check for any incapacitated Antz and then search the hex and tunnels for loot.

Question: Do we know if the ratika is stable and will survive the turn without any intervention?

Question: Is poison non persistent and will be healed at the start of next turn?
Cyphermancer
Incapactated

X4 worker antz (upkeep 35)
X1 solder ant (upkeep 45)


Bodies
X16 worker antz
X7 solder antz
X8 winged antz
X3 flamethrower antz
X1 queen ant (to big for a cart)


Loot

X3 unknown metal "black"
X 20 50 smucker gems
X1 magical spear
X1 master craft shield
X1 magical armor


Question: Do we know if the ratika is stable and will survive the turn without any intervention?

Question: Is poison non persistent and will be healed at the start of next turn?

You do not know the answers to these question. The poison is reducing the stats of the woof -2 combat, -2 defense.
_Wiz_
Step 1

Harley uses scroll of stabilisation on the incapacitated ratika

Harvest the following bodies for rations, chitin and anything else of use;

X16 worker antz
X7 solder antz
X1 queen ant

Step 2

Load up the wagon and mounts and pick up bodies as follows then move to (-03,-03) to collect the rest of the wagons.


 
 Spoiler 


(Logistics made on the assumption a Hobby can carry two bodies. A heavy or a normal mount could carry one body. Two heavys could carry a heavy between them. Two light units could carry one light body between them. Eight light units could carry one heavy between them.)

Uncroaked Stone Bull Move  1.5/10
Wagon
-Rattika T16 Move 3/10
-Rattika A Move 3/10
-Rattika C17 move 3/10
-Shady Elf C18A Move 5/8
-Crud Move 0/8

Hobby A Move 7/14
-Winged Ant Body 1
-Winged Ant Body 2

Hobby B Move 7/14
-Winged Ant Body 3
-Winged Ant Body 4

Hobby T15A Move 7/14
-Winged Ant Body 5
-Winged Ant Body 6

Hobby T15B Move 7/14
-Winged Ant Body 7
-Winged Ant Body 8

Hobby T16A Move 7/14
-worker Antz prisoner 1
-worker Antz prisoner 2

Uncroaked hobby A Move 7/14
-worker Antz prisoner 3
-worker Antz prisoner 4

Uncroaked hobby B Move 7/14
-soldier Antz prisoner
-Chief Warlord Spike Move 9/9

Uncroaked hobby C Move 7/14
-Dee Ceas Move 8/8
-Bill Move 5/9

Uncroaked hobby E Move 7/14
-Shadow Move 9/9
-Shady elf MoonSong Move 8/8

Uncroaked hobby F Move 7/14
-Queen Harley Tesla Move 9/9
-Shady Elf C11B Move 5/8

Pondsea T15  Move 7.5/16
-Shady Elf C16B Move 5/8

Doe Deer B Move 7/14
-Shady elf Sneak C18A Move 5/8

Heavy Doe Deer  Move 7/14
-Uncroaked Crossbow Darf B Move 3/6

Uncroaked War Goat Move 3.5/10
-Uncroaked darf crossbowmen A Move 3/6

Uncroaked Heavy War Horse Move 5.5/14
-Uncroaked darf crossbowmen B Move 3/6
-Uncroaked darf axeman Move 1.5/6

Uncroaked Minertaur A Move 5.5/8
Uncroaked Minertaur C Move 5.5/8
-Flamethrower Ant body 1

Piker Anne Move 5/8
Piker Isabel Move 5/8
Piker C15A Move 8/8
Piker C15B Move 8/8
Piker C15C Move 5/8
Archer C16A Move 8/8
Archer C16B Move 5/8
Archer C17A Move 5/8
-Flamethrower Ant body 2

Archer C17B Move 5/8
Archer T17A Move 5/8
Archer C18A Move 5/8
Archer C18B Move 5/8
Uncroaked Crossbow Darf C Move 5/6
Uncroaked archer A Hits 6/6 Move 5/8
Uncroaked archer B Hits 6/6 Move 5/8
Uncroaked warlord level 3 Move 8/8
-Flamethrower Ant body 3

Green Bear Move 3/10
Shady Elf C11A Move 5/8
Shady Elf C11C Move 5/8
Shady Elf C16A Move 5/8
Uncroaked Woof A Move 9/12
Uncroaked Worker Ant Move 10/10
“Ash", Move 6/9
Embar Level 1 Move 5/8
Twin Horn Level 2, Move 7/14
Twin Horn C16A Move 7/14
Shocorpion Move 7/8
Chimpoo Move 6/10
Woof T17C move 5/12
Heavy Woof Move 5/12

(1 move used by all units not mounted or in wagon. Final move totals shown in step 3)
 


Step 3

Hook up the rest of the wagons load up and continue back to capital


 
 Spoiler 


Pondsea T15  Move 3.5 move used = 3/16
Doe Deer B Move 3.5 move used = 2.5/14
Wagon
-Shady elf Sneak C18A Move 5/8
-Shady Elf C16B Move 5/8
-Winged Ant Body 1
-Winged Ant Body 2
-Green Bear Move = 2/10

Heavy Doe Deer  Move 3.5 move used = 2.5/14
Wagon
-Uncroaked Crossbow Darf B Move 3/6
-Uncroaked darf crossbowmen A Move 3/6
-Winged Ant Body 3
-Winged Ant Body 4
-Uncroaked War Goat Move = 2.5/10

Uncroaked Heavy War Horse Move 3.5 move used = 1/14
Wagon
-Uncroaked darf crossbowmen B Move 3/6
-Uncroaked darf axeman Move 1.5/6
-Shady Elf C11A Move  = 4/8
-Shady Elf C11C Move = 4/8
-Uncroaked Stone Bull Move = 0.5/10

Hobby A Move 3.5 move used = 2.5/14
Hobby B Move 3.5 move used = 2.5/14
Wagon
-Rattika T16 Move 3/10
-Rattika A Move 3/10
-Rattika C17 move 3/10
-Shady Elf C18A Move 5/8
-Crud Move 0/8

Hobby T15A Move 3.5 move used = 2.5/14
-Winged Ant Body 5
-Winged Ant Body 6

Hobby T15B Move 3.5 move used = 2.5/14
-Winged Ant Body 7
-Winged Ant Body 8

Hobby T16A Move 3.5 move used = 2.5/14
-worker Antz prisoner 1
-worker Antz prisoner 2

Uncroaked hobby A Move 3.5 move used = 2.5/14
-worker Antz prisoner 3
-worker Antz prisoner 4

Uncroaked hobby B Move 3.5 move used = 2.5/14
-soldier Antz prisoner
-Chief Warlord Spike Move 9/9

Uncroaked hobby C Move 3.5 move used = 2.5/14
-Dee Ceas Move 8/8
-Bill Move 5/9

Uncroaked hobby E Move 3.5 move used = 2.5/14
-Shadow Move 9/9
-Shady elf MoonSong Move 8/8

Uncroaked hobby F Move 3.5 move used = 2.5/14
-Queen Harley Tesla Move 9/9
-Shady Elf C11B Move 5/8

Uncroaked Minertaur A Move 3.5 move used = 1/8
Uncroaked Minertaur C Move 3.5 move used = 1/8
-Flamethrower Ant body 1

Piker Anne Move 3.5 move used = 0.5/8
Piker Isabel Move 3.5 move used = 0.5/8
Piker C15A Move 3.5 move used = 3.5/8
Piker C15B Move 3.5 move used = 3.5/8
Piker C15C Move 3.5 move used = 0.5/8
Archer C16A Move 3.5 move used = 3.5/8
Archer C16B Move 3.5 move used = 0.5/8
Archer C17A Move 3.5 move used = 0.5/8
-Flamethrower Ant body 2

Archer C17B Move 3.5 move used = 0.5/8
Archer T17A Move 3.5 move used = 0.5/8
Archer C18A Move 3.5 move used = 0.5/8
Archer C18B Move 3.5 move used = 0.5/8
Uncroaked Crossbow Darf C Move 3.5 move used = 0.5/6
Uncroaked archer A Move 3.5 move used = 0.5/8
Uncroaked archer B Move 3.5 move used = 0.5/8
Uncroaked warlord level 3 Move 3.5 move used = 3.5/8
-Flamethrower Ant body 3

Shady Elf C16A Move 3.5 move used = 0.5/8
Uncroaked Woof A Move 3.5 move used = 4.5/12
Uncroaked Worker Ant Move 3.5 move used = 5.5/10
“Ash", Move 3.5 move used = 1.5/9
Embar Level 1 Move 3.5 move used = 0.5/8
Twin Horn Level 2, Move 3.5 move used = 2.5/14
Twin Horn C16A Move 3.5 move used = 2.5/14
Shocorpion Move 3.5 move used = 2.5/8
Chimpoo Move 3.5 move used = 1.5/10
Woof T17C move 3.5 move used = 0.5/12
Heavy Woof Move 3.5 move used = 0.5/12
 
WurmD
Looks good
Cyphermancer
The Rattika is stabilize


Worker antz= 32 rations
Solder antz= 14 rations, 7 solder chitin
Queen antz= 8 rations, queen chitin, queen mandiables

54 rations
7 solder chitin
1 queen chitin
1 queen mandiables

The army returns to the capital.
WurmD
Dee and Harley deposit 75J in tower and Bulm given the go ahead for Farm Production Boost
_Wiz_
Returning to the capital Harley congratulates her forces on a well fought battle before ordering the prisoners taken to the dungeons, the bodies to the morgue , the rations to the larder and the new equipment to the armoury.

To Krippen

Harley then turns to Krippen with a wide grin.  ”Your knights performed admirably!”  Harley declares with a wide grin.  ”We need to discuss your share of the loot or do you wish to wait until next turn when we have had the magic items identified?”  Harley then asks.

The tower

Harley then heads to the tower with Dee and both transfer their juice to the tower. Harley also attempts to transfer the 25 juice back from the hammer and in to the tower. If that does not work she attempts to perform rand conversions directly from the juice in the hammer.

To Bulm

 ”Bulm we have returned and we still have the 75 juice for your projects so if you could go ahead and boost production on the farm that would be much appreciated!”  Harley declares after seeking out the Turnamancer.

To the Tallstand Tribe

Writing out a quick note Harley sends it through the hat to Woodsy Elves sling with a 50s gem.

 Dear Tall Stand tribe,

I have sent you next turns payments for your scouting services in advance. I hope you have a good Turn.

Yours Sincerely

Queen Harley Tesla of Arkum 


To Ash and Bigmouth

Seeking out the pokedaemons next Harley first approaches the big mouth.

 ”Bigmouth could you please use your payday special and produce a gem”  Harley requests politely.

Harley then turns to Ash.  ”As promised enough to pop you 7 new pokedaemons”  Harley declares as she transfers the required shmuckers and a couple of gems.
WurmD
+1111111111111111111
Cyphermancer
To Krippen

Harley then turns to Krippen with a wide grin.  ”Your knights performed admirably!”  Harley declares with a wide grin.  ”We need to discuss your share of the loot or do you wish to wait until next turn when we have had the magic items identified?”  Harley then asks.

 Next turn will be fine Harley 

The tower

Harley then heads to the tower with Dee and both transfer their juice to the tower. Harley also attempts to transfer the 25 juice back from the hammer and in to the tower. If that does not work she attempts to perform rand conversions directly from the juice in the hammer.


Harley and Dee charge the tower with the rest of their juice. Harley then moves the juice from the Hammer into the tower. However the juice remains shockamancy juice and Harley is unable to make rands with it.

To Bulm

 ”Bulm we have returned and we still have the 75 juice for your projects so if you could go ahead and boost production on the farm that would be much appreciated!”  Harley declares after seeking out the Turnamancer.


Bulm nodds heading for the farm. A few moments later Harley feels the farms production boosted! Bulm then returns to the capital. Heading to her workshop Harley feels the tower drain down to just the 25 shockamancy juice.

Bulm then emerges from the workshop. Pushing an odd two wheeled turnamamcy item!

 What do you think I call it a Road Bike. A non heavy humaniod unit "ride" the bike. The rider acts as if they are on a road as long as the hexes they are crossing have a movement cost of one. As an added benfit if the bike is used on a road it reduces the movement cost by Half again! 

To the Tallstand Tribe

Writing out a quick note Harley sends it through the hat to Woodsy Elves sling with a 50s gem.

 Dear Tall Stand tribe,

I have sent you next turns payments for your scouting services in advance. I hope you have a good Turn.

Yours Sincerely

Queen Harley Tesla of Arkum 

-1 50 shmucker gem

 Understood. Thank you for the pay in advance. 


To Ash and Bigmouth

Seeking out the pokedaemons next Harley first approaches the big mouth.

 ”Bigmouth could you please use your payday special and produce a gem”  Harley requests politely.

Harley then turns to Ash.  ”As promised enough to pop you 7 new pokedaemons”  Harley declares as she transfers the required shmuckers and a couple of gems.[/QUOTE]


The Big mouth produces the gem

-1200 shmuckers
-1 100 shmucker gem ( big mouth)
-2 50 shmucket gems
_Wiz_
To Dee

 ”Looks like we’re going to be a few rands short this turn...”  Harley comments with a frown when the juice from the hammer remains as Shockamancy juice.  .”Dee would you mind taking some of the rations to the moneymancers bank and see if any of them have any juice left for rand conversions?”  Harley then asks.  ”Otherwise we will have to offer Ding part payment in gems...”  Harley adds.


To Bulm

 ”Hmmm I could see how that could be really useful to transport key units about cheaply... its almost like a mount but with no upkeep!”  Harley replies with a hint of excitement.  ”How much juice did it take to make? 100?”  Harley then asks with interest.  ”How much we’re you thinking of selling it for?”  Harley then adds.

 ”Do you think you could make a two person version so that two units could share the movement cost or one unit could use their move to transport the other?”  Harley then asks with a thoughtful look.
WurmD
Add After speech to Dee
Harley adds  thinking that if the Moneymancers have a well organized business, they will always have a large stockpile of Rands, and never perform Rand conversions in front of the clients. 

Otherwise+1
Cyphermancer
 ”Looks like we’re going to be a few rands short this turn...”  Harley comments with a frown when the juice from the hammer remains as Shockamancy juice.  .”Dee would you mind taking some of the rations to the moneymancers bank and see if any of them have any juice left for rand conversions?”  Harley then asks.  ”Otherwise we will have to offer Ding part payment in gems...”  Harley adds.


 Sure Harley I can take a look. I will say Harley part of why Herring does it early in the turn. Is because there is alot more sides doing the same thing. By going later in the turn we draw more attention to rhe side. However we need them so how many am I trying to convert. 


To Bulm

 ”Hmmm I could see how that could be really useful to transport key units about cheaply... its almost like a mount but with no upkeep!”  Harley replies with a hint of excitement.  ”How much juice did it take to make? 100?”  Harley then asks with interest.  ”How much we’re you thinking of selling it for?”  Harley then adds.

 ”Do you think you could make a two person version so that two units could share the movement cost or one unit could use their move to transport the other?”  Harley then asks with a thoughtful look.

 This one takes 150 juice. As for selling I was think 6 rands. As for new designs I just started a new bike. Not sure how long this one will take, but the results should be great! 
_Wiz_
To Dee

 ”We’re three rands short so converting 5 rations in to four rands should be enough...”  Harley begins  ”However if you feel they have the capacity to do so and it won’t draw too much attention I would be willing to convert up to 20 rations so that we have a buffer incase any more unexpected expenses arise...”  Harley adds.

To Spike and Shadow

 ”Ok next on the agenda is the scout that croaked our scout”  Harley declares. [b]”I’d like you to take a stack and capture. Aim to subdue him but don’t take any big risks. [b]”Harley declares.  ”Once you’ve done you can search the surrounding hexes for rations before heading home...”  Harley adds.

The plan.

 
 Spoiler 

 Step 1 

Load up in to wagon and move to (-06,04)

Pondsea C17A 7 move used (9/16 remaining)
Doe Deer A 7 move used (7/14 remaining)
Wagon
Spike [With lumberjack axe]
Shadow
Moonsong
Shady Elf Sneak C18A
Shady Elf C11B
Shady Elf C16B
Shady Elf C18A


 Step 2 

Spike forms a stack and heads in to (-07,04) to hunt enemy scout. Stack attempts to use subdual damage to capture scout.


Spike [With lumberjack axe] (mounted)
-&gt;Pondsea C17A 1 move used (8/16 remaining)
Shadow 1 move used (8/9 remaining)
Moonsong 1 move used (7/8 remaining)
Shady Elf Sneak C18A 1 move used (4/8 remaining)
Shady Elf C11B 1 move used (4/8 remaining)
Shady Elf C16B 1 move used (4/8 remaining)
Shady Elf C18A 1 move used (4/8 remaining)

 Step 3 

Pondsea returns with captured scout to (-06,04)

-&gt;Pondsea C17A 1 move used (7/16 remaining)
-captured scout

 Step 4 

Stack searches (-07,04), (-08,05), (-08,04) and (-07,03) for rations then returns to (-06,04)


Spike [With lumberjack axe] 4 move used (5/9 remaining)
Shadow 4 move used (4/9 remaining)
Moonsong 4 move used (3/8 remaining)
Shady Elf Sneak C18A 4 move used (0/8 remaining)
Shady Elf C11B 4 move used (0/8 remaining)
Shady Elf C16B 4 move used (0/8 remaining)
Shady Elf C18A 4move used (0/8 remaining)


 Step 5 

Wagon heads back to Arkum.


Pondsea C17A 7 move used (0/16 remaining)
Doe Deer A 7 move used (0/14 remaining)
Wagon
Spike [With lumberjack axe] (5/9 remaining)
Shadow (4/9 remaining)
Moonsong (3/8 remaining)
Shady Elf Sneak C18A (0/8 remaining)
Shady Elf C11B (0/8 remaining)
Shady Elf C16B (0/8 remaining)
Shady Elf C18A (0/8 remaining)
-captured scout
 


To Darf Flin

Heading down to the dungeons Harley checks on the darf prisoners once again.  ”Flin I hope you are doing well this turn”  Harley greets.  ”We may be in a position to be able to release you this turn, if we were to give you a couple of rations do you think you would be able to safely rejoin your tribe?”  Harley questions.
WurmD
Sure.......
Cyphermancer
To Dee

 ”We’re three rands short so converting 5 rations in to four rands should be enough...”  Harley begins  ”However if you feel they have the capacity to do so and it won’t draw too much attention I would be willing to convert up to 20 rations so that we have a buffer incase any more unexpected expenses arise...”  Harley adds.


 sure thing boss 

Dee collects up the rations putting them in her backpack. Sliping it on her shoulders. She heads for the mk her bulding backpack bouncing as she goes.

To Spike and Shadow

 ”Ok next on the agenda is the scout that croaked our scout”  Harley declares. [b]”I’d like you to take a stack and capture. Aim to subdue him but don’t take any big risks. [b]”Harley declares.  ”Once you’ve done you can search the surrounding hexes for rations before heading home...”  Harley adds.

The plan.

 
 Spoiler 

 Step 1 

Load up in to wagon and move to (-06,04)

Pondsea C17A 7 move used (9/16 remaining)
Doe Deer A 7 move used (7/14 remaining)
Wagon
Spike [With lumberjack axe]
Shadow
Moonsong
Shady Elf Sneak C18A
Shady Elf C11B
Shady Elf C16B
Shady Elf C18A


 Step 2 

Spike forms a stack and heads in to (-07,04) to hunt enemy scout. Stack attempts to use subdual damage to capture scout.


Spike [With lumberjack axe] (mounted)
-&gt;Pondsea C17A 1 move used (8/16 remaining)
Shadow 1 move used (8/9 remaining)
Moonsong 1 move used (7/8 remaining)
Shady Elf Sneak C18A 1 move used (4/8 remaining)
Shady Elf C11B 1 move used (4/8 remaining)
Shady Elf C16B 1 move used (4/8 remaining)
Shady Elf C18A 1 move used (4/8 remaining)

 Step 3 

Pondsea returns with captured scout to (-06,04)

-&gt;Pondsea C17A 1 move used (7/16 remaining)
-captured scout

 Step 4 

Stack searches (-07,04), (-08,05), (-08,04) and (-07,03) for rations then returns to (-06,04)


Spike [With lumberjack axe] 4 move used (5/9 remaining)
Shadow 4 move used (4/9 remaining)
Moonsong 4 move used (3/8 remaining)
Shady Elf Sneak C18A 4 move used (0/8 remaining)
Shady Elf C11B 4 move used (0/8 remaining)
Shady Elf C16B 4 move used (0/8 remaining)
Shady Elf C18A 4move used (0/8 remaining)
 


After reviewing the plan shadow speaks up

 Harley if you want us to capture the scout, why are we bringing spike and the pondsea? Its a single scout. Me and my sisters can handle the operation. Spike while a fine warrior isn't exactly stealthy. 



To Darf Flin

Heading down to the dungeons Harley checks on the darf prisoners once again.  ”Flin I hope you are doing well this turn”  Harley greets.  ”We may be in a position to be able to release you this turn, if we were to give you a couple of rations do you think you would be able to safely rejoin your tribe?”  Harley questions.

 We should, but we would have to be released before the start of your next turn. Unless you want to escort us out now. With a few units and release us there. Otherwise we wont have movement. 

" to make this clear the darfs currently have move, but only as long as they are your prisoners. Once freed they will lose move until the start of their natural turn."
_Wiz_
To Spike and Shadow

 ”The Pondsea is mostly to carry the scout out after it has been captured”  Harley replies.  ”And I had hoped that Spike gaining the forest capable special due to the lumberjack axe would grant him a modicum of stealth in a forest environment...”  Harley explains.  ”However if you feel you will have an easier time with just Shady elves and Spike has no objections I can send you on your own and hold back the Pondsea until after the scout is captured...”  Harley offers.

To Flin the Darf

Harley nods as she listens.  ”If we were to escort you out of the city where would you be heading?”  Harley asks as she produces a map of the hexes they had currently explored.
WurmD
+1,,,,,,,,,,,,,,
Cyphermancer
Crude building now avaliable in arkum!


Crude Watch tower: 20 wood

Crude Infantry Barracks 20 wood or 10 wood and 10 stone

Crude Training grounds: 10 stone, 10 dirt, 20 blunted weapons

Crude Archery tower: 20 wood

Crude Farrier: 10 stone, 10 wood, 5 metal

Crude gate house: 15 stone, 5 wood

Crude woofs den: 20 stone
Cyphermancer
To Spike and Shadow

 ”The Pondsea is mostly to carry the scout out after it has been captured”  Harley replies.  ”And I had hoped that Spike gaining the forest capable special due to the lumberjack axe would grant him a modicum of stealth in a forest environment...”  Harley explains.  ”However if you feel you will have an easier time with just Shady elves and Spike has no objections I can send you on your own and hold back the Pondsea until after the scout is captured...”  Harley offers.

 Forest capeable does give some bonus, but he isnt a shady. 

Spike and Shadow head out spike plans to stay out of the hex until. The shadies finish their hunt. Harley feels the shadies enter the forest and a brief fight. Followed by the capture of a scout.

Level 1 scout "Human"
Upkeep 12

5 wild rations found

The stack returns to the capital with their capital. (Move adjusted)

To Flin the Darf

Harley nods as she listens.  ”If we were to escort you out of the city where would you be heading?”  Harley asks as she produces a map of the hexes they had currently explored.

 We will be heading North. 
Cyphermancer
Dee arrives back at the capital

+16 rands

 The moneymancers seemed overly intrested in me and my side. They asked about my ruler and several other questions. I kept my answers short. So I think we are fine. 


Ding Dogg arrives at the capital shortly after Dee

 So what we doing this turn? 
_Wiz_
To Flin the Darf

Harley nods and looks thoughtful for a moment.  ”We will likely escort you outside of the city this turn though we won’t be able to take you out that far”  Harley replies.  ”We will provide you with 10 rations, a messenger hat and I will have a copy of our map of the area made for you...”  Harley offers.  ”If you get in to any trouble please let us know and we will do what we can. Once you rejoin your tribe I would like to speak with your new chief so I would be grateful if you could have them contact us. Infact I might send you with a letter of greeting if that is ok”   Harley declares.  ”If you are heading north I must warn you we have scouted a Dwagon in that direction but I will mark it on the map that we provide you and we will share with you our scout reports for the north when we receive them, I would also appreciate it if you could inform us of any units you spot or encounter in your journey aswell.”  Harley continues.

To Dee

 ”Thankyou Dee you did a great job!”  Harley declares with a small smile.  ”Though I do wonder why purchasing rands draws so much interest, surely it is something that most sides would do...”  Harley comments.

To Ding

 ”Welcome back Ding, this turn I would like to see your prowess at building construction. If you could build us a garden and start work on a Farrier that would be much appreciated...”  Harley declares.
WurmD
+121122222222
Cyphermancer
To Flin the Darf

Harley nods and looks thoughtful for a moment.  ”We will likely escort you outside of the city this turn though we won’t be able to take you out that far”  Harley replies.  ”We will provide you with 10 rations, a messenger hat and I will have a copy of our map of the area made for you...”  Harley offers.  ”If you get in to any trouble please let us know and we will do what we can. Once you rejoin your tribe I would like to speak with your new chief so I would be grateful if you could have them contact us. Infact I might send you with a letter of greeting if that is ok”   Harley declares.  ”If you are heading north I must warn you we have scouted a Dwagon in that direction but I will mark it on the map that we provide you and we will share with you our scout reports for the north when we receive them, I would also appreciate it if you could inform us of any units you spot or encounter in your journey aswell.”  Harley continues.

 Thank you your Majesty 

To Dee

 ”Thankyou Dee you did a great job!”  Harley declares with a small smile.  ”Though I do wonder why purchasing rands draws so much interest, surely it is something that most sides would do...”  Harley comments.

 I'm unsure Harley, there was no one else there. At first I thought he was just flirting, but he asked little about me. 

To Ding

 ”Welcome back Ding, this turn I would like to see your prowess at building construction. If you could build us a garden and start work on a Farrier that would be much appreciated...”  Harley declares.


 Well the Farrier is easy. I can do that out of my juice alone. The garden however, I need some juice from a florist. 100 juice ahould be enough.  
_Wiz_
To Ding

 "I see..."  Harley replies slowly  "Well is there a florist colleague that you usually work with for projects such as this?"  Harley then asks.
Cyphermancer
To Ding

 "I see..."  Harley replies slowly  "Well is there a florist colleague that you usually work with for projects such as this?"  Harley then asks.

 A few I can go grab one if you want. 
WurmD
 "Yes, we do want"  says Harley slowly smiling
_Wiz_
+1...........
Cyphermancer
Ding leaves returning a short time later.

 

He's outside, name is Smok Bud he is waiting at the portal entrance. Awaiting a NAP. 
_Wiz_
While Ding is away Harley writes a quick note and sends it through her hat to Herring.

 Sorry to disturb you Herring but Ding needs assistance from a florist to complete the garden we have requested to have built. Would you be able to send us a blank NDA through the hat. We can pay you back next turn or I can send you a couple of gems through the hat now if you prefer.

Thanks a lot.

Harley 


To Ding

 "Thanks Ding"  Harley replies before mentally extending an offer for a NAP to Smok Bud. Harley then stands in the portal room and waits for Smok Bud to arrive with the blank NDA in hand.
WurmD
+1 and add

Harley then quickly scribbles a note to Herring
 'Ding brought a colleague over, do you have an NDA at hand you can send through the hat?
(No worries if not, it would be great if yes, but if not we'll make do)
⚡' 
hoping that Herring responds during the time the two casters will be at work building the Garden
Cyphermancer
"Thanks Ding" Harley replies before mentally extending an offer for a NAP to Smok Bud. Harley then stands in the portal room and waits for Smok Bud to arrive.



Harley then quickly scribbles a note to Herring
 'Ding brought a colleague over, do you have an NDA at hand you can send through the hat?
(No worries if not, it would be great if yes, but if not we'll make do)
⚡' 
hoping that Herring responds during the time the two casters will be at work building the Garden

After sending her Note. A caster walks in with long multi colored hair. He carries no weapon, but is carrying a large very full satchel. He walks over to Harley offering his hand. As he gets closer Harley gets the very distinct smell of smoke coming off the caster.

 Smok Bud pleased to meet ya! Dogg here tells me your intrested in a garden. What kind of Garden are you interested in? 

As finishes shaking Harleys hand. He fishes out a small white tube made of paper from his satchel. Raising it to his lips he pauses and motions to the tube.

 You mind? 
_Wiz_
 ”Queen Harley Tesla of Arkum, pleased to meet you... but please just call me Harley”  Harley declares as she strides forwards and shakes the multi haired caster’s hand.

 ”Well Ding only told us about a garden that could produce rations equivalent to a first level farm but what other kind of gardens can you make?”  Harley asks with curiosity.

 ”Do you mind waiting until we’re outside?”  Harley replies.  ”Infact let’s head out there now and we can find a good spot for the garden...”  Harley offers.
WurmD
+1111111111111111
Cyphermancer
[QUOTE=_Wiz_;24576066] ”Queen Harley Tesla of Arkum, pleased to meet you... but please just call me Harley”  Harley declares as she strides forwards and shakes the multi haired caster’s hand.

 ”Well Ding only told us about a garden that could produce rations equivalent to a first level farm but what other kind of gardens can you make?”  Harley asks with curiosity.

 ”Do you mind waiting until we’re outside?”  Harley replies.  ”Infact let’s head out there now and we can find a good spot for the garden...”  Harley offers.


Smok gives you a wide smile placing it between his lips but not lighting it.

 Sure thing Harley, it isnt harmful or anything just helps with the mellow. 

Following Harley outside smok continues talking aa you walk.

 We gardens are all the same. I can just change what they produce.  

Pausing to light the tube and take a deep drag. He then passes it to ding who also takes a drag before passing it back to Smok.

 I have four kinds of gardens I can make. Well two have the same end result. But taste matters. The first two produces enough food to feed five units a turn. One produces vegetables the other fruit. I can make that one for two rands on top of what your paying ding.

 The 2nd kind produces herbs. These herbs have differnt kinds of effects. Combat buffs, healing, stabilizing units, casting buffs, the cost varies but I can do that one for between three to six rands depending on what your looking for. Each garden will produce 10 herbs a turn. You can mix and match what kind of herbs you want produced. Six of one kind and four of another.

The last cost four rands. Rather than producing food or rands it can let a city pop plant type units. The garden I produce will give a city a foot solder type and a heavy unit. 


Pausing again and looking at an empty building.

 This spot should do so what are you thinking. 
_Wiz_
Harley looks thoughtful for a moment before replying.  ”Fascinating!”  Harley declares with a smile.  ”Is it possible for a city to have more than one garden?”  Harley then asks before making her decision.  ”Also could you tell me a little more about the kind of herbs a herb garden could produce. The benefits of each type of herb and how much you would charge for each for example...”  Harley then asks.  ”Oh and can herbs be kept after they have been popped or do they go off?”  Harley asks.
WurmD
+1111111111111
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley looks thoughtful for a moment before replying.  ”Fascinating!”  Harley declares with a smile.  ”Is it possible for a city to have more than one garden?”  Harley then asks before making her decision.  ”Also could you tell me a little more about the kind of herbs a herb garden could produce. The benefits of each type of herb and how much you would charge for each for example...”  Harley then asks.  ”Oh and can herbs be kept after they have been popped or do they go off?”  Harley asks. 
 

Taking another long drag before again passing it to ding

 Each city can have two gardens. As for the herbs I can give you a brief overlay.  
 
Lesser herbs
 Stantch leaf   stabilize one unit that will croak from damage
 Bitter root  will cure one lesser poison
 Pennilice  give a unit a bonus to fight off a disease
 Dream leaf  smoking herb eases pain
 Caf bean  +1 to combat for 10 rounds
 Red root  +2 combat, -2 defense for 10 rounds
 Dark ruttle  poisons a weapon for one strike
 Graves rest  unit can not be uncroaked if croaked same turn eaten.

Herbs
 Likkan  heals 3 damage
 Juicy fruit  +1 to caster level checks for 20 rounds. Takes negative one to caster level check for rest of turn.
 Doppin bean  add to ration gain a bonus on taming attempts
 Spinner grass  smoking herb target enhales bonus on turn checks.
 Alonas Grace   +1 combat, +1 defense 10 rounds
 
 
As for what I would charge

3 rands: lesser herbs only
4 rand 7 lesser, 3 herbs
5 rands 4 lesser, 6 herbs
6 rands: what ever mix you want

Herbs last for three turns before depopping. There are other herbs this is just what I have access to.

 
WurmD
sooo, no reply from Herring so far
_Wiz_
 ”hmmm I see...”  Harley comments as she considers her options.  ”I think I am going to stick with my original plan so if you could plant a ration garden... fruit I think that would be great...”  Harley declares before looking at Ding.  ”Then if you could start on the Farrier?”  she asks the dirtamancer.  ”And if you are both available next turn then I’d like to hire you both again next turn Ding to complete the farrier and the both of you to plant a herb garden”  Harley declares.
WurmD
+1
__________________
Cyphermancer
Both caster nodd before starting work.

Ding
  sure thing I dont mind a bit of building work. 

Smok
 Sure which herbs are you thinking about. I want to make sure I bring enough seed. 

Ding casts first removing the building and replacing it with a bed of rich dark soil. Smok then steps forward. Digging several holes and dropping seeds in. He then starts to cast several small trees sprout from the soil.

Ding then starts on the Farrier finishing half of the building

Garden "orchard"
Farrier "50% complete

-12 rand ding
-2 rand smok

Herring

An NDA comes through with another note

  consider it a loan you can pay me back later. 
WurmD
" Hey Smok, how would we use a Likkan? Eating it? Swabbing it? (If swabbing, could another unit do it on you during battle?)"  Harley questions pondering the tactical implications
_Wiz_
Sure +1......,
Cyphermancer
" Hey Smok, how would we use a Likkan? Eating it? Swabbing it? (If swabbing, could another unit do it on you during battle?)"  Harley questions pondering the tactical implications

 Likkan must be chewed and swallowed. Be warned over use of Likkan by a single unit. Can be addictive. 
SomeGuy411
"Do any of the other herbs have a similar drawback, addiction, overdose effects, or otherwise?"
WurmD
+1111111111111111
_Wiz_
 ”Is it just the Likkan that can be addictive when overused or is it all herbs?”  Harley asks in curiosity.  ”Also what would you consider overuse?”  She adds.
Cyphermancer
 ”Is it just the Likkan that can be addictive when overused or is it all herbs?”  Harley asks in curiosity.  ”Also what would you consider overuse?”  She adds.


 Not all herbs are addictive. Likkan is very sweet as long as someone doesn't use it more than once or twice a turn. The combat herbs can have the same effect over time. Juicy Fruit can be very addictive. However, their are cures. 
_Wiz_
After giving her options some thought Harley finally replies  ”I think I will most likely Go for two Stantch leaf, one Bitter root, one Pennilice, four Likkan, one Juicy fruit and one Alonas Grace”  Harley declares.

 ”Both you and Ding are welcome to stay a while but before you go would you mind signing a non disclosure agreement not to share anything you have learnt about Arkum, I know you haven’t learnt anything vital this turn but I’d like to keep hiring you in the future and it would be easier not to have to worry about what I say while your around...”  Harley admits as she pulls out the blank NDA.
WurmD
+11111111111111
Cyphermancer
After giving her options some thought Harley finally replies  ”I think I will most likely Go for two Stantch leaf, one Bitter root, one Pennilice, four Likkan, one Juicy fruit and one Alonas Grace”  Harley declares.

 ”Both you and Ding are welcome to stay a while but before you go would you mind signing a non disclosure agreement not to share anything you have learnt about Arkum, I know you haven’t learnt anything vital this turn but I’d like to keep hiring you in the future and it would be easier not to have to worry about what I say while your around...”  Harley admits as she pulls out the blank NDA.

Smok pauses for a moment before shrugging and signing the NDA

 We will be back next turn. We have a party to get to so we will see you later. 
_Wiz_
Harley nods and smiles.  ”Well have a good time I will see you both next turn”  Harley replies as she bids both casters goodbye.

Once they are gone Harley then seeks out Bill.  ”Ok Bill let’s try out your special on our new garden!”  Harley declares enthusiastically.
WurmD
*nod*!!!!!!!
Cyphermancer
Harley nods and smiles.  ”Well have a good time I will see you both next turn”  Harley replies as she bids both casters goodbye.

Once they are gone Harley then seeks out Bill.  ”Ok Bill let’s try out your special on our new garden!”  Harley declares enthusiastically.

Bill nodds before heading over to the garden. This is the first time. Harley has ever really seen Bills special. Bill starts off walking around the plot. You see bill begin to remove small branches and buds from the trees. He also seems to sprinkle something from a pouch along the base of each tree. It takes quite a while, but in the end Harley feels the garden will produce extra rations next turn!
_Wiz_
Step 1

Pondsea C17B leaves scout F (-06,03) and returns with messenger hat to the capital.

Pondsea C17B - 6 move used (0/16) remaining.

Step 2

Pondsea T15 takes Bill to the farm then returns to capital.

Pondsea T15 - 3 move used (0/16) remaining

Step 3

Units with move reinforce farm

Shadow 1.5 move used (2.5/9 remaining)
Green Bear 1.5 move used (0.5/10 remaining)
Archer C16A 1.5 move used (2/8 remaining)
Shady C11A 1.5 move used (2.5/8 remaining)
Shady C11C 1.5 move used (2.5/8 remaining)
Moonsong 1.5 move used (1.5/8 remaining)
Uncroaked Warlord 1.5 move used (2/8 remaining)
Uncroaked Crossbow Darf B 1.5 move used (1.5/6 remaining)
Uncroaked Crossbow Darf A 1.5 move used (1.5/6 remaining)
Uncroaked Crossbow Darf B2 1.5 move used (1.5/6 remaining)
Uncroaked Darf Axeman 1.5 move used (0/6 remaining)
Uncroaked Woof 1.5 move used (3/12 remaining)
Chimpoo 1.5 move used (0/10 remaining)
Uncroaked worker Antz 1.5 move used (8.5/10 remaining)

Step 4

Mounts, mountain capable units and units with 14 move move to (04,-03). They also take 3 wagons, 11 rations and a messenger hat.

8x Hobbys 2.5 move used (0/14 remaining)
Doe Deer B 2.5 move used (0/14 remaining)
Heavy Doe Deer 2.5 move used (0/14 remaining)
Uncroaked Wargoat 2.5 move used (0/14 remaining)
Shocorpion 2.5 move used (0/14 remaining)
Twinhorn 2.5 move used (0/14 remaining)
Twinhorn 2.5 move used (0/14 remaining)
5x darf prisoners 2.5 move used (3.5/6 remaining)

Doe deer on wagon
Heavy Hobby on wagon
Uncroaked Minertaur on wagon
Uncroaked Minertaur on wagon
2x hobbys on wagon
Spike on Wagon
Piker C15C on Wagon

Step 5

Spike and Piker C15C escourt the darfs to (04,-05) taking  10 rations and a messenger hat with them.

2x hobbys 1 move used (1.5/14 remaining)
Spike mounted
Piker C15C mounted
5x darf prisoners 1 move used (3.5/6 remaining)

Step 6

Spike releases the darf prisoners giving them 10 rations, a messenger hat, a letter greeting the darf chief from Harley and a hand drawn map and then returns to (04,-03)


2x hobbys 1 move used (0.5/14 remaining)
Spike mounted
Piker C15C mounted

Step 7

Spike returns to Arkum on foot. Piker C15C  remains in hex with a ration to feed Heavy Doe deer at start of next turn.

Spike 2.5 move used (2.5/9 remaining)


 
 Spoiler: Note to the Darf 
 Dear Chief of The Darfs,

I Queen Harley Tesla send warm greetings from the side of Arkum. I deeply regret the conflict between my side and your tribe but I lay blame firmly at the feet of the former Warlord Breach for leading your previous Chief astray. I hold no Ill will towards your tribe and hope for only peaceful relations with your people. As a sign of good faith I have released the darfs that we managed to keep from croaking and sent them back to you along with a messenger hat so that we may communicate. I have given the command word to the hat to Darf Flin but it is ######. I would appreciate it if you could contact me as soon as you receive this letter so that we may discuss our futures.

Yours Sincerely

Queen Harley Tesla of Arkum 
 



(move totals and final positions updated on side sheet)
WurmD
+1112222222
Cyphermancer
Your troops move out on thier varies assignments (movement adjusted)

Flin

 Thank you for this your majesty. Dispite our attack on your city. You have given us a new chance at life. I will speak with my new chief and repay your kindness. 

With that the darfs leave your your troops. After awhile you feel the change and the darf upkeep is no longer being paid by your side.
_Wiz_
To Darf Flin as they leave

 ”You are welcome Flin, as I have said before Arkum wishes to be friends with the darfs. I see a bright future between our two peoples...one that will help us both to grow stronger”  Harley replies.  ”Now safe travels on your journey”  Harley then declares as the darfs depart.


Harley then orders scout D back to the capital

Scout D - 2.5 move used (9.5/12 remaining)
WurmD
+1
_______________
_Wiz_
Sitting down in her study Harley drafts a letter to Herring before sending it through her hat.

 Dear Herring,

We have calculated that next turn we will have 50 rations available for conversion to rands. Do you think between you and Dee you would be able to get that many converted by the moneymancers?

Next turn we have invited Dirtamancer Dong and his colleague Florist Bud to complete works on a Farrier and to build a herb garden.

We have also asked Anna to start working with magic items.

If you have had luck finding a signamancer capable of allowing Ash the Pokedaemon Chief to communicate and they are available we would like to invite them next turn aswell.

Could you also contact Master Carrion and see if he is available for some uncroaking work next turn aswell.

We would also like to hire you personally, we have a couple of magic items to identify, we may need a few mounts carnyed to ignore movement penalties and depending how much juice that takes maybe one or two new messenger hats to add too our network.

Other Casters we would like to hire next turn are James and Meta (most likely for promotion work) could you please confirm with them that they are both available.

p.s do you know of any casters that would be willing to sell their juice for cheap for tower charging?

Many Thanks

Queen Harley Tesla of Arkum.  

(Below drawn out is the calculations of rands available and predicted costs)


 
 Spoiler 
Current rations: 31
To pop: 40
100s+ units to feed:20

Total rations: 51

Current rands: 11
Rations convertible to rands: 40

Total rands possible: 51



Expenses for next turn

Anna 3 rands (magic item work)
Herring 1 rand (best friend bonus)
Ding 12 rands (Finish farrier, build herb garden)
Smok 5 rands (herb garden)
James 4 rands (promote ferals to heavy?)
Signamancer? (Magic talking item for ash)
Carrion? (Uncroaking)
Herring 1-3 rands? (Identify, and carnying mounts to avoid movement penalty)
Meta 6 rands
 
WurmD
+¹1111111111¹
Cyphermancer
Sitting down in her study Harley drafts a letter to Herring before sending it through her hat.

 Dear Herring,

We have calculated that next turn we will have 50 rations available for conversion to rands. Do you think between you and Dee you would be able to get that many converted by the moneymancers?

Next turn we have invited Dirtamancer Dong and his colleague Florist Bud to complete works on a Farrier and to build a herb garden.

We have also asked Anna to start working with magic items.

If you have had luck finding a signamancer capable of allowing Ash the Pokedaemon Chief to communicate and they are available we would like to invite them next turn aswell.

Could you also contact Master Carrion and see if he is available for some uncroaking work next turn aswell.

We would also like to hire you personally, we have a couple of magic items to identify, we may need a few mounts carnyed to ignore movement penalties and depending how much juice that takes maybe one or two new messenger hats to add too our network.

Other Casters we would like to hire next turn are James and Meta (most likely for promotion work) could you please confirm with them that they are both available.

p.s do you know of any casters that would be willing to sell their juice for cheap for tower charging?

Many Thanks

Queen Harley Tesla of Arkum.  
 I will let the hired casters know. As for signamancers I have asked around. I have two potential casters one is young she says she can can make something what would work, but it would take several turns. The second has an amulet that should already fit the bill. She would charge 10 rands for the item. As for charging the tower. I can ask around.   

(Below drawn out is the calculations of rands available and predicted costs)


 
 Spoiler 
Current rations: 31
To pop: 40
100s+ units to feed:20

Total rations: 51

Current rands: 11
Rations convertible to rands: 40

Total rands possible: 51



Expenses for next turn

Anna 3 rands (magic item work)
Herring 1 rand (best friend bonus)
Ding 12 rands (Finish farrier, build herb garden)
Smok 5 rands (herb garden)
James 4 rands (promote ferals to heavy?)
Signamancer? (Magic talking item for ash)
Carrion? (Uncroaking)
Herring 1-3 rands? (Identify, and carnying mounts to avoid movement penalty)
Meta 6 rands
 
[/QUOTE]
_Wiz_
Reading Herring’s reply Harley writes a quick note back and sends it through the hat.

 Thankyou Herring.

Well I do like working with up and coming casters. What would the young caster charge and did she say how many turns exactly several meant?

Harley  
WurmD
+1
_______________&amp;
_Wiz_
(Once we finish messaging Herring)

Harley, Dee and Howie to train (I believe they are the only units with move to do so)

Arkum City popping Courtier
Farm popping 4x farm hands
Already paid to pop x7 Pokedaemons

100s+ units will eat rations at start of turn. 100s+ units in the field already have rations with them to eat.


Scout L to be given a new route by Wurm and the pudgie routes should be modified so they don’t go through the beehive hex (and maybe the Dwagon hex aswell). All other scouts to scout as per rolld20.


Then End Turn
WurmD
+1

What's the terrain type at 14.-03?

Suggested scout runs in green and pink
 
Cyphermancer
Harley ends turn and the night passes quickly

Just after dawn Harley hat rumbles with a message from the Tall Stands Tribe

 We captured a wild pokedamon this turn A Katerpea. Are you interested in the Pokedamon? We could let it go for 250 shmuckers. If your interested we could meet your forces at 05.-07 


As Harleys turn begins she feels several new units pop

Four farm hands pop at the farm

While the capital pops a courtier

Forman Bob courtier level 1 0[1 dam]/0/4/8
Special: Forman
Upkeep: 30
Equipment: none


Special Forman: Unit can grant up to five units the Build up special until end of turn. The unit loses this special if they leave the Forman's Hex.

The Pokedamons pops also breed good results. Popping a sub chief Schcorpion, 1 Embar, 2 Twin horns, 1 Rattika, 1 Pond Sea, and a Big Mouth.


Scouting
03.06: many large bees and a hive(at least 14)
10.04: many holes in the ground
-08.04: 2 Doe deer
02.-08: 5 darfs
02.09: 1 Bear
09.01: 2 Hobbies
-01.-08: 3 goats
-10.-03: Large hawks at least 3


Map updates
Heavy forest: 06.08, 05.08, 04.09, 03.08, 02.09, -04.07

Hills: 01.-12, 02.-11, 03.-12, 03.-11, 04.-12, 04.-11, 05.-12, 06.-11, 07.-12, 07.-11



Turn 19 report:
 https://forums.giantitp.com/showthre...9#post24544469 

Rand Pool: 11
Juice Pool:
Tower: 25/400 (25 shockamancy) J
Hammer: 0/100 J
Harley: 40/400 J
Moonsong: 100/100 J
Bulm 50/100 J
Anna: 200/200 J
Dee: 300/300 J
Herring: ?/400 J

 https://app.roll20.net/join/4646217/jklS-w 
Treas at beg of last tu:1902
Gifts +200  - Expend last tu:1400
Treas at end of last tu:64
Income 2000 (3000 managed)
Upkeep 4,106 ( 1,676 after rations)
Treasury 1388



Capital City Arkum 00.00
Level 2 (14000 to upgrade to level 3)
 City Zone upgrades: 4/4 (Walls lv2, Tower lv2)
 Building Slots:  3.5/8 (Administration center, Workshop, Garden[Orchard], Farrier[%50])
Tower lv 2 400J capacity
Income 2000/ 3000 "Managed"
Building income
Garden: 5 (11) "Managed"
Production:  1 courtier
Production capacity:
Scouts (4/turn)
Pikers (4/turn)
Stabbers (2/turn)
Archers (2/turn)
Laborers (2/turn)
Courtier (1/turn)
Hobby horse (1/turn)
War hobby horse (1 per 2 Turns)
Knight "champion" (1 per 2 Turns)
Knight "Lancer" (1 per 2 Turns)
Knight "Sniper" (1 per 2 Turns)
Knight "Far strider" (1 per 2 Turns)
Heavy "Twoll" (1 per 2 Turns)
Warlord (1 per 4 turns)

Stead hold farm lv 5 (03.01)
Income:20 rations a turn (29 managed), 5 leather, 1 master craft leather
Farm zone up upgrades 1/1 (Walls level 1)
Building slots (0/2)
Production capacity:
Production: 4 farm hands “Boosted”
Militia (2/ turn)
Farm hand (2/ turn)
Hunter ( 1/ turn)
Laborer ( 1/turn)


Mine level 0 10.-12
None


 
 Spoiler: Loot 

    Loot/Gear    
   Larder   


2 farm rations
24 ant rations
5 wild rations
21 farm rations

 Magical armory 
2 Twin fang swords 1 firey
1 Ring of slow fall
1 Lumberjack axe
Oversized axe of Cutting
Amulet of Healing
1 wand of lesser heal
1 wand of Hobokin
1 Critical helm
1 magic spear “Unknown”
1 magic armor “Unknown”



 Armory 
2 vials of poison (injest)
 silver can
Master craft staff
Master craft shield
6 grapple hooks
20 battle axes
16 light darf armor
2 warlord armors
16 crossbows
4 special arrows
(bodies and prisoners gear stored elsewhere)

 Morgue 
--  5 turns old  --
1 Palm bug
2 Goat
27 Darf warrior
1 Lancer knight
7 Piker
1 Stabber
1 Warlord
--  4 turn old  --
4 chimpoos
- 2 turn old 
4 fat ratz
1 war rat
1 weird ratz
2 hobby horses
1 woof
1 piker
--  1 turn old  --
8 winged antz
3 Flamethrower antz

 Other loot 
4 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
1 set of rattika teeth
1 Message hat (linked to Herring hat)
3 linked message hats
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
38 units of wood in capital
3 chunks of unknown metal (silver)
4 chunks of unknown metal (reddish)
3 chunks of unknown metal (Black)
Hub hat (linked to Herring’s hat)
9 solder ant chitin
1 queen ant Chitin
1 set of queen ant mandiables
20 leather
3 MC leather
4 goat hides
4 woof hides
X9 25 shmucker gems
X17 50 shmucker gems
 

 
 Spoiler: Units 

  Units   “Combat[damage]/defense/hits/Move / Juice / xp / upkeep”

Queen Harley Tesla, Shockamancer Level 4
3(4)[1d4]/3/(9/9)/9 400J / 55/72xp / 150s “paid” Move 9/9 (C)
Specials: caster “Shockamancy adept”, Noble
Equipment: Blunted smile

Dee Ceas, Croakamancer level 3
3/3/6/8 300J/ 25/48xp/ 130s "paid"(C)
Specials: croakamancy: novice, shockamancy: novice
Equip: staff, cloak of mists, grounding amulet

Chief Warlord Spike Level 3, 6(7)[1d6]/6(7)/12/9 / 41/48xp / 140s “paid” Move 9/9 (C) Hits 12/12
Special: Leadership, Base popped
Equipment: +1 flaming Battle axe, critical helm, +1 armour

Shadow "shady elf" Chief Level 3, 5(6)[1d6]/5(6)/11/10 / 27/48xp / 130s “paid” Move 9/9 (F)
Specials: Shady, Archery, Tribal command "Shady elves”
Equipment: +1 Fiery Twinhorn bow, Bow, Sword, MW Ant Armor

Bill, Warlord Level 2, 5(6)[1d6]/4(5)/11/9 / 18/24xp / 140s “paid”  Move 9/9 (F)
Special: Farmer, Steadholder, Leadership
Equipment: Pitch fork, +1 Battleaxe, Masterwork armour

Forman Bob courtier level 1 0[1 dam]/0/4/8
Special: Forman
Upkeep: 30
Equipment: none


Crud, Twoll Level 2, 5(6)[1d8]/5/13/8 / 15/24xp / 110s “paid”  Hits 13/13 Move 8/8 (C)
Specials: Heavy, Fabrication,
Equipment : Mastercraft club, Bag of junk

Green Bear, Level 1 4[1d8]/4/14/10 / 6/8xp / 110s “paid” Hits 12/12 Move 10/10 (F)
Specials: Heavy, Forest capable


Piker Anne Level 2, 1[1d3]/3/7/8 / 11/24xp / 14s Hits 7/7  Move 8/8 (C)
Specials:

4X Piker Level 1, 1[1d3]/2/6/8
Isabel 6/8xp / 12s Hits 6/6 Move 8/8 (C)
C15A 2/8xp / 12s Hits 6/6 Move 8/8 (C)
C15B 2/8xp / 12s Hits 6/6 Move 8/8 (C)
C15C 2/8xp / 12s Move 8/8 (04,-03)

7X Archer Level 1, 1[1d3]/1/6/8
C16A 2/8xp / 14s Hits 6/6  Move 8/8 (F)
C16B 2/8xp / 14s Move 8/8 (C)
C17A 2/8xp/ 14s Move 8/8 (C)
C17B 2/8xp/ 14s Move 8/8 ©
T17A 5/8xp/ 14s Move 8/8 ©
C18A 1/8xp/ 14s Move 8/8 ©
C18B 1/8xp/ 14s Move 8/8 ©


6X Shady elf Level 1, 2[1d4]/2/7/8
Specials: Shady, Archery
C11A 7/8xp / 35s “Paid” Move 8/8 (F)
C11B 7/8xp / 35s “Paid” Move 8/8 (C)
C11C 6/8xp / 35s “Paid” Move 8/8 (F)
C16A 2/8xp / 35s “Paid” Move 8/8 (C)
C16B 2/8xp / 35s “Paid” Move 8/8 ©
C18A 1/8xp / 35s “Paid” Move 8/8 ©

1x Shady elf Sneak level 1 C18A, 2[1d4]/2/7/8/ 45s "paid" xp 1/8 Move 8/8 (C)
Special: Shady, archery, sneak attack


Shady elf MoonSong Level 2, 2[1d4]/2/6/8 / 11/24xp /110s “paid” Move 8/8 (F)
Specials: Shady, Archery, Natural caster (Foolamancy) juice (100/100)

5X Hobby horse Level 1, 1[1d3]/2/8/14
Specials: Mount, Passenger
A 35s “Paid” Xp 7/8 Hits 8/8  Move 14/14 (04,-03)
B 35s “Paid” Xp 7/8 Hits 8/8 Move 14/14(04,-03)
T15A 35s “Paid” Xp 4/8 Hits 8/8 Move 14/14 (04,-03)
T15B 35s “Paid” Xp 4/8 Hits 8/8 Move 14/14 (04,-03)
T16A 35s “Paid” Xp 2/8 Hits 8/8 Move 14/14 (04,-03)

Uncroaked warlord level 3 ( 10 turns)
7[1d6]/6/12/8
Move: 2.0/8 (F)
Specials: uncroaked, leadership
Equipment:battleaxe, armour

X5 Uncroaked hobby horse (A-F) 1[1d3]/2/8/14 (19 turns)
Specials: Uncroaked, Mount, Passenger
A Move 14/14(04,-03)
B Move 14/14(04,-03)
C Move 14/14(04,-03)
E Move 14/14(04,-03)
F Move 14/14(04,-03)

Uncroaked Minertaur A (23 turns)
6[1d8]/5/12/8 Move 8/8 Hits 12/12 (04,-03)
Specials: Uncroaked, Heavy, Mountain capable, Sapper


Uncroaked Minertaur C (8 turns)
6[1d8]/5/12/8 Move 8/8 Hits 12/12 (04,-03)
Specials: Heavy, Mountain capable

Uncroaked Crossbow Darf B (8 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)
Specials: Archery

Uncroaked Crossbow Darf C (8 turns)
3[1d4/1]/2/8/6 Move 6/6 (C)
Specials: Archery, Hardy

X2 Uncroaked archer A, B (11 turns)
1[1d3]/1/6/8
Specials: archery, uncroaked
A Hits 6/6 Move 8/8 (C)
B Hits 6/6 Move 8/8 (C)

X2 Uncroaked darf crossbowmen A, B ( 11 turns)
3[1d4]/2/8/6
Specials: archery, uncroaked
A Move 6/6 (F)
B2 Move 6/6 (F)

Uncroaked darf axeman (11 turns)
2[1d4]/3/8/6
Specials: uncroaked
Hits 8/8 Move 6/6 (F)

Uncroaked War Goat (23 turns)
5[1d6]/4/12/10 Move 10/10 (04,-03) Hits 12/12
Specials: Uncroaked, Heavy, Mountain capable, Mount

Uncroaked Heavy War Horse (19 turns)
4[1d6]/4/12/16 Move 16/16 (04,-03)
Specials: Uncroaked, Heavy, Mount, Passenger

Uncroaked Stone Bull (19 turns)
5[1d6]/5/14/10 Move  10/10 (C) Hits 11/14
Specials: Uncroaked, Heavy, Mount, Breathweapon (4) 1d6 physical damage

X1 Uncroaked Woofs, 3[1d4]/3/8/12 (9 turns)
Special: Uncroaked
A Move 12/12 (F) Hits 8/8

Uncroaked Worker Ant (8 turns)
1[1d3]/2/10/10 Move 10/10 (F) Hits 3/10
Specials: Crawler, Uncroaked

2X Woof Soldiers, 2[1d4]/2/8/0
Specials: Golem, Garrison
A 20s
B 20s

“Ash", Embar Pokedamon Chief Level 3, 5[1d6]/4/11/9 / 130s “paid” Xp 34/48 Move 9/9 (C)
Special: Breath weapon fire 1d6 (4), Fire immunity, Tribal leadership

“Sparky” Shocorpion sub chief level 1 4[1d6]/4/10/8 110s XP 0/8 Move 8/8
Specials: Specials: Shocking tail 1d8, Mountain capable

Embar Level 1
2/2/8/8 / 40s "paid" Xp 2/8 Move 8/8 (C)
Hits 8/8
Special: Breath weapon 1d4 (4), Fire immunity

Embar C19 Level 1
2/2/8/8 / 40s "paid" Xp 0/8 Move 8/8 (C)
Hits 8/8
Special: Breath weapon 1d4 (4), Fire immunity

Twin Horn Level 2, 3[1d4]/2/9/14 / 45s “Paid” Xp 14/24 Move 14/14 (04,-03)
Specials: Charge, Mimic ”twice a day”

Twin Horn C16A Level 1, 2[1d4]/2/8/14 / 40s “Paid” Xp 4/8 Move 14/14 (04,-03)
Specials: Charge, Mimic

Twin Horn C19A Level 1, 2[1d4]/2/8/14 / 40s “Paid” Xp 0/8 Move 14/14 (C)
Specials: Charge, Mimic

Twin Horn C19B Level 1, 2[1d4]/2/8/14 / 40s “Paid” Xp 0/8 Move 14/14 (C)
Specials: Charge, Mimic

Pudgie A level 2 1[1 damage]/3/6/20
Upkeep 45
Specials: flight, scout, Natural thinkamancy (15)
Xp 9/24 Move 20/20 (C)

2x Pudgies Level 1, 0[1 dam]/3/5/20
Upkeep 40
Specials: Flight, Scout, Natural thinkamancy (10)
C16 40s “paid” Xp 6/8 Move 0/20 ( -03.04)
C17 40s "paid" Xp 4/8 Move 0/20 (-05.-05)

Shocorpion Level 2, 3[1d4]/2/9/8 45s "paid" Xp 12/24 Move 8/8 (04,-03)
Specials: Shocking tail 1d6, Mountain capable

Big mouth Level 1, 1[1 dam]/2/6/8 40s "Paid" Xp 2/8 Move 8/8 (C)
Specials: Payday

Big mouth C19A Level 1, 1[1 dam]/2/6/8 40s "Paid" Xp 2/8 Move 8/8 (C)
Specials: Payday

3X Rattika  level 1, 1[1d4]/2/5/10
Specials: Mini-sized
A 40s “paid” xp 7/8 Move 10/10 (C) Hits 5/5
T16 40s “paid” xp 6/8 Move 10/10 (C) Hits 5/5
C17 40s "paid" xp 2/8 move 10/10 ©
C19 40s “paid’ xp 0/8 move 10/10

3x Pondsea level 1 2[1d3]/2/8/16 / 40s “paid”
Specials: Mount, Water walking
T15  "Paid" Xp 7/8 Move 16/16 (C)
C17A "Paid" Xp 2/8 Move 16/16 (C) Hits 8/8
C17B "Paid" Xp 0/8 Move 16/16 (C)
C19A "Paid" Xp 0/8 Move 16/16 (C)

Chimpoo, 3[1d3]/1/5/10 Upkeep 35s “paid” Xp 6/8 Move 10/10 (F)
Specials: Tree capable, Burning poo

Doe Deer A level 1, 1[1d4]/2/8/14 Upkeep 35"paid" Xp 2/8 Move 14/14  (04,-03) Hits 8/8
Specials: Mount, Forest capable

Doe Deer B level 2, 2[1d4]/2/9/14 Upkeep 40s “paid” Xp 10/24 Move 14/14  (04,-03) Hits 9/9
Specials: Mount, Forest capable

Heavy Doe Deer  level 1, 4[1d6]/4/12/14 Upkeep 110 "paid" Xp 3/8 Move 14/14 (04,-03)
Specials: Mount, Forest capable, Heavy

X1 Woofs, 3[1d4]/3/8/12
Special: Forest capable
T17C 35s "paid" xp 2/8 move 12/12 ©

Heavy Woof, 5[1d8]/5/12/12
Specials: forest capable, heavy. Move 12/12 (C)
Xp 4/8, upkeep 110


Hex 00.01
Scout B Level 1, 1[1 dam]/1/5/12 / 5/8xp Move 0/12

Hex 04.01
Scout C Level 1, 1[1 dam]/1/5/12 / 6/8xp Move 0/12

Hex (C)
Scout D Level 1, 1[1 dam]/1/5/12 / 5/8xp Move 0/12

Hex 00.-01
Scout E Level 1, 1[1 dam]/1/5/12 / 3/8xp Move 0/12

Hex  -06.03
Scout F Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 0/12

Hex -02.01
Scout G Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 0/12

Hex 10.-12
Knight Far Strider Howie Level 2, 4/4/8/18 (1d4) / 110s / 16/24xp Move 18/18
Specials: Knight, Scout, Sneak attack
Equip: linked message hat, 1 grapple hook

Hex 08.02
Scout I Level 1, 1[1 dam]/1/5/12 / 0/8xp Move 0/12



Hex  04.04
Scout K Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 0/12

Hex
Scout L Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 0/12

Farm Hex 03.01

Farm hands
0[1 dam]/1/6/4 upkeep 12
Special: Extra yield

Farmhand F19A xp 0/8
Farmhand F19B xp 0/8
Farmhand F19C xp 0/8
Farmhand F19D xp 0/8

 Barbarian Contractors 
Master Herring carnymancer "140 upkeep"
Anna Meta Changeamancer "Upkeep 120"
Krippen Lv 4 warlord  “Upkeep 160”
7[1d6]/6(8)/14/10 / 160 / 58/96xp Move 6/10
Specials: martial artist, chakkra (4/4)
Equip: shock armor,mw silver critical helm, purse 907,

X2 sniper lv 2  5[1d6]/4/9/8
Special: archery, knight, rapid shot
Shaft xp 10/24 Upkeep 110 move 8/8
Bolt xp 10/24 Upkeep 110 move 8/8

Champion Jab Level 1, 5[1d6]/4/8/8 / 7/8xp / 100s Hits 8/8 Move 8/8
Specials: cutter, knight

Lancer Ike Level 1, 4[1d6]/5/8/8 / 1/8xp / 100s Hits 8/8 Move 8/8
Special: knight, Lancer

Lancer Point level 1 4[1d6]/5/8/8
6/8 xp 100s Move 8/8 (c)
Specials: Knight, Lancer

 Prisoners 
4 worker antz 35 shmuckers (140)
1 solder antz 45 shmuckers (45)
1 scout level 1 12 shmuckers
 

 
 Spoiler: Agreements 

   Agreements   
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers or 3 Rands for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with james pond

Nonaggression and Nondisclosure with May Stitch.

Nonaggression and Nondisclosure with Meta Morf.

Nonaggression and Nondisclosure with Carrion

Non Aggression and Nondisclosure with Ding Dogg

Non Aggression and Nondisclosure with Smok Bud


Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

Natural ally "shady elves Nightshade tribe" contract
250 shmucker new pop

Natural Ally “ Pokedamons Ash tribe” contract
Current forms: Embar, Pudgie, Rattika, Twin horn, Pondsea, Shocorpion, Big mouth,
(7) 200 shmuckers new pop
“Agreement to expand the tribe and pop more pokedamons”


The side of Arkum and the Tall Stand Tribe enter into a non aggression pact for a minimum of 20 turns. After 20 turns have passed either side may end the nonaggression pact without penalty by giving one turn notice.

Arkum agrees to recognise the forests marked in Appendix A as belonging to the Tribe.
Arkum agrees not to enter heavy forest hexes in the designated area unless granted prior permission (not including the road that passes through the forest.)
Arkum agrees not to hunt or forage in the light forest hexes in the designated area. If attacked by ferals in the designated area the forces of Arkum may defend themselves but the Tribe must be immediately informed and any rations obtained from the encounter handed over to the Tribe.
Arkum agrees to gift 500s in gems to the Tribe in payment for allowing the construction of the road through the forest.
Arkum agrees to gift the Tribe a messenger hat.

The Tribe agrees to allow Arkum to complete their planned road and not to attack any contractors working on the road.
The Tribe agrees to allow Arkum (and any of their contractors) safe passage down the road.
The Tribe agrees to provide scouting reports covering the entirety of their land and the hexes that border it for a fee of 50 per turn. These reports will be given at the beginning of the turn via hat.

Penalty of 5000 shmuckers
 
Cyphermancer
Before end of turn.

Reading Herring’s reply Harley writes a quick note back and sends it through the hat.

 Thankyou Herring.

Well I do like working with up and coming casters. What would the young caster charge and did she say how many turns exactly several meant?

Harley  
 Atleast three turns. She says that it would depend on how many turns it takes to finish. 
_Wiz_
To Herring

Reading the note Harley writes another quick reply.

 I think I would like to meet her, please send her along next turn and we can discuss this in person. 


To the Tall Stand Tribe

Reading the note a small smile spreads across Harley’s lips before she writes a reply.

 ’Yes we would be interested in the Katerpea, Thankyou for thinking of us. I will send someone to meet you.

Queen Harley Tesla of Arkum.  
WurmD
A smiling +1
Cyphermancer
To Herring

Reading the note Harley writes another quick reply.

 I think I would like to meet her, please send her along next turn and we can discuss this in person. 
 Will do Harley I will bring her later in the turn. Do you need an NDA for her? 

To the Tall Stand Tribe

Reading the note a small smile spreads across Harley’s lips before she writes a reply.

 ’Yes we would be interested in the Katerpea, Thankyou for thinking of us. I will send someone to meet you.

Queen Harley Tesla of Arkum.  
  We will see you there.
 
_Wiz_
To Herring

 Given that she will likely spend several turns here working on the item yes I think we will. I can pay you for the NDA along with your other services for the turn.

See you soon

Harley 


------------------------------------------------------------------------------------------------------------

Current time

Harley seeks out the Pokadaemon's in particular Ash and the big mouths.  "Ash the Woodsy elves to the east have reported that they have captured a Katerpea. I have agreed to pay for it's release in to our care and we will be going to collect it later in the turn. I just thought you would like to know..."  Harley declares before turning to look at the two Big Mouths.  "To that end could you both produce a gem using your specials..."  Harley then requests.

 "I will also be meeting a signamancer this turn who will hopefully be able to start work on making a magic item that will allow you to properly communicate with non pokadaemons..."  Harley then adds as she turns back to face Ash.


 Question:  Have any of our hired casters arrived yet?
WurmD
+1
_________________________
Cyphermancer
[QUOTE=_Wiz_;24592223]To Herring

 Given that she will likely spend several turns here working on the item yes I think we will. I can pay you for the NDA along with your other services for the turn.

See you soon

Harley 


------------------------------------------------------------------------------------------------------------

Current time

Harley seeks out the Pokadaemon's in particular Ash and the big mouths.  "Ash the Woodsy elves to the east have reported that they have captured a Katerpea. I have agreed to pay for it's release in to our care and we will be going to collect it later in the turn. I just thought you would like to know..."  Harley declares before turning to look at the two Big Mouths.  "To that end could you both produce a gem using your specials..."  Harley then requests.

 "I will also be meeting a signamancer this turn who will hopefully be able to start work on making a magic item that will allow you to properly communicate with non pokadaemons..."  Harley then adds as she turns back to face Ash.


The pokedamon stares at Harley for a long moment. Before looking at the two big mouths and nodding.

Both big mouth produce a gem

X2 100 shmucker gems

Ash then waves the the level 2 twin horn forward and it moves over to Harley standing with her.


 Question:  Have any of our hired casters arrived yet?

Anna, Herring, James have arrived

Herring

  Harley nice to see you again. First off, Master Carrion says he is busy this turn. He says he may be willing to use tower juice for casting, however you would have to have some intresting bodies for him.

I have signamancer Trease rain outside the portal. She is here to work on the item. I also have three other caster here willing to sell thier juice. Riga Mortis A level one croakamancer, Star Lite A level one Rhymeamancer, and quant steple A level two Predictamancer

 
_Wiz_
To Herring

 ”Good to see you too Herring!”  Harley declares with a smile.  ”I see... well please let Master Carrion know we have more Darf Warriors if he is interested, we also have some goats , some chimpoos and a woof...”  Harley begins.  ”If the price is right we may even consider trading a knight , a heavy Ratz of which we have two varieties of or even winged Antz.”  Harley finishes listing off the bodies.

 ”Excellent!”  Harley then declares as  she offers NAPs to all the listed casters.  ”Did you discuss a price with the casters wanting to sell their juice ?”  Harley then asks.
WurmD
Don't offer the Weird Rat
Offer only "a heavy", singular

Otherwise +1
_Wiz_
Ok Edited.
Cyphermancer
 
 Originally Posted by _Wiz_ 
 To Herring

 ”Good to see you too Herring!”  Harley declares with a smile.  ”I see... well please let Master Carrion know we have more Darf Warriors if he is interested, we also have some goats , some chimpoos and a woof...”  Harley begins.  ”If the price is right we may even consider trading a knight , a heavy Ratz of which we have two varieties of or even winged Antz.”  Harley finishes listing off the bodies.

 ”Excellent!”  Harley then declares as  she offers NAPs to all the listed casters.  ”Did you discuss a price with the casters wanting to sell their juice ?”  Harley then asks. 
 


 I will let Master Carrion know. I do know He ia more intrested in intresting units than staying power. As for the other casters. You didnt give me a price, they quoted two rands per 100 juice however. Thats pretty standard. If you wish I will fetch them.  
WurmD
 "Herring, do you know Master Carrion's level? (How much he'll be able to overcast?)(maybe we should just ask how much he's willing to overcast)" 

W102. What's the most Carrion has cast from tower Juice for us?
Cyphermancer
 "Herring, do you know Master Carrion's level? (How much he'll be able to overcast?)(maybe we should just ask how much he's willing to overcast)" 
 I am unsure.  

W102. What's the most Carrion has cast from tower Juice for us?

Around 300 juice
WurmD
W103. What does Dee's Croakamancy novice special do? Doubled spellcasting level for Croakamancy spells? Plus something about Uncroaked duration
Cyphermancer
 
 Originally Posted by WurmD 
 W103. What does Dee's Croakamancy novice special do? Doubled spellcasting level for Croakamancy spells? Plus something about Uncroaked duration 
 

Dee special doubles the caster level for croakamancy spells.


Basic Uncroak: Croakamancy
Range: same hex
Juice: varies (10 or more)
Duration: varies
Casting time: 1 round

Infusing your arcane energies into a fresh body. You give it some semblance of life. For 10 juice the uncroaked will last for 1 turn and be at half strength. For every additional 5 juice added to the spell the uncroaked will last for an additional turn. The more juice added to the initial casting the stronger the uncroaked will be. 30 Juice for full strength and will last 5 turn+1 per caster level. Some unit types can not be uncroaked (Twin Horns)
_Wiz_
To Herring

 ”Give me a minute to empty the tower then bring them through”  Harley replies.  ”Then I’ll send Dee to meet you in the portal room to take them up to the tower to charge it and you can bring Signamancer Trease Rain to meet me in my study”  Harley adds.

Harley then sends an order for Dee to meet her as she heads up to the tower.

 ”Dee, Herring is bringing through three casters to charge the tower. Could you meet them in the portal room and take them up to charge the tower. We’re paying 2 rands per 100 juice. Once they are done make sure they get paid then escort them back to the portal room”  Harley instructs as she transfers eight rands to the Croakamancer.  ”After that come meet me in the study I might need to send you with Herring to help him get the rations converted in to rands.” 

Harley then proceeds to transfer the 25 Shockamancy juice in the tower back in to the hammer leaving the tower empty and ready to be filled.

Harley then heads to her study to meet with Herring and the Signamancer.
WurmD
Sure
__________
Cyphermancer
To Herring

 ”Give me a minute to empty the tower then bring them through”  Harley replies.  ”Then I’ll send Dee to meet you in the portal room to take them up to the tower to charge it and you can bring Signamancer Trease Rain to meet me in my study”  Harley adds.

 Of course your majesty. Do you want a NDA for each of them? 


(Will adjust based on answer)

Harley then sends an order for Dee to meet her as she heads up to the tower.

 ”Dee, Herring is bringing through three casters to charge the tower. Could you meet them in the portal room and take them up to charge the tower. We’re paying 2 rands per 100 juice. Once they are done make sure they get paid then escort them back to the portal room”  Harley instructs as she transfers eight rands to the Croakamancer.  ”After that come meet me in the study I might need to send you with Herring to help him get the rations converted in to rands.” 
 Of course Harley 

Harley then proceeds to transfer the 25 Shockamancy juice in the tower back in to the hammer leaving the tower empty and ready to be filled.


Harley pulls the shockamancy back into the hammer. She feela a slight resistance as she does, but manages to charge the hammer.


Harley feels the NAP pop into place for the four hired casters. She then heads to the study. Seated inside is Herring and a short woman in a pale blue dress with short black hair.
Herring stands as you enter

 Your majesty may I introduce Signamancer Trease Rain. 

Before she can answer Harley feels the tower begin to charge

+400 tower juice.
_Wiz_
To Herring.

 ”No I don’t think an NDA for tower chargers will be necessary, they will be escorted straight to the tower and back and I will not be meeting them in person”  Harley replies.  ”Unless Ofcourse you think it’s a risk...”  Harley then adds.

Later in her study

 ”Thankyou Herring”  Harley replies with a slight nod before turning to face the Signamancer.  ”Thankyou for coming I am Queen Harley Tesla of Arkum, but please call me Harley...”  Harley begins before taking a seat.  ”Now Master Herring tells me you would be able to make an item that would allow our Pokedaemon chief to communicate. Please tell me a little more about what it is you can offer us...”  Harley requests.
WurmD
+1
________&amp;&amp;&amp;'
Cyphermancer
To Herring.

 ”No I don’t think an NDA for tower chargers will be necessary, they will be escorted straight to the tower and back and I will not be meeting them in person”  Harley replies.  ”Unless Ofcourse you think it’s a risk...”  Harley then adds.

Herring

 I dont think its needed, was just going off of your previous needs with casters 

Later in her study

 ”Thankyou Herring”  Harley replies with a slight nod before turning to face the Signamancer.  ”Thankyou for coming I am Queen Harley Tesla of Arkum, but please call me Harley...”  Harley begins before taking a seat.  ”Now Master Herring tells me you would be able to make an item that would allow our Pokedaemon chief to communicate. Please tell me a little more about what it is you can offer us...”  Harley requests.

 Well Harley, to answer that I would have to meet the pokedamon in question. Each units have their own way of communicating. I just need to meet your chief to see how he does. 
_Wiz_
 ”I see... well has Herring already had you sign an NDA for us? If so I can bring you down to meet Ash straight away...”  Harley replies.

If no Harley asks Trease to sign an NDA before they head down to the Pokafaemon’s den to meet Ash. If yes they head straight down to the Pokadaemon’s den to meet Ash.
WurmD
+1
____________
Cyphermancer
[QUOTE=_Wiz_;24596084] ”I see... well has Herring already had you sign an NDA for us? If so I can bring you down to meet Ash straight away...”  Harley replies.


Trease
 Ive already signed a NDA. So shall we? 

Herring

  Would you like me to head to the Bank or start casting.

 


Trease and Harley head down to the pokedamons building. Ash is standing near the entrance. Ash approaches as Harley does. Trease walks up to the pokedamon going down to one knee she seems to be able to communicate with the pokedamon Chief. After awhile. The signamancer approches Harley again.

 So three options.

First I can craft an item that will give Ash the ability to understand and write the written word. This would cost 6 rands

Second I can craft an item that will sync with Ashs talents this will create the written word for the pokedamon. This will coat 8 rands.

The third option will change the pokedamons speach into words you can understand. At a cost of 10 rands.
 
WurmD
" Sync with his talents?"  Harley asks a bit confused " Could you elaborate on that?" 
_Wiz_
(+1 to Wurm but combine with the following)


To Herring

 ”If you could do the bank run first Herring that would be greatly appreciated”  Harley replies.  ”We have 50 rations ready for conversion this turn and I have Dee ready to assist you if you need her”  Harley then adds.

With Trease and the pokedaemons


" Sync with his talents?"  Harley asks a bit confused " Could you elaborate on that?"  she requests.  ”Also how long would each option take you to create?”  Harley asks.
WurmD
+1
___________
Cyphermancer
To Herring

 ”If you could do the bank run first Herring that would be greatly appreciated”  Harley replies.  ”We have 50 rations ready for conversion this turn and I have Dee ready to assist you if you need her”  Harley then adds.


 For that many Dee would be helpful your majesty. 

The two casters head off with the rations

With Trease and the pokedaemons


" Sync with his talents?"  Harley asks a bit confused " Could you elaborate on that?"  she requests.  ”Also how long would each option take you to create?”  Harley asks.

 It ties into their natural affinity for Ash thst would be fire. So words would be written in flame when ever he speaks. These flames wouldnt start fires or anything. Just be an expression of his will. It would take me four turns to craft the item. I would need half up front for any project. 
_Wiz_
Harley looks thoughtful for a moment before turning to Ash.  ”Did you hear the options?”  Harley questions.  ”Which of the three would you prefer. One the ability to read and write..”  Harley begins holding up one finger.  ”Two. Your words appearing in flames”  Harley continues switching to a second finger.  ”Or three. The ability to speak with human words?”  Harley finishes switching to three fingers.

Harley then turns back to Treas.  ”We have a workshop in a level 2 tower that you may use for the construction of the item if you wish. Would that be of help?”  Harley then asks the Signamancer.
WurmD
+1__________'___'
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley looks thoughtful for a moment before turning to Ash.  ”Did you hear the options?”  Harley questions.  ”Which of the three would you prefer. One the ability to read and write..”  Harley begins holding up one finger.  ”Two. Your words appearing in flames”  Harley continues switching to a second finger.  ”Or three. The ability to speak with human words?”  Harley finishes switching to three fingers.

Harley then turns back to Treas.  ”We have a workshop in a level 2 tower that you may use for the construction of the item if you wish. Would that be of help?”  Harley then asks the Signamancer. 
 



Ash seems to pause and think about the question. After awhile  Ash stomps his foot three times

 Embar! 

Trease

 I have my own work space, but using your workshop and tower would be helpful. 
WurmD
" You heard him, number three it is " Harley orders with a smile, while also mentally nudging Piker Isabel to join us
" Piker Isabel will be your liaison while in Arkum " she introduces " she will take you to the workshop, and help you with anything else that might come up"  she instructs smiling to the Piker " Please proceed with the work for today"  she finishes

As the caster leaves Harley turns to Ash and nods looking him in the eye, before taking her leave towards the Portal room to await her further contractors
_Wiz_
(+1 except Anna and James are already here)

" You heard him, number three it is " Harley orders with a smile, while also mentally nudging Piker Isabel to join us
" Piker Isabel will be your liaison while in Arkum " she introduces " she will take you to the workshop, and help you with anything else that might come up"  she instructs smiling to the Piker " Please proceed with the work for today"  she finishes

As the caster leaves Harley turns to Ash and nods looking him in the eye, before taking her leave and heading for the next caster on her list.

 ”James, I’m just going to get Anna started and then you’re next”  Harley calls out as soon as she sees the dateamancer.

 ”Anna as promised it’s magic item time!”  Harley then declares as she approaches the Changeamancer.  ”Shall we head up to the workshop or did you want to head to the storehouse first to see what you have to work with?”  Harley then asks.
WurmD
+1
_____________
Cyphermancer
" You heard him, number three it is " Harley orders with a smile, while also mentally nudging Piker Isabel to join us
" Piker Isabel will be your liaison while in Arkum " she introduces " she will take you to the workshop, and help you with anything else that might come up"  she instructs smiling to the Piker " Please proceed with the work for today"  she finishes

 Very well, I will go get started 

Isabel and Trease head off to the workshop.

As the caster leaves Harley turns to Ash and nods looking him in the eye, before taking her leave and heading for the next caster on her list.

 ”James, I’m just going to get Anna started and then you’re next”  Harley calls out as soon as she sees the dateamancer.

 ”Anna as promised it’s magic item time!”  Harley then declares as she approaches the Changeamancer.  ”Shall we head up to the workshop or did you want to head to the storehouse first to see what you have to work with?”  Harley then asks.

 I think the store house first. So magic items do you have something in mind? Weapons, armor, or something else? 


Herring and Dee return from the magic kingdom.

-50 ration
+ 40 rands
_Wiz_
 ”Well Anna, that all depends on what you think you are capable of making...”  Harley replies as she begins to lead the changeamancer down to Arkum’s stores.  ”We’d be very interested in spell caster focuses though if you think you could make them...”  Harley then adds.  ”Particularly Croakamancy or Shockamancy...”  Harley then continues before having a sudden thought.  ”Anna do you have a focus of your own?”  Harley then asks suddenly curious.
WurmD
+1_________"_""""
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Well Anna, that all depends on what you think you are capable of making...”  Harley replies as she begins to lead the changeamancer down to Arkum’s stores.  ”We’d be very interested in spell caster focuses though if you think you could make them...”  Harley then adds.  ”Particularly Croakamancy or Shockamancy...”  Harley then continues before having a sudden thought.  ”Anna do you have a focus of your own?”  Harley then asks suddenly curious. 
 

 Well I hit level three after the farm upgrade. I havn't made a magic item yet let alone a focus for myself or others. I could try, but I would rather start with a less complex magic item.  
_Wiz_
 ”Hmmm what would you suggest? A simple +1 item. Or do you feel confident making anything more advanced than that?”  Harley questions in return.  ”Also would you make the item from scratch? (we have various metals, Antz chitin and mastercraft leather for crafting) or would you enchant an already master craft item? (we have a staff, a shield and a set of armour made from Antz chitin)“  Harley continues to probe.
WurmD
+1______'''''''
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Hmmm what would you suggest? A simple +1 item. Or do you feel confident making anything more advanced than that?”  Harley questions in return.  ”Also would you make the item from scratch? (we have various metals, Antz chitin and mastercraft leather for crafting) or would you enchant an already master craft item? (we have a staff, a shield and a set of armour made from Antz chitin)“  Harley continues to probe. 
 


Taking a look at the materials in

 Well that up to you I can enchant the master work items. That should be easy enough. However, I have a changeamancy spell. It would allow me to identify these metals. The spell costs 25 juice and is similar to an identify spell. I think it would be a good idea before crafting an item.  
WurmD
 "I agree " Harley says smiling " Please tell me what they are! " She leans in avidly curious
_Wiz_
Sure +1......
Cyphermancer
 
 Originally Posted by WurmD 
  "I agree " Harley says smiling " Please tell me what they are! " She leans in avidly curious 
 


Anne turns to the chunks of metal. Picking up one after another. She reveals the results of her castings



X3 silver metal: mythral: A light but powerful metal. When armor is made with this metal boosts the move of the wearer by two. Weapons made from this weapon gain a +1 bonus to attack from the speed of the weapon. This metal drinks in magic and takes half the magic to craft and enchant.

X4 red metal: flame steel: Armor made from this metal grants a fire restiance of three. Weapons made from this grants a +1 fire damage to the weapon.

X3 black metal: Admantine: Armor made from this metal grants the wearer dr 3. Weapons crafted from this metal grants the wielder the cutter special with this weapon. This metal is resistant to magic and take double juice to craft and enchant.
WurmD
" Crud! Get it over here!"  Harley yells gleefully with the force of an order

As he stomps into the Armory " Look at his!"  Harley happily points to the three Adamantine ores " Armor made from this Adamantine confers the Damage Reduction of a Heavy!! Can you craft masterwork armor out of 1 of the ores? How about if we're making armor for YOU? Can you make it out of 2 of the ores? " She eagerly asks basking in the imagination of an unstoppable unit in the field
Cyphermancer
 
 Originally Posted by WurmD 
 " Crud! Get it over here!"  Harley yells gleefully with the force of an order

As he stomps into the Armory " Look at his!"  Harley happily points to the three Adamantine ores " Armor made from this Adamantine confers the Damage Reduction of a Heavy!! Can you craft masterwork armor out of 1 of the ores? How about if we're making armor for YOU? Can you make it out of 2 of the ores? " She eagerly asks basking in the imagination of an unstoppable unit in the field 
 

Crud looks over the metal, turning it over in his hands. Before shruging
 Could maka armar for lile people. It would taka awhile atleast four turnz. As for making armor fur me would need four chunks fur a heavy. What it would do... no Idea.

 
_Wiz_
To Anna and Crud

 ”Hmmm for future reference do you both think you would be able to make armour that would be useable by pokadaemons?”  Harley then asks.  ”What about mounts? Do you think you would be able to make barding for mounts?”  Harley then questions.  ”And finally do you think you would be able to make armour for spell casters that would not interfere with their spell casting?”  Harley then finishes.

 ”Well Anna I’ve got lots of ideas for things I’d like you try in the future but since it is your first time shall we start with something simple so you can gain some experience...”  Harley suggests as she looks at the changemancer.  ”I’ve got both a masterwork staff and a masterwork Shield could you make both items in to +1 items”  Harley then requests.
WurmD
Clarify who you're asking what

otherwise +1
Cyphermancer
To Anna and Crud

 ”Hmmm for future reference do you both think you would be able to make armour that would be useable by pokadaemons?”  Harley then asks.  ”What about mounts? Do you think you would be able to make barding for mounts?”  Harley then questions.  ”And finally do you think you would be able to make armour for spell casters that would not interfere with their spell casting?”  Harley then finishes.

Both Anna and Crud speak for a bit in hushed tones. Anna takes the lead in speaking to Harley.

 Both pokedamons and mounts are generally unarmored. However making armor for them should be possiable. Each suit would have to be custom made however and may inpact their movement totals. Mount would take two chunks of metal to make barding for them.  
 ”Well Anna I’ve got lots of ideas for things I’d like you try in the future but since it is your first time shall we start with something simple so you can gain some experience...”  Harley suggests as she looks at the changemancer.  ”I’ve got both a masterwork staff and a masterwork Shield could you make both items in to +1 items”  Harley then requests.

Anna looks over both items before answering

 I should be able to enchant both items. It would also be differnt enchantment one of defense and one of combat. So should be good xp wise. Would you like me to start? Also we should discuss my fee. In the past you have paided me 3 rands for my juice. However, I have leveled. If you only want to pay me for 200 juice that is fine. If you want my full juice value I'm afraid I will have to charge you five rands. 
WurmD
" Yes yes, 5 Rands that's perfect, congratulations! by the way " replies Harley with a enthused smile that reaches her eyes " Please go ahead."
 
As Harley ponders what she heard she then double checks " Anna, regular armor's hindering movements on a unarmoured unit already reduces Move by 2, while the masterwork versions are smooth enough to not do so. Was this what you meant? Do you confirm that you expect custom masterwork armor on Pokes to not lose them Move?"

 
_Wiz_
+1 but add the following

 ”And what about casters? Do you think you would’ve able to make armour that casters are still able to cast in?”  Harley asks.

 ”That should leave you 25 juice left over correct? Any suggestions what we could do with your last 25 juice?”  Harley then asks.
WurmD
+1::::::::::
Cyphermancer
" Yes yes, 5 Rands that's perfect, congratulations! by the way " replies Harley with a enthused smile that reaches her eyes " Please go ahead."
 

-5 Rands

As Harley ponders what she heard she then double checks " Anna, regular armor's hindering movements on a unarmoured unit already reduces Move by 2, while the masterwork versions are smooth enough to not do so. Was this what you meant? Do you confirm that you expect custom masterwork armor on Pokes to not lose them Move?"
 
 Im not sure I have never made masterwork armor for non humans. I think the mythral barding may be the best bet for barding however. 

” And what about casters? Do you think you would’ve able to make armour that casters are still able to cast in?” Harley asks.

 armor for casters. I know enchanted robes are worn by many caster to boost their defense. It would need to be light weight. Again the mythral would be the best bet. However not sure if it would leave them as free as robes. 

”That should leave you 25 juice left over correct? Any suggestions what we could do with your last 25 juice?” Harley then asks. 
 Identify a magic item if you have any would be the best use. 
_Wiz_
 ”As luck would have it I do have a couple of magic items that could do with identifying. I was going to get Herring to do it but if you were to identify one of them that would save him some juice that I could get him to use elsewhere.”  Harley replies.

Harley then orders one of the pikers to bring up the unidentified magical spear.

 ”Hear you go Anna if you could identify this spear that would be great!”  Harley then declares once the piker and the spear arrives.
WurmD
+1111111111111111111
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”As luck would have it I do have a couple of magic items that could do with identifying. I was going to get Herring to do it but if you were to identify one of them that would save him some juice that I could get him to use elsewhere.”  Harley replies.

Harley then orders one of the pikers to bring up the unidentified magical spear.

 ”Hear you go Anna if you could identify this spear that would be great!”  Harley then declares once the piker and the spear arrives. 
 



Anna nodds and sets to work. She starts with enchanting the quarter staff.

MW quarter staff upgraded to +1 quarter staff
MW shield upgraded to +1 shield

She then turns to Identify of the spear

+1 spear.

Anna then turns back to Harley

 If there is nothing else your majesty I will take me leave. 
_Wiz_
 ”Thankyou Anna, yes I think that’s all for now”  Harley replies with a smile.  ”I’ll see you next turn”  Harley then adds.

Harley then seeks out the next casters on her list.

James

 ”James, I’d like you to promote a couple of mounts to heavy this turn. A Doe Deer and a Hobby Horse. They are a couple of hexes outside the city if that is ok?”  Harley then asks.

Herring

 ”Herring could you identify this suit of armour then I’d like to talk to you about Carnying some mounts so that they avoid movement penalties from mountain hexes. “  Harley declares.
WurmD
Change James to

" James, I’d like you to promote a couple of mounts to heavy this turn. A Doe Deer and a Hobby Horse. They are 2.5 Move down our Northeastern road, is that OK?  " Harley posits

Then +1
_Wiz_
I wouldn’t offer the mount unless he asks for one but happy to add the details of exactly how far out  the hex is.

Edit: now +1
Cyphermancer
 ”Thankyou Anna, yes I think that’s all for now”  Harley replies with a smile.  ”I’ll see you next turn”  Harley then adds.


Anna smiles and takes her leave.


Harley then seeks out the next casters on her list.

James

 "James, I’d like you to promote a couple of mounts to heavy this turn. A Doe Deer and a Hobby Horse. They are 2.5 Move down our Northeastern road, is that OK? " Harley posits

James looks a little puzzled at first

 2.5 move? Ohhh so 5 hexes along the road. Well that shouldn't be a problem. I normally charge a roaming fee, but I can wave that as long as you provide a large enough escort. 

Herring

 ”Herring could you identify this suit of armour then I’d like to talk to you about Carnying some mounts so that they avoid movement penalties from mountain hexes. “  Harley declares.

 Identifying of the armor shouldnt be a problem. As for the terrain buff. There arw to versions of the spell the weak version ignores the penalty for one hex. While the advance does it for several hexes. Weak cost 25 juice while the advance cost 100. It is terrain dependant so you will have to pick which type. Heavy forest, Hills, swamp, ect. 
WurmD
To James
 "Very well, we already have planned to have a large force move down to road later in the turn, albeit it will mean a bit more wait time"  Harley apologetically mentions
_Wiz_
+1


Herring

 ”Please go ahead and identify the armour while I work out the logistics of which mounts will need to be carnyed...”  Harley replies
WurmD
+1\\\\\\\\\\\
Cyphermancer
 
 Originally Posted by WurmD 
 To James
 "Very well, we already have planned to have a large force move down to road later in the turn, albeit it will mean a bit more wait time"  Harley apologetically mentions 
 

 I can give a little time. As long as you pay for my services now. 

James sits down to wait

Herring

”Please go ahead and identify the armour while I work out the logistics of which mounts will need to be carnyed...” Harley replies

Alright working on the armor

Magical armor----&gt; +1 armor
Cyphermancer
With anna leaving


Harley feels three new casters arrive. In the city

A piker comes running up to harley saluting before speaking

 Your majesty, Caster Dogg, Caster Meta, and Caster Smok have arrived. 
_Wiz_
To Herring


Harley does some quick calculations before continuing with Herring.  "I'm going to need 8 Hobby Horse mounts to be carnyed to ignore the movement penalty of one hill hex each. They're currently 2.5 move down our north eastern road and I'll need for you to carny them in the field. That's not a problem is it?"  Harley then asks.

Once  finished talking to Herring Harley then greets the newly arrived casters.

 "Gentlemen thankyou for coming"  Harley declares with a smile.

To Ding and Smok

 "Ding , Smok good to see you both"  Harley greets.  "As we agreed last turn if you could plant a herb garden and Ding if you could complete the Farrier aswell that would be amazing!"  Harley declares happily.

To Meta

 "Meta my man. I'd like you to do a bit of promotion work this turn if thats ok...."  Harley begins.  "I have three archers that I would like promoted to knights."  Harley declares as she summons them to join them.

(Archer C17A, Archer C17B, Archer T17A to be promoted)


To Bulm

 "Bulm if you could boost production on our farm again I have 75 tower juice with your name on it!"  Harley declares as she seeks out the turnamancer.  "Also with an additional 25 tower juice do you think you would be able to turn a scout we have taken prisoner..."  Harley then asks.


To Krippen

Harley next seeks out the Barbarian warlord.

 "Krippen, I have got the loot from the Antz identified. The Spear and the armour were both plus one"  Harley informs.  "I'd like to hire you again this turn to take part in the assault on the ruins but first I'd like to take care of your pay for last turn."  Harley declares.  "With that said out of the loot from the antz hex is there anything you would like to claim for your share of the loot?"  Harley asks.


(Once all the above is taken care of Harley sends out the following set of orders)

Step 1

Pondsea C19A moves to farm.

Pondsea C19A 1.5 move used 14.5/16 remaining

Step 2

Bill manages farm and farmhands use extra yield

Bill 4 move used ( 5/9 remaining)
Farmhand F19A 4 move used ( 0/4 remaining)
Farmhand F19B 4 move used ( 0/4 remaining)
Farmhand F19C 4 move used ( 0/4 remaining)
Farmhand F19D 4 move used ( 0/4 remaining)

Step 3

Required units move from farm to capital

Shadow 1.5 move used (7.5/9 remaining)
Bill (mounted)
--&gt; Pondsea C19A 1.5 move used (13/16 remaining)
Uncroaked Warlord 1.5 move used (6.5/8 remaining)
Green Bear 1.5 move used (8.5/10 remaining)
Shady Elf C11A 1.5 move used (6.5/8 remaining)
Shady Elf C11C 1.5 move used (6.5/8 remaining)
Moonsong 1.5 move used (6.5/8 remaining)
Uncroaked Crossbow Darf A 1.5 move used (4.5/6 remaining)
Uncroaked Crossbow Darf B 1.5 move used (4.5/6 remaining)
Uncroaked Woof 1.5 move used (10.5/12 remaining)
Uncroaked Worker Ant 1.5 move used (8.5/10 remaining)

Step 4

Bill Manages Fruit Garden 4 move used (1/9 move remaining)
Krippen Manages Capital 4 move used (6/10 move remaining)


(Pausing here as the next steps of the plan could change if Carrion turns up and if not we need to decide if Dee uses some tower juice for uncroaking before setting out)
WurmD
+1'''''''''''''''''''
Cyphermancer
To Herring


Harley does some quick calculations before continuing with Herring.  "I'm going to need 8 Hobby Horse mounts to be carnyed to ignore the movement penalty of one hill hex each. They're currently 2.5 move down our north eastern road and I'll need for you to carny them in the field. That's not a problem is it?"  Harley then asks.

Herring seems to think it over

 As long as the route is clear or I have an escort. So for those eight castings, the id, and the NDA's. Call it five rands? 

Once  finished talking to Herring Harley then greets the newly arrived casters.

 "Gentlemen thankyou for coming"  Harley declares with a smile.

To Ding and Smok

 "Ding , Smok good to see you both"  Harley greets.  "As we agreed last turn if you could plant a herb garden and Ding if you could complete the Farrier aswell that would be amazing!"  Harley declares happily.

Both casters give a nod. Smok again lights up passing it to Dogg. Dogg takes a deep drag before casting.

Dogg again makes a small bed of dark dirt. He then moves off to the half finished Farrier.

Smok then begins walking among the the dark dirt planting small seeds. After finishing she begins casting on the field several plants sprout in the field.

Herb Garden
[2] Stantch Leaf
[1] Bitter Root
[1] Pennilice
[4] Likkan
[1] Juicy Fruit
[1] Alonas Grace

Dogg also finishes the Farrier

Smok -5 rands
Dogg -12 rands




To Meta

 "Meta my man. I'd like you to do a bit of promotion work this turn if thats ok...."  Harley begins.  "I have three archers that I would like promoted to knights."  Harley declares as she summons them to join them.

(Archer C17A, Archer C17B, Archer T17A to be promoted)

 Sounds good 

He moves over to the three archers. He starts to adjust their gear and how they are standing. Before casting archers begin to grow taller, more well built, and thier gear changes to match their more deadly builds.

-6 rands.


To Bulm

 "Bulm if you could boost production on our farm again I have 75 tower juice with your name on it!"  Harley declares as she seeks out the turnamancer.  "Also with an additional 25 tower juice do you think you would be able to turn a scout we have taken prisoner..."  Harley then asks.

Sighs before thinking it over

 Fine,  but in exchange I want one of those pieces of rare metal I found in the store room 


To Krippen

Harley next seeks out the Barbarian warlord.

 "Krippen, I have got the loot from the Antz identified. The Spear and the armour were both plus one"  Harley informs.  "I'd like to hire you again this turn to take part in the assault on the ruins but first I'd like to take care of your pay for last turn."  Harley declares.  "With that said out of the loot from the antz hex is there anything you would like to claim for your share of the loot?"  Harley asks.

 Well, you already exchanged all the rations for rands. How About 2 rands to be held in reserve to promote the stabber that will join me next turn, 200 in gems and the +1 spear? 


Holding move orders until Herring, Bulm, and Krippens conversations are finished.
_Wiz_
To Herring

 ”The route is indeed clear and you will have an escourt aswell”  Harley replies with a smile.  ”Five rands would be perfect!”  Harley then agrees happily.

To Ding and Smok

 ”Excellent work the both of you!”  Harley declares happily as both the new garden is planted and the farrier is finished.  ”I must say I’m looking forwards to when these herbs start popping next turn!”  Harley declares enthusiastically.

To Meta

 ”Very impressive, fine work as always Meta!”  Harley complements.

To Bulm

Harley quirks and eyebrow slightly at Bulm’s response.  ”Bulm this was the deal we agreed... is something wrong?”  Harley questions with a look of concern.  ”But I must admit I’m curious what you could do with the metal so I am willing to supply you with a piece for your project. Am I right in thinking it is the silvery metal that you are interested in?”  Harley then asks.


To Krippen

Harley looks thoughtful for a moment before nodding.  ”Yes that sounds fair”  Harley declares with a smile.  ”I’ll also temporarily equip your knights with some magical and masterwork equipment for the battle this turn...”  Harley then offers.
WurmD
+1!!!!!!!!!!!!
WurmD
After Bulm replies
" Ah, I see there was a misunderstanding."  starts Harley apologetically " Our initial deal was 50 of your Juice for us, plus tower castings. The addenda to that deal as we understood it is ' if we ask for more than 50 of your personal Juice, since casting on your project from the tower is distracting, we'll reimburse you the extra juice 50% over '"  Harley explains
" Can this be our clarified official deal from now on, and we'll gift you the special ore for the misunderstanding?"  Harley then proposes
Cyphermancer
To Herring

 ”The route is indeed clear and you will have an escourt aswell”  Harley replies with a smile.  ”Five rands would be perfect!”  Harley then agrees happily.

 Sounds good 

To Ding and Smok

 ”Excellent work the both of you!”  Harley declares happily as both the new garden is planted and the farrier is finished.  ”I must say I’m looking forwards to when these herbs start popping next turn!”  Harley declares enthusiastically.


 I hope the Herbs serve you well dispite the lack of relaxing herbs 
To Meta

 ”Very impressive, fine work as always Meta!”  Harley complements.

Meta just gives a nod before heading off


To Bulm

Harley quirks and eyebrow slightly at Bulm’s response.  ”Bulm this was the deal we agreed... is something wrong?”  Harley questions with a look of concern.  ”But I must admit I’m curious what you could do with the metal so I am willing to supply you with a piece for your project. Am I right in thinking it is the silvery metal that you are interested in?”  Harley then asks.

 Its more it gets boring doing the same thing over and over. As for the metal Im unsure of which I will use it for.  


To Krippen

Harley looks thoughtful for a moment before nodding.  ”Yes that sounds fair”  Harley declares with a smile.  ”I’ll also temporarily equip your knights with some magical and masterwork equipment for the battle this turn...”  Harley then offers.


 Sounds good Harley. 
Cyphermancer
With the work with the casters finished Harley orders her units to move

Step 1

Pondsea C19A moves to farm.

Pondsea C19A 1.5 move used 14.5/16 remaining

Step 2

Bill manages farm and farmhands use extra yield

Bill 4 move used ( 5/9 remaining)
Farmhand F19A 4 move used ( 0/4 remaining)
Farmhand F19B 4 move used ( 0/4 remaining)
Farmhand F19C 4 move used ( 0/4 remaining)
Farmhand F19D 4 move used ( 0/4 remaining)

Step 3

Required units move from farm to capital

Shadow 1.5 move used (7.5/9 remaining)
Bill (mounted)
--&gt; Pondsea C19A 1.5 move used (13/16 remaining)
Uncroaked Warlord 1.5 move used (6.5/8 remaining)
Green Bear 1.5 move used (8.5/10 remaining)
Shady Elf C11A 1.5 move used (6.5/8 remaining)
Shady Elf C11C 1.5 move used (6.5/8 remaining)
Moonsong 1.5 move used (6.5/8 remaining)
Uncroaked Crossbow Darf A 1.5 move used (4.5/6 remaining)
Uncroaked Crossbow Darf B 1.5 move used (4.5/6 remaining)
Uncroaked Woof 1.5 move used (10.5/12 remaining)
Uncroaked Worker Ant 1.5 move used (8.5/10 remaining)

Step 4

Bill Manages Fruit Garden 4 move used (1/9 move remaining)
Krippen Manages Capital 4 move used (6/10 move remaining)
WurmD
To Bulm
Harley chuckles good naturedly  "Well Bulm, a deal is a deal, yes? And our deal includes materials, so go right ahead and build something wondrous with one of the special materials"  she says with a crinkle in her eyes  "After you turn that Scout so we can hear what he has to say"  Harley then finishes, realizing despite her words Bulm is likely happier getting 75 tower Juice which speeds her projects further
_Wiz_
Sure +1......
WurmD
While Bulm goes to the dungeons turn the scout, Harley calls her Chiefs into a huddle  "Chiefs, before you go off to conquer, we need to decide what to do with my Juice since I'm not going to be there in person. As far as I see it we have 3 options:
 - Dwagonball scrolls (that can be taken and used by Dee if needed in battle)
 - Uncroaking (for Dee to train and learn how to preserve specials, and to increase units in Capital)
 - Shockamancy research (namely traps)
What say you?"  Harley finishes yielding the huddle to her Chiefs
Cyphermancer
 
 Originally Posted by WurmD 
 To Bulm
Harley chuckles good naturedly  "Well Bulm, a deal is a deal, yes? And our deal includes materials, so go right ahead and build something wondrous with one of the special materials"  she says with a crinkle in her eyes  "After you turn that Scout so we can hear what he has to say"  Harley then finishes, realizing despite her words Bulm is likely happier getting 75 tower Juice which speeds her projects further 
 



Bulm walks off to the farm

Farm boosted production

After she returns to the capital she has the scout brought up to the top of the tower. Harley feels the tower drop by 25 juice. However she does not feel the scout join the side. Harley see the scout being brought back down to the cells.

-25 tower juice.

 Sorry Harley, but sided units take a bit more work. I can tell you he is a recent pop. Very high duty with that one. 

She then heads for the work shop with a chuck of silver metal.

-75 tower juice
_Wiz_
To Bulm

 ”Don’t worry he will turn eventually...”  Harley replies with a smile.  ”Thanks for giving it a go anyway”  Harley then adds.

(slight modifications to Wurm’s suggested post)

To Spike and Dee

Harley calls her Chiefs into a huddle  "Chiefs, before you go off to capture the ruined city I’d like some advice on how you think we should spend our spare juice for the turn. As far as I see it we have 3 options:
 - I could create one or two Dwagonball scrolls (that can be taken and used by Dee if needed in battle)
 - Dee could use some juice from the tower for Uncroaking and I could recharge the tower (for Dee to train and learn how to preserve specials, and to increase units in Capital)
 - Or I could do some Shockamancy research (namely working on developing a spell to create shockamancy traps)
What do you think? What would you prioritise or is there something else you would suggest?"  Harley questions  yielding the huddle to her Chiefs.
WurmD
+1:::::::::
Cyphermancer
 
 Originally Posted by _Wiz_ 
 To Bulm

 ”Don’t worry he will turn eventually...”  Harley replies with a smile.  ”Thanks for giving it a go anyway”  Harley then adds.

(slight modifications to Wurm’s suggested post)

To Spike and Dee

Harley calls her Chiefs into a huddle  "Chiefs, before you go off to capture the ruined city I’d like some advice on how you think we should spend our spare juice for the turn. As far as I see it we have 3 options:
 - I could create one or two Dwagonball scrolls (that can be taken and used by Dee if needed in battle)
 - Dee could use some juice from the tower for Uncroaking and I could recharge the tower (for Dee to train and learn how to preserve specials, and to increase units in Capital)
 - Or I could do some Shockamancy research (namely working on developing a spell to create shockamancy traps)
What do you think? What would you prioritise or is there something else you would suggest?"  Harley questions  yielding the huddle to her Chiefs. 
 



Dee

 Well scrolls could be made for the battle. However keeping the tower charged when most of the army is out of the city. Is a good idea. One idea is to make some low powered uncroaked. They would only last five or six turn. But it would give you a force while we are away. As for spell research that is always a good idea. 

Harley feels someone enter from the Mk. A stabber runs up to Harley

 Your majesty Master Carrion has arrived. 
_Wiz_
To Dee

 ”Thankyou Dee I appreciate the advice”  Harley replies with a smile.

 ”So Carrion did make it!”  Harley declares when the messenger arrives.  ”Dee shall we go greet the good Croakamancer...”  Harley then suggests.


To Carrion

 ”Ah Master Carrion it is good to see you again, Thankyou for coming I wasn’t sure if you were going to be able to make it this turn”  Harley declares in greeting as she meets the Croakamancer at the portal room.  ”I have to Thankyou for those tickets for your show the other turn, it was a most interesting and enlightening night!”  Harley declares with a smile.

 ”Now to business!”  Harley declares as she claps her hands together.  ”The reason I asked you here is I have three flamethrower Antz that I would like Uncroaked. They are heavies with a breathweapon special. I’d like them Uncroaked at full strength with their specials intact.”  Harley explains.  ”Shall we take a wander down to Arkum’s morgue and see if there are any bodies you would be interested in as payment?”  Harley then suggests.
WurmD
+!11111111111111
Cyphermancer
To Dee

 ”Thankyou Dee I appreciate the advice”  Harley replies with a smile.

 ”So Carrion did make it!”  Harley declares when the messenger arrives.  ”Dee shall we go greet the good Croakamancer...”  Harley then suggests.

 Yes lets. 

To Carrion

 ”Ah Master Carrion it is good to see you again, Thankyou for coming I wasn’t sure if you were going to be able to make it this turn”  Harley declares in greeting as she meets the Croakamancer at the portal room.  ”I have to Thankyou for those tickets for your show the other turn, it was a most interesting and enlightening night!”  Harley declares with a smile.

 Glad you enjoyed it.  

Turning to Dee

 I see I wont be able to bring you on at the arena. Congrats anyway. 
 ”Now to business!”  Harley declares as she claps her hands together.  ”The reason I asked you here is I have three flamethrower Antz that I would like Uncroaked. They are heavies with a breathweapon special. I’d like them Uncroaked at full strength with their specials intact.”  Harley explains.  ”Shall we take a wander down to Arkum’s morgue and see if there are any bodies you would be interested in as payment?”  Harley then suggests.


Carrion looks over the various bodies pausing to look at the war rat and weird rat.

 Well nothing here really has the wow factor I was hoping for. The breath weapons on the flamethrower antz would be great in the games. However I can see they would be valuable for your side. The Fat Ratz while powerful dont really bring that. The War rat and Weird Rat could do. If I can retain its leadership or maybe the Lancer Knight and War Rat. 
_Wiz_
Harley looks thoughtful as she listens to Carrion speak.  ”So you would uncroak the three flamethrower Antz for us for the price of the war rat and one rider (either the weird rat or lancer knight?)”  Harley asks to confirm to make sure she understood exactly what the croakamancer was offering.
WurmD
+1!!!!!!!!!!!
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley looks thoughtful as she listens to Carrion speak.  ”So you would uncroak the three flamethrower Antz for us for the price of the war rat and one rider (either the weird rat or lancer knight?)”  Harley asks to confirm to make sure she understood exactly what the croakamancer was offering. 
 


 Well using your juice I would say that would be enough for two of the Antz. We could do a rand for the third. 
WurmD
" The Lancer knight, the war Rat and 1 rand, for the three Flamethrower Antz, that is acceptable. Please proceed and spare no Juice expense. " Harley instructs as she mentally orders the goats harvested, a Farm ration brought to her and proceeds creating a Rand
_Wiz_
Suuuure +1
Cyphermancer
 
 Originally Posted by WurmD 
 " The Lancer knight, the war Rat and 1 rand, for the three Flamethrower Antz, that is acceptable. Please proceed and spare no Juice expense. " Harley instructs as she mentally orders the goats harvested, a Farm ration brought to her and proceeds creating a Rand 
 

Harley takes a farm ration and creates one rand -10 juice.

After taking the rand Carrion gives a nod. Before heading to the tower. Asking the antz to be carried up to the tower.



X3 Uncroaked Flame thrower antz  (A-C)
4[1d8]/5/12/10 (26 turns)

Specials: Uncroaked, fire restiance 5, breath weapon (Fire 1d6), heavt

A Move 10/10
B Move 10/10
C Move 10/10

300 juice spent.
- war rat, lancer knight lv 2, 1 rand, 1 farm ration

Carrion again takes out his storage box and places the war rat and knight inside

 Nice doing buisness with you send me a note if you again have need of my services. 
WurmD
 "Master Carrion, would you wait a moment? I'll be right back"  Harley asks and then calls Spike and Dee for a private chat next door

 "Dee, Spike. My Chiefs"  Harley begins uncharacteristically solemn  “You will be going into an uncertain battle soon. I will always believe I’m safer together with my army, together with you (also making my family safer with my four massive Caster Level 12 Dwagonballs), but I’ll always follow your advice in these matters and thus stay home, watching from afar.
I also feel it is unlikely the Capital will be attacked this off-turn, but given the small number of stacks (3) that will stay at home, and the emptiness of the tower, maybe you won’t feel comfortable in my safety with so few.
Thus I’m feeling I cannot take the decision of where to spend my Juice from you. Either 2 Dwagon Ball scrolls to take with you and keep you personally safer, or one more stack of uncroaked at home keeping me and the Capital safer. What say you?”  Harley finishes
_Wiz_
Pause that thought until discussed.
WurmD
Harley mentally orders 5 infantry to carry 5 darf bodies from the 5-turn-old pile up the tower and then calls Carrion
 "Carrion, before you go."  Harley calls and pauses for dramatic effect  "Can you fit all these into your portable hole?"  Harley asks with a little smile as she gestures to the bodies stacked under the '5 turns old' tag  "I believe you should be better able than us to get them into the hands of Croakamancers that will appreciate them before they depop"  Harley offers thinking of strengthening their relation with some good will
_Wiz_
(My counter suggestion)



Harley mentally orders a group of infantry and Uncroaked to collect 5 darf bodies from the 5-turn-old pile and carry them up  to the tower ready for uncroaking.

 "Carrion, before you go."  Harley calls out.  "I currently have more bodies than I could hope to uncroak..."  Harley declares as she gestures to the bodies stacked under the '5 turns old' tag  "Would they be of any use to you? They might only be basic infantry and darfs however with your talent for showmanship I’m sure you could put together something  thoroughly entertaining With them"  Harley comments.
WurmD
Sure, it does not specify price
Cyphermancer
 
 Originally Posted by _Wiz_ 
 (My counter suggestion)



Harley mentally orders a group of infantry and Uncroaked to collect 5 darf bodies from the 5-turn-old pile and carry them up  to the tower ready for uncroaking.

 "Carrion, before you go."  Harley calls out.  "I currently have more bodies than I could hope to uncroak..."  Harley declares as she gestures to the bodies stacked under the '5 turns old' tag  "Would they be of any use to you? They might only be basic infantry and darfs however with your talent for showmanship I’m sure you could put together something  thoroughly entertaining With them"  Harley comments. 
 

Carrion looks over the bodies before giving Harley a look.

 Harley, while I could use alot of these are you sure? you have almost four stacks here. Now speaking for myself I could get the 8 infantry up and all 22 darf I see here for 300 juice. They would only last 10 turns and have no specials. However they would still be bodies on the field. Now, I dont really have juice to spare, however I do keep a number of bodies on hand. I also have a ton of old armor and weapon. I could offer some shields and short blades. Now I cant offer much since I will have to put these bodies on ice right away, but I could give ya something.  
WurmD
 “10 turns for 10 Juice only?”  Harley whistles impressed
 “And could you keep their specials as well for 20 Juice?”  Harley then asks
_Wiz_
(I would think the answer would be no and not sure why you want to know but sure ask that if you want)

 ”You make a good point Carrion but I’m afraid I have a lot of juice commitments this turn. I reckon at most I could uncroak 5 bodies that I have put aside plus another 14 from this pile. That still leaves 8 infantry and 8 darfs that I could offer you...”  Harley replies.

 ”Well I would hate to see the bodies go to waste so I would appreciate whatever you could offer for them and I remember how well the shield and short blade combination was employed during the matches at your show so sounds like they could be useful...”  Harley replies.
WurmD
(if the answer is yes, then your post needs to change)
+1 if answer no
Cyphermancer
10 turns for 10 Juice only?” Harley whistles impressed
“And could you keep their specials as well for 20 Juice?” Harley then asks

 I'm afraid no. As you juice a body. It restores its abilities, starting with its stats. 
 ”You make a good point Carrion but I’m afraid I have a lot of juice commitments this turn. I reckon at most I could uncroak 5 bodies that I have put aside plus another 14 from this pile. That still leaves 8 infantry and 8 darfs that I could offer you...”  Harley replies.

 ”Well I would hate to see the bodies go to waste so I would appreciate whatever you could offer for them and I remember how well the shield and short blade combination was employed during the matches at your show so sounds like they could be useful...”  Harley replies.

 Well for sixteen bodies I could offer you four sets of shields and short weapons. 
WurmD
 "That's great! We'll put them to good use in the frontline of a stack."
"And here, take these 14 extra as well for your good suggestions"  Harley says with a smile
 "Say, where did you get those shields and swords? Where can we gt more?"  She then complements
_Wiz_
(We already know dollamancers, changamancers and units with fabrication can build shields and weapons I don’t think it’s necessary to ask where he got them from. Plus we’re not giving Carrion the extra 14 bodies. We just established we’re going to have Dee uncroak them)



 "That's great! We have a deal! We'll put them to good use in the frontline of a stack."  Harley replies happily.  ”Are you able to take all the bodies at once or are you going to need to make multiple trips?”  Harley then asks.
WurmD
+1

Harley then does a double take  "10 turns? With your focus and up the tower wouldn't it be +15 turns (for a total of 16)?"  asks Harley with a confused frown thinking duration is 1 + 3x caster level for Adepts, and Carrion being level 3
_Wiz_
(I think we’re coming across as a bit nosy but in the interest of not arguing about everything sure +1)
Cyphermancer
(We already know dollamancers, changamancers and units with fabrication can build shields and weapons I don’t think it’s necessary to ask where he got them from. Plus we’re not giving Carrion the extra 14 bodies. We just established we’re going to have Dee uncroak them)



 "That's great! We have a deal! We'll put them to good use in the frontline of a stack."  Harley replies happily.  ”Are you able to take all the bodies at once or are you going to need to make multiple trips?”  Harley then asks.

+1

Harley then does a double take "10 turns? With your focus and up the tower wouldn't it be +15 turns (for a total of 16)?" asks Harley with a confused frown thinking duration is 1 + 3x caster level for Adepts, and Carrion being level 3


 I have another two box that can take the rest of the bodies. As for the duration. Without pumping the spell up to full you only get half the bonus from level and croakamancy specials. Well if we have a deal I will start boxing them up. I will send one of my employees by with the shields and shortswords after I return. 
_Wiz_
 ”I’ll get you some help...”  Harley offers at the mention of loading up Carrion’s boxes’ with the bodies. Harley then orders some infantry down to the morgue to assist with the loading.

Once Carrion has left Harley then turns to Dee.  ”I’m going to charge the tower up with 190 juice. Please uncroak all 19 darfs at 10 juice a piece.”  Harley then requests as she orders the rest of the darfs to be taken up to the tower.

Harley then heads up to the tower and charges it with 190 juice before heading to  her workshop and setting to work creating a scroll of Dwagonball for Dee to take with her to the ruins.

Edit:

Harley then orders Bill to attempt to tame one of the Antz prisoners with some of the goat rations.
WurmD
A waste
+1
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”I’ll get you some help...”  Harley offers at the mention of loading up Carrion’s boxes’ with the bodies. Harley then orders some infantry down to the morgue to assist with the loading.

Once Carrion has left Harley then turns to Dee.  ”I’m going to charge the tower up with 190 juice. Please uncroak all 19 darfs at 10 juice a piece.”  Harley then requests as she orders the rest of the darfs to be taken up to the tower.

Harley then heads up to the tower and charges it with 190 juice before heading to  her workshop and setting to work creating a scroll of Dwagonball for Dee to take with her to the ruins.

Edit:

Harley then orders Bill to attempt to tame one of the Antz prisoners with some of the goat rations. 
 


After Harley charges the tower. Dee gets to work. Harley feels new uncroaked join the side one after another.

Decayed uncroaked darf axemen (A-S) (6 turns)
2(1)[1D4]/3(2)/8(4)/6
Specials: Uncroaked

-190 juice

Harley then hits the work shop crafting her first scroll in along while.

+1 scroll of dwagon ball
-200 juice

Dee joins Harley in the work shop.

 I feel better now leaving for the turn, we can also send some of them to guard the farm. On the plus side I think I can rewrap the darf later to give them their full stats and a much longer duration. 

Meanwhile Bill attempts to tame the antz deciding to try the solder ant first. He uses one goat ration and tames the feral

Solder ant level 1
3[1d4]/3/12/10
Upkeep 45 xp 2/8
Specials: crawler, fire rest (3), poison, tunnel fighting

Carrion also drops of four shields and shortswords. Before departing again.
_Wiz_
Harley smiles and nods at Dee’s words  ”I know it’s finally starting to feel like we have a proper army under our command”  Harley comments.  ”When you rewrap is it possible to restore specials?”  Harley then questions.


With one of the antz successfully tamed Harley then orders Bill to tame the rest using the rest of the goat rations and by harvesting extra rations from the Chimpoo bodies where necessary.
WurmD
+1////////////////
_Wiz_
And Then....


Step 5a

Task force assembles at (04,-03)

Pondsea T15 2.5 move used (13.5/16 remaining)
Pondsea C17A 2.5 move used (13.5/16 remaining)
Wagon
-Uncroaked Stone Bull (on wagon)
-Sparky (on wagon)
-Twin Horn C19A (on wagon)
-Twin Horn C19B (on wagon)
-Forman Bob (on wagon)

Dee 2.5 move used (6.5/9 remaining)
Spike 2.5 move used (6.5/9 remaining)
Archer C16B  2.5 move used (5.5/8 remaining)
Sniper C19A 2.5 move used (5.5/8 remaining)
Sniper C19B 2.5 move used (5.5/8 remaining)
Sniper C19C 2.5 move used (5.5/8 remaining)
Shady C11B 2.5 move used (5.5/8 remaining)
Shady C16A 2.5 move used (5.5/8 remaining)
Shady C16B 2.5 move used (5.5/8 remaining)
Shady C18A 2.5 move used (5.5/8 remaining)
Shady elf Sneak C18A 2.5 move used (5.5/8 remaining)
Uncroaked Crossbow Darf C 2.5 move used (3.5/6 remaining)
Pondsea C17B 2.5 move used (13.5/16 remaining)
Woof 2.5 move used (9.5/12 remaining)
Krippen 2.5 move used (3.5/10 remaining)
Champion Jab 2.5 move used (5.5/8 remaining)
Lancer Ike 2.5 move used (5.5/8 remaining)
Lancer Point 2.5 move used (5.5/8 remaining)
Sniper Shaft 2.5 move used (5.5/8 remaining)
Sniper Bolt 2.5 move used (5.5/8 remaining)

Shadow 2.5 move used (5/9 remaining)
Uncroaked Warlord 2.5 move used (4/8 remaining)
Green Bear 2.5 move used (6/10 remaining)
Shady Elf C11A 2.5 move used (4/8 remaining)
Shady Elf C11C 2.5 move used (4/8 remaining)
Moonsong 2.5 move used (4/8 remaining)
Uncroaked Crossbow Darf A 2.5 move used (2/6 remaining)
Uncroaked Crossbow Darf B 2.5 move used (2/6 remaining)
Uncroaked Woof 2.5 move used (8/12 remaining)
Uncroaked Worker Ant 2.5 move used (6/10 remaining)

+James
+Herring

Step 5b

James promotes 1 Doe Deer and 1 Hobby Horse to Heavy
Herring carnys 8 Hobby Horse mounts to ignore the movement penalty from 1 hex of hills each

Herring and James then return to capital on a Hobby Horse

Step 6

Entire force moves to (05,-07)

Heavy Doe Deer 2 move use (12/14 move remaining)
Wagon
-Heavy Hobby
-shady
-shady
-shady sneak
-Uncroaked warlord

Heavy Doe Deer 2 move use (12/14 move remaining)
Wagon
-Heavy Hobby
-woof
-Uncroaked woof
-Uncroaked worker Antz
- Uncroaked Darf Crossbower
-Uncroaked Darf Crossbower

Stone Bull Wagon 2.5 move use (7.5/10 move remaining)
Wagon
-Uncroaked Wargoat
-Uncroaked Darf Crossbower
-Pondsea
-Sniper C

Pondsea 2.5 move used (11/16 remaining)
Doe Deer 2 move use (12/14 move remaining)
Wagon
-Pondsea
-Green bear
-Archer
- Forman Bob


Hobby 2 move use (12/14 move remaining)
- Spike (Leading stack with lumberjack axe)
- Dee
Hobby 2 move use (12/14 move remaining)
- Shadow
- Moonsong
Hobby 2 move use (12/14 move remaining)
- Krippen
- Champion Jab
Hobby 2 move use (12/14 move remaining)
- Lancer Ike
- Lancer Point
Uncroaked Hobby 2 move use (12/14 move remaining)
- Sniper Shaft
- Sniper Bolt
Uncroaked Hobby 2 move use (12/14 move remaining)
- Sniper C19A
- Sniper C19B
Uncroaked Hobby 2 move use (12/14 move remaining)
- Shady
- Shady
Uncroaked Hobby 2 move use (12/14 move remaining)
- Shady
- Shady
Uncroaked Minertaur 2 move use (6/8 move remaining)
Uncroaked Minertaur 2 move use (6/8 move remaining)
Shocorpion 2 move use (6/8 move remaining)
Sparky 2 move use (6/8 move remaining)
Twinhorn 2 move use (12/14 move remaining)
Twinhorn 2 move use (12/14 move remaining)
Twinhorn 2 move use (12/14 move remaining)
Twinhorn 2 move use (12/14 move remaining)

Step 7

Spike pays for the release of the Katerpea. ?Lvl 2 Twinhorn challenges the Katerpea to become a member of the tribe



*Note the army as also taking the magical armoury along with them, mw armour, shields and short swords and grappling hooks. Also gems for the release of the Katerpea.
WurmD
+1_________________
Cyphermancer
Harley smiles and nods at Dee’s words  ”I know it’s finally starting to feel like we have a proper army under our command”  Harley comments.  ”When you rewrap is it possible to restore specials?”  Harley then questions.

 It could be I have never tried before. It would cost extra juice however. 


With one of the antz successfully tamed Harley then orders Bill to tame the rest using the rest of the goat rations and by harvesting extra rations from the Chimpoo bodies where necessary.


Bill again sets to work taming the worker antz. He tames two using the remaining goat meat. He then harvests two the the chimpoos ( each body only giving 1 ration) amd manages to tame the remaining two worker antz.

X4 worker antz
1[1d3]/2/10/10  upkeep 35
Specials: Crawler, fire restiance (3), tunneler
Worker A xp 1/8
Worker B xp 0/8
Worker C xp 5/8
Worker D xp 1/8

Tunneler: unit can dig tunnels under ground. Unit can fight underground at no penalties. Unit can also make permanent underground tunnels at a cost of two move. The size of tunnel created depends on the terrain.
WurmD
James promotes Hobby Horse A
Herring  carnie's Hobby T15A, T15B, T16A, and Uncroaked Hobby A, B, C, E, F
Herring and James then return to capital on a Hobby Horse *B*

 
 Spoiler: this becomes 

Hobby 2 move use (12/14 move remaining)
- Spike (Leading stack with lumberjack axe)
- Dee
Hobby 2 move use (12/14 move remaining)
- Shadow
- Moonsong
Hobby 2 move use (12/14 move remaining)
- Krippen
- Champion Jab
Hobby 2 move use (12/14 move remaining)
- Lancer Ike
- Lancer Point
Uncroaked Hobby 2 move use (12/14 move remaining)
- Sniper Shaft
- Sniper Bolt
Uncroaked Hobby 2 move use (12/14 move remaining)
- Sniper C19A
- Sniper C19B
Uncroaked Hobby 2 move use (12/14 move remaining)
- Shady
- Shady
Uncroaked Hobby 2 move use (12/14 move remaining)
- Shady
- Shady
 

Hobby T15A  2 move use (12/14 move remaining)
- Spike (Leading stack with lumberjack axe)
- Dee
Hobby T15B 2 move use (12/14 move remaining)
- Shadow
- Moonsong
Hobby T16A 2 move use (12/14 move remaining)
- Krippen
- Champion Jab
Uncroaked Hobby A 2 move use (12/14 move remaining)
- Lancer Ike
- Lancer Point
Uncroaked Hobby B 2 move use (12/14 move remaining)
- Sniper Shaft
- Sniper Bolt
Uncroaked Hobby C 2 move use (12/14 move remaining)
- Sniper C19A
- Sniper C19B
Uncroaked Hobby E 2 move use (12/14 move remaining)
- Shady
- Shady
Uncroaked Hobby F 2 move use (12/14 move remaining)
- Shady
- Shady
_Wiz_
Yes that looks right +1
Cyphermancer
Dee leads her forces out to the field force. After arriving James and Herring quickly set to work

War Hobby A
4[1d6]/4/12/16
Upkeep 110 xp 7/8
Special: mount, passenger, heavy


Heavy Doe Deer A level 1,
 4[1d6]/4/12/14
Upkeep 110 Xp 2/8
Specials: Mount, Forest capable, Heavy

Movement buff cast of Hobbies by Herring

The two caster then wave good bye taking hobby B home.

The newly upgraded army then head out to meet qith the Woodsy elves. Arriving at 05.-07 Dee and spike find a single stack of Woodsy elves. Spike quickly pays the elves 300 in gems ( katerpea + scouting for next turn)

The katerpea is released and the level 2 twin horn steps up to challenge. The battle is very quick only lasting a single round. The pokedamon pops back up joining the tribe.



Katerpea
1[1d3]/1/4/8
Specials: bug, silk shot
Upkeep 40 xp 3/5
Specials: bug, silk shot

Bug: pokedamon levels up faster and evolves faster.


Silk shot: shoots a strand of silk at a target. If the attack hits the target take a -1 on combat and defense for five rounds. Useable from back rank. Silk shots targeted on the same target stack.

( will update the moves after arriving at the ruins.
_Wiz_
Step 8

Wagons move to (09,-09)

Heavy Doe Deer 2.5 move use (9.5/14 move remaining)
Wagon
Heavy Hobby
-shady
-shady
-shady sneak
-Uncroaked warlord

Heavy Doe Deer 2.5 move use (9.5/14 move remaining)
Wagon
Uncroaked Heavy Hobby
-woof
-Uncroaked woof
-Uncroaked worker Antz
- Uncroaked Darf Crossbower
-Uncroaked Darf Crossbower

Stone Bull Wagon 3.5 move use (4/10 move remaining)
Wagon
Uncroaked Wargoat
-Uncroaked Darf Crossbower
-Pondsea C17B
-Sniper C19C

Pondsea T15 3.5 move used (7.5/16 remaining)
Doe Deer B 2.5 move use (9.5/14 move remaining)
Wagon
Pondsea C17A
-Green bear
-Archer
- Forman Bob

Step 9

Forman Bob grants the Build Up special and units build a road in (09,-09)

Shady C16B 4 move used (1.5/8 remaining)
Shady C18A 4 move used (1.5/8 remaining)
Shady elf Sneak C18A 4 move used (1.5/8 remaining)
Archer C16B  4 move used (1.5/8 remaining)
Sniper C17A 4 move used (1.5/8 remaining)

Step 10

Mounted stack moves up to (09,-09)

Hobby T15A 2 move use (10/14 move remaining)
- Spike (Leading stack with lumberjack axe)
- Dee
Hobby T15B 2 move use (10/14 move remaining)
- Shadow
- Moonsong
Hobby T16A 2 move use (10/14 move remaining)
- Krippen
- Champion Jab
Uncroaked Hobby A 2 move use (10/14 move remaining)
- Lancer Ike
- Lancer Point
Uncroaked Hobby B 2 move use (10/14 move remaining)
- Sniper Shaft
- Sniper Bolt
Uncroaked Hobby C 2 move use (10/14 move remaining)
- Sniper C19A
- Sniper C19B
Uncroaked Hobby E 2 move use (10/14 move remaining)
- Shady
- Shady
Uncroaked Hobby F 2 move use (10/14 move remaining)
- Shady
- Shady
Uncroaked Minertaur 2 move use (4/8 move remaining)
Uncroaked Minertaur 2 move use (4/8 move remaining)
Shocorpion 2 move use (4/8 move remaining)
Sparky 2 move use (4/8 move remaining)
Twinhorn 2 move use (10/14 move remaining)
Twinhorn 2 move use (10/14 move remaining)
Twinhorn 2 move use (10/14 move remaining)
Twinhorn 2 move use (10/14 move remaining)
Katerpea 2 move used (6/8 remaining)

Step 11

Forman Bob returns to Arkum 8 move used (0 Move remaining)

Step 12

Wagons switch pullers and entire force proceeds to (12,-10) pausing before entering hex

Hobby T15A 9 move use (1/14 move remaining)
- Spike (Leading stack with lumberjack axe)
- Dee
Hobby T15B 9 move use (1/14 move remaining)
- Shadow
- Moonsong
Hobby T16A 9 move use (1/14 move remaining)
- Krippen
- Champion Jab
Uncroaked Hobby A 9 move use (1/14 move remaining)
- Lancer Ike
- Lancer Point
Uncroaked Hobby B 9 move use (1/14 move remaining)
- Sniper Shaft
- Sniper Bolt
Uncroaked Hobby C 9 move use (1/14 move remaining)
- Sniper C19A
- Sniper C19B
Uncroaked Hobby E 9 move use (1/14 move remaining)
- Shady
- Shady
Uncroaked Hobby F 9 move use (1/14 move remaining)
- Shady
- Shady
Uncroaked Minertaur 3 move use (1/8 move remaining)
Uncroaked Minertaur 3 move use (1/8 move remaining)
Shocorpion 3 move use (1/8 move remaining)
Sparky 3 move use (1/8 move remaining)
Twinhorn 9 move use (1/14 move remaining)
Twinhorn 9 move use (1/14 move remaining)
Twinhorn 9 move use (1/14 move remaining)
Twinhorn 9 move use (1/14 move remaining)


Heavy Hobby 9 move used (5/14 move remaining)
Wagon
Heavy Doe Deer (9.5/14 move remaining)
-shady
-shady
-shady sneak
-Uncroaked warlord

Uncroaked Heavy Hobby 9 move used (5/14 move remaining)
Wagon
Heavy Doe Deer(9.5/14 move remaining)
-woof
-Uncroaked woof
-Uncroaked worker Antz
- Uncroaked Darf Crossbower
-Uncroaked Darf Crossbower

Uncroaked Wargoat 3 move used (7/10 remaining)
Wagon
-Stone Bull (4/10 move remaining)
-Uncroaked Darf Crossbower
-Doe Deer B (9.5/14 move remaining)
-Sniper C19C

Pondsea C17A 9 move used (4.5/16 move remaining)
Pondsea 9 C17B move used (4.5/16 move remaining)
Wagon
-Pondsea T15 (7.5/16 remaining)
-Green bear
-Archer
- Katerpea (6/8 remaining)




Step 12b (Timed so they enter ruins at same time as the army)

Howie meets up with Army 9 move used (9/18 remaining)
Pudgie A meets up with Army 16 move used (4/20 remaining)

Harley steps 1 hex outside city so she is in range to remotely view the battle via the pudgie

Harley 1 move used (8/9 remaining)
_Wiz_
Initial Stack formations



Uncroaked warlord [lumber jack axe] (m)
—&gt;Uncroaked Hobby A (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked woof (F)
Dee [+1 staff] [scroll of Dwagonball] (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C

Krippen (m)
—&gt;Uncroaked Stone Bull Wagon (F)
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F)
Lancer Ike [+1 oversized axe] (m)
—&gt; Uncroaked Wargoat (F)
Lancer Point [+1 spear] (m)
—&gt;Hobby T15A (F)
Sniper Shaft (m)
—&gt;Hobby T15B
Sniper Bolt (m)
—&gt;Hobby T16A
 Sniper C19A (m)
—&gt;Uncroaked Hobby F
Sniper C19B (m)
—&gt;Uncroaked Hobby C


Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F)
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F)
Shady C11B [mw armour] [?shield+short sword] (F)
Shady C16A[+1 armour] [?shield+short sword] (F)
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F)
Green Bear (F)
Woof (F)
Uncroaked worker Antz (F)
Howie [ring of slow fall] (m)
—&gt;Uncroaked Hobby E
shady sneak C18A
Sniper C19C
Archer C16B

Sparky
Shocorpion
Twinhorn C19A (F)
Twinhorn C19B (F)
Twinhorn Lv2 (F)
Twinhorn C16A (F)
Pondsea C17A
Katerpea


Reserves

Pondsea T15
Pondsea C17B
Doe Deer B
Pudgie A
WurmD
+1 to move only
Cyphermancer
The army head out wagons pulling with the hobbies leading the way.

Arriving at hex 09.-09 bob sets to work. Tool and piles of cobble stones appearing. Near their feet. With his worker they quickly fell several trees blocking the path and dig a rough dirt road. Afterwards they place cobble stone along the road way. The road leads right up to the edge of the hex. A few stones appearing just on the other side of the hex heading towards the ruins.

With that the foreman returns to the capital.

The army again sets off marching towards the ruins.

Arriving at the hills right outside the ruins spike orders them to stack up. ( you can still decide on the stack order) The army then steps across the hex boundary as Pudgie A flies over.

As the army enter the ruins they see no signs of enemy movement. At the center of the city they can see the ruins of a tower and attached keep. Harley watching through the eyes of the pudgie gets a much better view of the city.

The ruins have a better defensive set up then Harley originally thought. The ruble from the building closes off most of the streets. Seeming to funnel units towards the traps. Looking she can see a route through the ruins that will bypass all the traps and lead to the center.

 The route is round about and snakes through the ruins. A quicker path may exist by going through the ruined building, but Harley is unsure. The pudgie spots movement near the top of the tower. An uncroaked scout. Seems to be watching the army.


Orders and stack set ups.
WurmD
+1 to stacks

Harley mentally orders all units in hex to spot check top of tower

Harley then proceeds to write a quick note to Spike's hat
 'Uncroaked scout at the top of the tower, dust it' 
_Wiz_
The army forms up in a defensive formation with Stacks 1-3 forming a front line. Stacks 4-5 forming a second rank just behind them and the reserves in the rear.

Harley meanwhile orders the Pudgie to temporarily transfer it’s Thinkamancy sight to Shadow long enough to show the Shady Chief where the Scout is hiding before transferring the sight back to Harley.

Harley then orders Shadow to snipe the scout and croak it.

Harley then mentally orders all units in hex to spot check the top of the tower.

Harley then proceeds to write a quick note to Spike's hat
 'Uncroaked scout at the top of the tower, dust it with ranged units.

If Dee can sense the presence of uncroak have her check for any outside the keep' 


Initial Stack formations

 
 Spoiler 

Stack 1

Uncroaked warlord [lumber jack axe] (m)
—&gt;Uncroaked Hobby A (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked woof (F)
Dee [+1 staff] [scroll of Dwagonball] (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C

Stack 2

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F)
Green Bear (F)
Woof (F)
Uncroaked worker Antz (F)
Howie [ring of slow fall] (m)
—&gt;Uncroaked Hobby E
shady sneak C18A
Sniper C19C (m)
—&gt; Doe Deer B
Archer C16B

Stack 3

Krippen (m)
—&gt;Uncroaked Stone Bull Wagon (F)
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F)
Lancer Ike [+1 oversized axe] (m)
—&gt; Uncroaked Wargoat (F)
Lancer Point [+1 spear] (m)
—&gt;Hobby T15A (F)
Sniper Shaft (m)
—&gt;Hobby T15B
Sniper Bolt (m)
—&gt;Hobby T16A
 Sniper C19A (m)
—&gt;Uncroaked Hobby F
Sniper C19B (m)
—&gt;Uncroaked Hobby C

Stack 4

Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F)
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F)
Shady C11B [mw armour] [?shield+short sword] (F)
Shady C16A[+1 armour] [?shield+short sword] (F)
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Stack 5

Sparky
Shocorpion
Twinhorn C19A (F)
Twinhorn C19B (F)
Twinhorn Lv2 (F)
Twinhorn C16A (F)
Pondsea C17A
Katerpea


Reserves

Pondsea T15
Pondsea C17B
Pudgie A

(F) = Front Rank
(m) = mounted
 
WurmD
Rearrange the orders

First order Pudgie to show Shadow the scout, then order Shadow to immediately snipe it

Then
+1
_Wiz_
Above post edited as per wurms suggestion.
WurmD
+1
,,,,,,,,,,,
Cyphermancer
 
 Originally Posted by _Wiz_ 
 The army forms up in a defensive formation with Stacks 1-3 forming a front line. Stacks 4-5 forming a second rank just behind them and the reserves in the rear.

Harley meanwhile orders the Pudgie to temporarily transfer it’s Thinkamancy sight to Shadow long enough to show the Shady Chief where the Scout is hiding before transferring the sight back to Harley.

Harley then orders Shadow to snipe the scout and croak it.

Harley then mentally orders all units in hex to spot check the top of the tower.

Harley then proceeds to write a quick note to Spike's hat
 'Uncroaked scout at the top of the tower, dust it with ranged units.

If Dee can sense the presence of uncroak have her check for any outside the keep' 


Initial Stack formations

 
 Spoiler 

Stack 1

Uncroaked warlord [lumber jack axe] (m)
—&gt;Uncroaked Hobby A (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked woof (F)
Dee [+1 staff] [scroll of Dwagonball] (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C

Stack 2

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F)
Green Bear (F)
Woof (F)
Uncroaked worker Antz (F)
Howie [ring of slow fall] (m)
—&gt;Uncroaked Hobby E
shady sneak C18A
Sniper C19C (m)
—&gt; Doe Deer B
Archer C16B

Stack 3

Krippen (m)
—&gt;Uncroaked Stone Bull Wagon (F)
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F)
Lancer Ike [+1 oversized axe] (m)
—&gt; Uncroaked Wargoat (F)
Lancer Point [+1 spear] (m)
—&gt;Hobby T15A (F)
Sniper Shaft (m)
—&gt;Hobby T15B
Sniper Bolt (m)
—&gt;Hobby T16A
 Sniper C19A (m)
—&gt;Uncroaked Hobby F
Sniper C19B (m)
—&gt;Uncroaked Hobby C

Stack 4

Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F)
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F)
Shady C11B [mw armour] [?shield+short sword] (F)
Shady C16A[+1 armour] [?shield+short sword] (F)
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Stack 5

Sparky
Shocorpion
Twinhorn C19A (F)
Twinhorn C19B (F)
Twinhorn Lv2 (F)
Twinhorn C16A (F)
Pondsea C17A
Katerpea


Reserves

Pondsea T15
Pondsea C17B
Pudgie A

(F) = Front Rank
(m) = mounted
 
 
 

The army forms up. Harley flips the the view to shadow. A shot while later the pudgie flips back to Harley. The uncroaked scout is gone.

Harleys hat rumbles

 Shadow shot caused it to reteat, the rest of the ranged manages to dust it. Dee says she has no spell that can revel uncroaked. The also isnt any uncroakable bodies in the hex. 
_Wiz_
Pudgy does an aerial sweep to check for Uncroaked hiding in rubble. The Pudgie stays high in the air and does not enter any buildings.

If none spotted Howie scouts ahead with Ditto’d twinhorns checking for traps and hidden Uncroaked while army follows behind following the trap free route on the meandering path.

Once the army gets closer to the centre if the army has not yet been attacked the dittos check the intact buildings.
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Pudgy does an aerial sweep to check for Uncroaked hiding in rubble. The Pudgie stays high in the air and does not enter any buildings.

If none spotted Howie scouts ahead with Ditto’d twinhorns checking for traps and hidden Uncroaked while army follows behind following the trap free route on the meandering path.

Once the army gets closer to the centre if the army has not yet been attacked the dittos check the intact buildings. 
 

The army moves forward the pudgie doesnt notice anything along the route. However as it takes its over watch postion. The pudgie catches ocassional movement inside of the tower. However no clear targets for the switch.

On the ground spike sends Harley a message.

 There are several tunnels entrances. Along this path. Im not sure but the city may have a tunnel zone. Howie has reported several trip wires. We can get by them, however it will take time. Orders? 
_Wiz_
With a thoughtful look Harley quickly writes a reply.

 ’Pull back from the traps so you are at a safe distance then attempt to disarm at range by triggering the traps by firing at the trip wires.

Once the traps are disarmed form up at the closest tunnel entrance. Send in one Twinhorn ditto to scout with Howie shadowing at maximum range back and keeping out of sight. Once the enemy are spotted they are to immediately retreat back to the army where the archers will open fire on any pursuing enemies.

Once the tunnel is cleared or if the enemy can not be baited to come out have the minertaurs collapse the tunnel entrance.

Repeat this for all tunnel entrances spotted before proceeding to the keep. 
WurmD
+1,,,,,,,,,,,,,
Cyphermancer
 
 Originally Posted by _Wiz_ 
 With a thoughtful look Harley quickly writes a reply.

 ’Pull back from the traps so you are at a safe distance then attempt to disarm at range by triggering the traps by firing at the trip wires.

Once the traps are disarmed form up at the closest tunnel entrance. Send in one Twinhorn ditto to scout with Howie shadowing at maximum range back and keeping out of sight. Once the enemy are spotted they are to immediately retreat back to the army where the archers will open fire on any pursuing enemies.

Once the tunnel is cleared or if the enemy can not be baited to come out have the minertaurs collapse the tunnel entrance.

Repeat this for all tunnel entrances spotted before proceeding to the keep.  
 

 Understood your majesty 

The army moves forward at a snails pace. Checking each building and large hole. The traps in the road are set off with the the arrows. The traps dont seem to do anything when set off. While exploring a building a twin horn ditto is destroyed by a spear trap. Another ditto walking in front of the army is blown up by a trap Howie didnt notice. While Howie thinks he can hear movement in the tunnels he never notices any enemy units. Each tunnel is collapsed. Slowly painfully the army moves forward. Near the tower Harley sees there are two fairly intact buildings. After bypassing a large and obvious pit trap the army moves forward. As the third to last ditto approches ( assumed you used the level 2 twin horns ditto first and replaced it) the closest building. Several thing happen at once as uncroak seem to explode from  the city.

The pit trap drops open behind the army. Two stacks of uncroaked darfs rush out of the tunnel. From the closest building. A stack of uncroaked scouts, wabbits, and two farstriders pounce on the twin horn croaking it.

From the far building a stack of uncroaked infantry amd a stack of uncroaked ferals emerge rushing towards the army.

Finally from the tower two stacks emerge. One is a stack of small flying ferals that leave from the top. The second stack sends a chill down Harleys spine. Leading the stack is an uncroaked red dwagon mounted on it is a robed uncroak with a bone staff. Two large uncroaked lizards. Both with riders. One an archery warlord and the second a robed uncroak holding a wand and sword. The other five units seem to be uncroaked darf knights mounted on uncroaked goats. Two range and three melee.

Everyone can be in melee range this round.

Orders

 
 Spoiler: your army 


Far strider Howie
Ditto twin horn

Uncroaked warlord [lumber jack axe] (m)
—&gt;Uncroaked Hobby A (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked woof (F)
Dee [+1 staff] [scroll of Dwagonball] (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C

Krippen (m)
—&gt;Uncroaked Stone Bull Wagon (F)
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F)
Lancer Ike [+1 oversized axe] (m)
—&gt; Uncroaked Wargoat (F)
Lancer Point [+1 spear] (m)
—&gt;Hobby T15A (F)
Sniper Shaft (m)
—&gt;Hobby T15B
Sniper Bolt (m)
—&gt;Hobby T16A
Sniper C19A (m)
—&gt;Uncroaked Hobby F
Sniper C19B (m)
—&gt;Uncroaked Hobby C


Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F)
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F)
Shady C11B [mw armour] [?shield+short sword] (F)
Shady C16A[+1 armour] [?shield+short sword] (F)
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F)
Green Bear (F)
Woof (F)
Uncroaked worker Antz (F)
Howie [ring of slow fall] (m)
—&gt;Uncroaked Hobby E
shady sneak C18A
Sniper C19C
Archer C16B

Sparky
Shocorpion
Twinhorn C19A (F)
Twinhorn C19B (F)
Twinhorn Lv2 (F)
Twinhorn C16A (F)
Pondsea C17A
Katerpea


Reserves

Pondsea T15
Pondsea C17B
Doe Deer B
Pudgie A
 

 
 Spoiler: uncroaked army 

Leadership stack

Robed Uncroaked "staff"
----&gt; uncroaked red dwagon (F)
Uncroaked archery warlord
------&gt; uncroaked Heavy lizard
Robed uncroaked " wand and sword"
------&gt; uncroaked Heavy lizard
Uncroaked Darf knight Melee 1
--------&gt; uncroaked goat (F)
Uncroaked Darf knight Melee 2
--------&gt; uncroaked goat (F)
Uncroaked Darf knight Melee 3
--------&gt; uncroaked goat (F)
Uncroaked Darf knight crossbow 1
--------&gt; uncroaked goat
Uncroaked Darf knight crossbow 2
--------&gt; uncroaked goat



Animal stack 1

Uncroaked green bear 1 (F)
Uncroaked green bear 2 (F)
Uncroaked woof 1 (F)
Uncroaked woof 2 (F)
Uncroaked woof 3
Uncroaked Chimpoo 1
Uncroaked Chimpoo 2
Uncroaked Chimpoo 3


Darf stack 1 (behind army)

Uncroaked Darf axe men 1 (F)
Uncroaked Darf axe men 2 (F)
Uncroaked Darf axe men 3 (F)
Uncroaked Darf axe men 4 (F)
Uncroaked Darf crossbowmen 1
Uncroaked Darf crossbowmen 2
Uncroaked Darf crossbowmen 3
Uncroaked Darf crossbowmen 4



Darf stack 2 ( behind army)

Uncroaked Darf axe men 5 (F)
Uncroaked Darf axe men 6 (F)
Uncroaked Darf axe men 7 (F)
Uncroaked Darf axe men 8 (F)
Uncroaked Darf crossbowmen 5
Uncroaked Darf crossbowmen 6
Uncroaked Darf crossbowmen 7
Uncroaked Darf crossbowmen 8


Infantry stack
Stabber 1 (F)
Stabber 2 (F)
Piker 1 (F)
Piker 2 (F)
Piker 3
Archer 1
Archer 2
Archer 3


Scout stack

Uncroaked Farstrider 1 (F)
Uncroaked scout 1 ( F)
Uncroaked Farstrider 2 (F)
Uncroaked scout 2 (F)
Uncroaked scout 3 "dusted"
Uncroaked wabbit 1
Uncroaked wabbit 2
Uncroaked trap smith


Flying stack

Uncroaked bird 1
Uncroaked bird 2
Uncroaked bird 3
Uncroaked bat 1
Uncroaked bat 2
Uncroaked bat 3
Uncroaked bat 4
Uncroaked eagle
 
_Wiz_
Dee Fires a Hoboken at Robed Uncroaked staff wielder
Moonsong fires Wand of Hoboken at at Robed Uncroaked staff wielder
Krippen fires a blast at at Robed Uncroaked staff wielder
Sparky fires Shocking Tail at Robed Uncroaked staff wielder
Shocorpion fires Shocking Tail at Robed Uncroaked staff wielder
Katerpea fires silk shot at Robed Uncroaked staff wielder

Shadow fires a Ditto Shot at Robed Uncroaked staff wielder
5x Snipers rapid shot at Robed Uncroaked staff wielder
All regular archers fire at Flying Stack (targeting the eagle first)

Twinhorns use their charge special against Uncroaked scout stack
Stone bull uses breath weapon against leadership stack

Howie and Twinhorn Ditto joins up with reserve stack

Melee units attempt to engage as follows and attack in melee;


Krippen’s stack vs Uncroaked leadership stack
Dee’s stack vs animal stack
Spike’s stack vs Darf Stack 1
Shadow’s stack vs Darf Stack 2
Sparky’s stack vs scout stack
Reserve Stack vs infantry stack


Uncroaked warlord [lumber jack axe] (m)
—&gt;Uncroaked Hobby A (F)
Uncroaked Minertaur (F)
Uncroaked Minertaur (F)
Uncroaked woof (F)
Dee [+1 staff] [scroll of Dwagonball] (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C

Krippen (m)
—&gt;Uncroaked Stone Bull Wagon (F)
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F)
Lancer Ike [+1 oversized axe] (m)
—&gt; Uncroaked Wargoat (F)
Lancer Point [+1 spear] (m)
—&gt;Hobby T15A (F)
Sniper Shaft (m)
—&gt;Hobby T15B
Sniper Bolt (m)
—&gt;Hobby T16A
Sniper C19A (m)
—&gt;Uncroaked Hobby F
Sniper C19B (m)
—&gt;Uncroaked Hobby C


Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F)
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F)
Shady C11B [mw armour] [?shield+short sword] (F)
Shady C16A[+1 armour] [?shield+short sword] (F)
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F)
Green Bear (F)
Woof (F)
Uncroaked worker Antz (F)
Uncroaked Hobby E
shady sneak C18A
Sniper C19C
Archer C16B

Sparky
Shocorpion
Twinhorn C19A (F)
Twinhorn C19B (F)
Twinhorn Lv2 (F)
Twinhorn C16A (F)
Pondsea C17A
Katerpea


Reserves

Far strider Howie
Ditto twin horn (F)
Pondsea T15 (F)
Pondsea C17B (F)
Doe Deer B (F)
Pudgie A
WurmD
+1""""""""
Cyphermancer
Casters on both sides start their casting. Dee sends a blast at the dwagon the blast connects but fails to blast through it scales. Moonsong's and Krippens blast fair better both connecting and damaging the dwagon.


The 1st lich's staff flash and Harley feels a tugging and a snap as she loses control of the stone bull. She watches as Krippen is flipped off of the mount. The stone bull turning to face its former stack mates. Black energy dances along the 2nd liches hands before streaking at the uncroaked infantry the stabbers, 2 pikers, and a single archer start to move faster.


The shocorpion both send blasts at the dwagon. One hits but for very little damage. Shadow also sights in dealing a bit of damage.


Krippens snipers are force to focus on the stone bull. With all of their shots the manage to drop the stone bull right before it breathes. Spikes sniper fails to find its mark.


Harleys remaining archers fire on the flying stack dusting all but one targets.


The darf knights raise their heavy crossbow aiming for dee's minertaurs. One shot hits punching through the uncroaks thick hide.


Most of enemies remaining range focus on shadows stack ( 8 darf cross bows, 3 chimpoos,  and the archery warlord) several deep hits.


The lich leads his stack right for Krippins stack

 As the meet the the red dwagon breath over the stack hitting 8 units. Krippen high stats barely keep him from taking full damage. Jab, the lancers and their mounts mix it up against the darf knights and their goats. Lancer point manages to hit one of the darf knights bypassing his mount. Several other hits.


With the pudgie moving toward the reserve stack Harley loses sight of most of the rest of the battle. She does get a good view of the enhanced uncroaked ripping into the reserve stack. She can see the muscle fibers tearing as the enemy swings.


Round 2 orders

 
 Spoiler: troops 


Dee stack vs animial stack
Uncroaked warlord [lumber jack axe] (m)
—&gt;Uncroaked Hobby A (F) 3 hits
Uncroaked Minertaur (F) 3/12
Uncroaked Minertaur (F) 11/12
Uncroaked woof (F)
Dee [+1 staff] [scroll of Dwagonball] J 275/300 (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C


Krippens stack ( lichs stack)

Krippen (m) 11/14 ki 3/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 7/12
Lancer Ike [+1 oversized axe] (m)
—&gt; Uncroaked Wargoat (F) 5/12
Lancer Point [+1 spear] (m)
—&gt;Hobby T15A (F) croaked
Sniper Shaft (m)
—&gt;Hobby T15B 2/8
Sniper Bolt (m)
—&gt;Hobby T16A 2/8
Sniper C19A (m)
—&gt;Uncroaked Hobby F 2/8
Sniper C19B (m)
—&gt;Uncroaked Hobby C 2/8



Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 8/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 8/12
Shady C11B [mw armour] [?shield+short sword] (F) 1/7
Shady C16A[+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike [+1 shield] (m) ( darf stack 1
—&gt; Heavy Hobby [amulet of healing] (F) 11/12
Green Bear (F)
Woof (F) 5/8
Uncroaked worker Antz (F)
Uncroaked Hobby E
shady sneak C18A
Sniper C19C
Archer C16B


Sparky ( scout stack)
Shocorpion
Twinhorn C19A (F)
Twinhorn C19B (F) 5/8
Twinhorn Lv2 (F) 7/8
Twinhorn C16A (F) 6/8
Pondsea C17A
Katerpea



Reserves ( infantry stack)

Far strider Howie
Ditto twin horn (F) 5/8
Pondsea T15 (F) 4/8
Pondsea C17B (F) 4/8
Doe Deer B (F) 3/8
Pudgie A
 

 
 Spoiler: enemy 

Leadership stack (krippens stack)


Robed Uncroaked "staff"

----&gt; uncroaked red dwagon (F) (12 hits)
Uncroaked archery warlord
------&gt; uncroaked Heavy lizard
Robed uncroaked " wand and sword"
------&gt; uncroaked Heavy lizard
Uncroaked Darf knight Melee 1
--------&gt; uncroaked goat (F) dusted
Uncroaked Darf knight Melee 2 5 hits
--------&gt; uncroaked goat (F) 4 hits
Uncroaked Darf knight Melee 3
--------&gt; uncroaked goat (F)  3 hits
Uncroaked Darf knight crossbow 1
--------&gt; uncroaked goat
Uncroaked Darf knight crossbow 2
--------&gt; uncroaked goat




Animal stack 1 (Dees stack)

Uncroaked green bear 1 (F) 5 hits
Uncroaked green bear 2 (F)
Uncroaked woof 1 (F) 3 hits
Uncroaked woof 2 (F) 6 hits
Uncroaked woof 3
Uncroaked Chimpoo 1
Uncroaked Chimpoo 2
Uncroaked Chimpoo 3



Darf stack 1 (spikes staxk)


Uncroaked Darf axe men 1 (F) 3 hits
Uncroaked Darf axe men 2 (F) Dusted
Uncroaked Darf axe men 3 (F) 4 hits
Uncroaked Darf axe men 4 (F)
Uncroaked Darf crossbowmen 1
Uncroaked Darf crossbowmen 2
Uncroaked Darf crossbowmen 3
Uncroaked Darf crossbowmen 4




Darf stack 2 ( shadows stack)

Uncroaked Darf axe men 5 (F) 3 hits
Uncroaked Darf axe men 6 (F)
Uncroaked Darf axe men 7 (F) 2 hits
Uncroaked Darf axe men 8 (F)
Uncroaked Darf crossbowmen 5
Uncroaked Darf crossbowmen 6
Uncroaked Darf crossbowmen 7
Uncroaked Darf crossbowmen 8



Infantry stack

Stabber 1 (F)
Stabber 2 (F)
Piker 1 (F)
Piker 2 (F)
Piker 3
Archer 1
Archer 2
Archer 3



Scout stack (sparky stack)

Uncroaked Farstrider 1 (F) 4 hits
Uncroaked scout 1 ( F) 3 hits
Uncroaked Farstrider 2 (F)
Uncroaked scout 2 (F) 1 hit
Uncroaked scout 3 "dusted"
Uncroaked wabbit 1
Uncroaked wabbit 2
Uncroaked trap smith



Flying stack (reserve stack)

Uncroaked bird 1 dusted
Uncroaked bird 2 dusted
Uncroaked bird 3 dusted
Uncroaked bat 1
Uncroaked bat 2 dusted
Uncroaked bat 3 dusted
Uncroaked bat 4 dusted
Uncroaked eagle dusted
 
WurmD
W109. Is Dee dealing 2d6+3 with her Hoboken? (And thus her min damage is 5?)

W110. The infantry stack engaged our reserve stack and took no hits?
Cyphermancer
W109. Is Dee dealing 2d6+3 with her Hoboken? (And thus her min damage is 5?)

Yes

W110. The infantry stack engaged our reserve stack and took no hits?

And yes.
WurmD
W111. Who did Champion Jab and Lancer Ike attack? (both our cutters)

W112. Shadow's ditto bow produces two arrows side by side, or one after the other? (aka: is DR applied once or twice)

W113. Krippen has fire DR, was that accounted for?
WurmD
Option 3 - Burn the goats

Stacks reshuffle

Dee Casts scroll of Dwagonball at Uncroaked leadership stack
Krippen fires a blast at a non heavy unit in the leadership stack (favouring Darf knights)

Sparky fires Shocking Tail at most damaged Uncroaked Farstrider
Shocorpion fires Shocking Tail at most damaged Uncroaked Farstrider
Katerpea fires silk shot at least damaged Uncroaked Farstrider

Shadow fires a Ditto Shot at a non heavy unit in the leadership stack (favouring Darf knights)
5x Snipers rapid shot at a non heavy unit in the leadership stack (favouring Darf knights)

Moonsong fires bow at Darf Stack 2

All regular archers fire at enemies their stack is engaged with.

Melee units continue to attack the stacks they are engaged with. (Units with Cutter focus on the Dwagon if possible)


Dee stack vs animal stack

Uncroaked warlord [lumber jack axe] (m)
—&gt;Uncroaked Hobby A (F) 3 hits
Uncroaked Minertaur (F) 3/12
Uncroaked Minertaur (F) 11/12
Uncroaked woof (F)
Dee [+1 staff] J 275/300 (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C


Krippens stack vs lichs stack

Krippen (m) 11/14 ki 3/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 7/12
Lancer Ike [+1 oversized axe] (m)
—&gt; Uncroaked Wargoat (F) 5/12
Lancer Point [+1 spear] (F)
—&gt;Hobby T15A croaked
Sniper Shaft (m)
—&gt;Hobby T15B 2/8
Sniper Bolt (m)
—&gt;Hobby T16A 2/8
Sniper C19A (m)
—&gt;Uncroaked Hobby F 2/8
Sniper C19B (m)
—&gt;Uncroaked Hobby C 2/8

Shadow stack vs Darf stack 2

Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 8/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 8/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A[+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike’s stack vs Darf stack 1

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 11/12
Green Bear (F)
Woof (F) 5/8
Uncroaked worker Antz (F)
Uncroaked Hobby E
shady sneak C18A
Sniper C19C
Archer C16B

Sparky stack vs scout stack

Sparky
Shocorpion
Twinhorn C19A (F)
Twinhorn C19B (F) 5/8
Twinhorn Lv2 (F) 7/8
Twinhorn C16A (F) 6/8
Pondsea C17A
Katerpea



Reserves vs infantry stack

Far strider Howie (F)
Ditto twin horn (F) 5/8
Pondsea T15 (F) 4/8
Pondsea C17B (F) 4/8
Doe Deer B 3/8
Pudgie A
_Wiz_
+1....................
Cyphermancer
W111. Who did Champion Jab and Lancer Ike attack? (both our cutters)

Ike attacked the dwagon but missed. Jab attack one of the darf knights

W112. Shadow's ditto bow produces two arrows side by side, or one after the other? (aka: is DR applied once or twice)

Twice

W113. Krippen has fire DR, was that accounted for?

Krippen does not have fire dr he has basic shockamancy rest. Hobokin, the shocorpion, ect.
_Wiz_
 
 Originally Posted by Cyphermancer; 
 W113. Krippen has fire DR, was that accounted for?

Krippen does not have fire dr he has basic shockamancy rest. Hobokin, the shocorpion, ect. 
 

Is fire not considered Shockamancy though?
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Is fire not considered Shockamancy though? 
 



Think of it like the resistance spell its set to defend against untyped shockamancy
Cyphermancer
Shadow fires a Ditto Shot at a non heavy unit in the leadership stack (favouring Darf knights)
5x Snipers rapid shot at a non heavy unit in the leadership stack (favouring Darf knights)

Moonsong fires bow at Darf Stack 2

All regular archers fire at enemies their stack is engaged with.

Melee units continue to attack the stacks they are engaged with. (Units with Cutter focus on the Dwagon if possible)


Dee unfurls the scroll blasting the leadership stack. The blast does nothing to the dwagon. However it dusts one of the knights and all of the goats. It also damages the both of the lizard heavies. Krippen takes aim at one of the darf knight. However the blast misses.

The staff lich's staff glows black again placing a hand on his mount. The mount glows some of its decayed flesh knitting back together. The second lich lifts its wand. Aiming at sparky stack as a Fire blast hits the front rank.

The shocorpions both take aim at the far strider one hits with a critical dusting the knight. The Katerpea also hits gumming up the other farstrider.

Shadow and the snipers all take aim at the remaining darf knights. The two darf arbilisks also take aim at krippens heavies. After the dust clears the remaining three darf knights and one of the lizard mounts have been dusted. However the war goat joins the dust pile.

Arrows from other targets fly everywhere everywhere. Jab sinks both his blades into the dwagon. Causing its breathweapn to be slightly off target. How ever it still manages to drop to hobbies and dust two more uncroaked. The rest of the stacks mix it up with units falling on both sides

 
 Spoiler: Harleys forces 
Dee stack vs animal stack

Uncroaked warlord [lumber jack axe] (m)
—&gt;Uncroaked Hobby A (F) dusted
Uncroaked Minertaur (F) dusted
Uncroaked Minertaur (F) 11/12
Uncroaked woof (F) 4/8 hits
Dee [+1 staff] J 275/300 (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C


Krippens stack vs lichs stack

Krippen (m) 9/14 ki 3/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] (m) 6/8
—&gt; Uncroaked Wargoat (F) dusted
Lancer Point [+1 spear] (F) 6/8
—&gt;Hobby T15A croaked
Sniper Shaft (m)
—&gt;Hobby T15B 0/8
Sniper Bolt (m)
—&gt;Hobby T16A 0/8
Sniper C19A (m)
—&gt;Uncroaked Hobby F dusted
Sniper C19B (m)
—&gt;Uncroaked Hobby C dusted

Shadow stack vs Darf stack 2

Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 6/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 8/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A[+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike’s stack vs Darf stack 1

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 11/12
Green Bear (F)
Woof (F) croaked
Uncroaked worker Antz (F)
Uncroaked Hobby E
shady sneak C18A
Sniper C19C
Archer C16B

Sparky stack vs scout stack

Sparky
Shocorpion
Twinhorn C19A (F) 3/8
Twinhorn C19B (F) croaked
Twinhorn Lv2 (F) 3/8
Twinhorn C16A (F) 2/8
Pondsea C17A
Katerpea



Reserves vs infantry stack

Far strider Howie (F) 6/8
Ditto twin horn (F) 4/8
Pondsea T15 (F) 3/8
Pondsea C17B (F) 3/8
Doe Deer B 3/8
Pudgie A
 

 
 Spoiler: enemy forces 

Leadership stack (krippens stack)


Robed Uncroaked "staff"
----&gt; uncroaked red dwagon (F) (13 hits)
Uncroaked archery warlord
------&gt; uncroaked Heavy lizard dusted
Robed uncroaked " wand and sword"
------&gt; uncroaked Heavy lizard (8 hits) (F)
Uncroaked Darf knight Melee 1 dusted
--------&gt; uncroaked goat  dusted
Uncroaked Darf knight Melee 2 dusted
--------&gt; uncroaked goat  dusted
Uncroaked Darf knight Melee 3
--------&gt; uncroaked goat  3 dusted
Uncroaked Darf knight crossbow 1 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight crossbow 2 dusted
--------&gt; uncroaked goat dusted




Animal stack 1 (Dees stack)

Uncroaked green bear 1 (F) 5 hits
Uncroaked green bear 2 (F)
Uncroaked woof 1 (F) 3 hits
Uncroaked woof 2  dusted
Uncroaked woof 3 (F)
Uncroaked Chimpoo 1
Uncroaked Chimpoo 2
Uncroaked Chimpoo 3



Darf stack 1 (spikes stack)


Uncroaked Darf axe men 1 (F) 6 hits
Uncroaked Darf axe men 2 (F) Dusted
Uncroaked Darf axe men 3 (F) Dusted
Uncroaked Darf axe men 4 (F) 2 hits
Uncroaked Darf crossbowmen 1
Uncroaked Darf crossbowmen 2
Uncroaked Darf crossbowmen 3
Uncroaked Darf crossbowmen 4




Darf stack 2 ( shadows stack)

Uncroaked Darf axe men 5 (F) dusted
Uncroaked Darf axe men 6 (F) 3 hits
Uncroaked Darf axe men 7 (F) 6 hits
Uncroaked Darf axe men 8 (F) dusted
Uncroaked Darf crossbowmen 5
Uncroaked Darf crossbowmen 6
Uncroaked Darf crossbowmen 7
Uncroaked Darf crossbowmen 8



Infantry stack

Stabber 1 (F) 4 hits
Stabber 2 (F)
Piker 1 (F) 2 hits
Piker 2 (F)
Piker 3
Archer 1
Archer 2
Archer 3



Scout stack (sparky stack)

Uncroaked Farstrider 1  dusted
Uncroaked scout 1  dusted
Uncroaked Farstrider 2 (F) 1 hit "-1 com/def"
Uncroaked scout 2 (F) Dusted
Uncroaked scout 3 "dusted"
Uncroaked wabbit 1 (F)
Uncroaked wabbit 2 (F)
Uncroaked trap smith (F)



Flying stack (reserve stack)

Uncroaked bird 1 dusted
Uncroaked bird 2 dusted
Uncroaked bird 3 dusted
Uncroaked bat 1 dusted
Uncroaked bat 2 dusted
Uncroaked bat 3 dusted
Uncroaked bat 4 dusted
Uncroaked eagle dusted
 
_Wiz_
Option 1 - Croak a lich

Stacks reshuffle

Dee Fires a Hoboken at Robed Uncroaked Wand wielder if already dusted switches to Robed Uncroaked staff wielder
Krippen fires a blast at Robed Uncroaked Wand wielder if already dusted switches to Robed Uncroaked staff wielder

Moonsong uses wand of lesser heal on Shadow’s Heavy Doe Deer Mount

Katerpea fires silk shot at Uncroaked Farstrider

Shadow fires a Ditto Shot at Darf stack 2
4x Krippen’s Snipers rapid shot at Robed Uncroaked Wand wielder if already dusted switches to Robed Uncroaked staff wielder
Spike’s Sniper rapid **** at Darf Stack 1

Uncroaked Darf Crossbower A draws an axe and switches to melee as he steps in to the front rank of Dee’s stack.

All regular archers fire at enemies their stack is engaged with. (Targeting light units)

Melee units continue to attack the stacks they are engaged with. (Units with Cutter focus on the Dwagon if possible)


Dee stack vs animal stack

Uncroaked warlord [lumber jack axe] (F)
—&gt;Uncroaked Hobby A dusted
Uncroaked Minertaur dusted
Uncroaked Minertaur (F) 11/12
Uncroaked woof (F) 4/8 hits
Dee [+1 staff] J 275/300 (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A (F)
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C


Krippens stack vs lichs stack

Krippen (m) 9/14 ki 3/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] (F) 6/8
—&gt; Uncroaked Wargoat  dusted
Lancer Point [+1 spear] (F) 6/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

Shadow stack vs Darf stack 2

Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 6/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 8/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A[+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike’s stack vs Darf stack 1

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 11/12
Green Bear (F)
Woof (F) croaked
Uncroaked worker Antz (F)
Uncroaked Hobby E
shady sneak C18A
Sniper C19C
Archer C16B

Sparky stack vs scout stack

Sparky (F)
Shocorpion (F)
Twinhorn C19A (F) 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A (F)
Katerpea



Reserves vs infantry stack

Far strider Howie (F) 6/8
Ditto twin horn (F) 4/8
Pondsea T15 (F) 3/8
Pondsea C17B (F) 3/8
Doe Deer B 3/8
Pudgie A
WurmD
+111111111111111111
Cyphermancer
Option 1 - Croak a lich

Stacks reshuffle

Dee and Krippen both take aim at the wand wielding lich. The mount is destroyed with dee blast. While krippens blast almost croaks the robed caster.

The staff wielders staff flashes. A black energy flashes onto the uncroaked animal stack the stack moving faster while attacking dee stack. Moonsong uses wand of lesser heal on Shadow’s Heavy Doe Deer Mount. Fully healing the mount.

Katerpea fires silk shot at the far strider, but the shot misses.

Shadow and the knights take aim croaking the lich, two of the darfs, and damaging the dwagon.

The enemy archers and your archers take aim dealing damage.

The animal stack rages into dee stack dusting the woof and damaging the rest. Dees stack makes them pay for it however.

Krippens knights prove thier worth. Jab, Ike and the heavy horse slam into the dwagon dusting the dwagon. Lancer Point manages a critical hit on the lich croaking it in one thrust of his spear. Lancer Ike pays for the dusting the dwagon with his life however.  Biting down on the lancer. As the liches croak. The black light leaves the uncroaked. The uncroaked also seem to move a bit slower.



 
 Spoiler: Harleys forces 
Dee stack vs animal stack

Uncroaked warlord [lumber jack axe] 5 hits (F)
—&gt;Uncroaked Hobby A dusted
Uncroaked Minertaur dusted
Uncroaked Minertaur (F) 6/12
Uncroaked woof (F) dusted
Dee [+1 staff] J 250/300 (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A 3/8 (F)
Uncroaked Darf Crossbower B
Uncroaked Darf Crossbower C


Krippens stack vs lichs stack

Krippen (m) 9/14 ki 1/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] (F) croaked
—&gt; Uncroaked Wargoat  dusted
Lancer Point [+1 spear] (F) 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

Shadow stack vs Darf stack 2

Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 12/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 7/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A[+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike’s stack vs Darf stack 1

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof (F) croaked
Uncroaked worker Antz 6/10 (F)
Uncroaked Hobby E
shady sneak C18A
Sniper C19C
Archer C16B

Sparky stack vs scout stack

Sparky (F)
Shocorpion (F)
Twinhorn C19A (F) 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8(F)
Katerpea



Reserves vs infantry stack

Far strider Howie (F) 4/8
Ditto twin horn (F) popped
Pondsea T15 (F) 1/8
Pondsea C17B (F) croaked
Doe Deer B 3/8
Pudgie A
 

 
 Spoiler: enemy forces 

Leadership stack (krippens stack)


Robed Uncroaked "staff" (croaked)
----&gt; uncroaked red dwagon (F) (dusted)
Uncroaked archery warlord
------&gt; uncroaked Heavy lizard dusted
Robed uncroaked " wand and sword" croaked
------&gt; uncroaked Heavy lizard dusted
Uncroaked Darf knight Melee 1 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight Melee 2 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight Melee 3 dusted
--------&gt; uncroaked goat 3 dusted
Uncroaked Darf knight crossbow 1 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight crossbow 2 dusted
--------&gt; uncroaked goat dusted




Animal stack 1 (Dees stack)

Uncroaked green bear 1 (F) 8 hits
Uncroaked green bear 2 (F) 6 hits
Uncroaked woof 1 (F) 3 hits
Uncroaked woof 2 dusted
Uncroaked woof 3 (F) 2 hits
Uncroaked Chimpoo 1
Uncroaked Chimpoo 2
Uncroaked Chimpoo 3



Darf stack 1 (spikes stack)


Uncroaked Darf axe men 1 (F) dusted
Uncroaked Darf axe men 2 (F) Dusted
Uncroaked Darf axe men 3 (F) Dusted
Uncroaked Darf axe men 4 (F) dusted
Uncroaked Darf crossbowmen 1 3 hits
Uncroaked Darf crossbowmen 2 4 hits
Uncroaked Darf crossbowmen 3
Uncroaked Darf crossbowmen 4




Darf stack 2 ( shadows stack)

Uncroaked Darf axe men 5 (F) dusted
Uncroaked Darf axe men 6 (F) dusted
Uncroaked Darf axe men 7 (F) dusted
Uncroaked Darf axe men 8 (F) dusted
Uncroaked Darf crossbowmen 5 dusted
Uncroaked Darf crossbowmen 6 dusted
Uncroaked Darf crossbowmen 7 5 hits
Uncroaked Darf crossbowmen 8 3 hits



Infantry stack

Stabber 1 dusted
Stabber 2 (F) 2 hits
Piker 1 (F) 2 hits
Piker 2 (F)
Piker 3 (F) 2 hits
Archer 1
Archer 2
Archer 3



Scout stack (sparky stack)

Uncroaked Farstrider 1 dusted
Uncroaked scout 1 dusted
Uncroaked Farstrider 2 (F) 5 hit "-1 com/def"
Uncroaked scout 2 (F) Dusted
Uncroaked scout 3 "dusted"
Uncroaked wabbit 1 (F) dusted
Uncroaked wabbit 2 (F)
Uncroaked trap smith (F) dusted



Flying stack (reserve stack)

Uncroaked bird 1 dusted
Uncroaked bird 2 dusted
Uncroaked bird 3 dusted
Uncroaked bat 1 dusted
Uncroaked bat 2 dusted
Uncroaked bat 3 dusted
Uncroaked bat 4 dusted
Uncroaked eagle dusted
 
WurmD
Stacks reshuffle

Dee Casts seize Uncroaked on Uncroaked archery warlord
Krippen fires a blast at Uncroaked infantry stack

Katerpea fires silk shot at Uncroaked Farstrider

Shadow fires a Ditto Shot at Darf stack 2
4x Krippen’s Snipers rapid shot at Uncroaked infantry stack
Spike’s Sniper rapid shot at Darf Stack 1

Uncroaked Darf Crossbowers draws axes and switch to melee as they step in to the front rank of Dee’s stack.

All regular archers fire at enemies their stack is engaged with. (Targeting light units)

Krippen’s stack charges in and engages Uncroaked infantry stack.

If Shadow’s stack finished off her stack charges in and engages the back of the animal stack.

Melee units continue to attack the stacks they are engaged with.

Melee units that can only attack a Bear or a Farstrider Total Defense

Dee stack vs animal stack

Uncroaked warlord [lumber jack axe] 7/12 hits (F)
—&gt;Uncroaked Hobby A dusted
Uncroaked Minertaur dusted
Uncroaked Minertaur (F) 6/12
Uncroaked woof dusted
Dee [+1 staff] J 200/300 (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A 3/8
Uncroaked Darf Crossbower B (F)
Uncroaked Darf Crossbower C (F)


Krippens stack vs infantry stack

Krippen (m) 9/14 ki 1/4 (F)
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] croaked
—&gt; Uncroaked Wargoat dusted
Lancer Point [+1 spear] 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

Shadow stack vs Darf stack 2

Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 12/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 7/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A [+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike’s stack vs Darf stack 1

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof croaked
Uncroaked worker Antz 6/10 (F)
Uncroaked Hobby E (F)
shady sneak C18A
Sniper C19C
Archer C16B

Sparky stack vs scout stack

Sparky (F)
Shocorpion (F)
Twinhorn C19A 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8(F)
Katerpea



Reserves vs infantry stack

Far strider Howie (F) 4/8
Ditto twin horn popped
Pondsea T15 1/8
Pondsea C17B croaked
Doe Deer B 3/8 (F)
Pudgie A (F)
_Wiz_
I am wary about not attacking bears but sure +1
Cyphermancer
Stacks reshuffle

Dee Casts her spell trying to seize  control of the uncroaked warlord. She struggles with it but manages to grab hold. (70 juice used)

Uncroaked warlord lv 2 (6 turns)
5[1d6]/4/11/8
Specials: archery, leadership, rewrapped
Gear: +1 bow


Krippen fires a blast at Uncroaked piker dusting it

Katerpea fires silk shot at Uncroaked Farstrider webing the uncroaked knight further

Between krippens knights and the reserve thr infantry stack is finished off.

Darf stack two is cut down by shadows archer before moving to back up dee.

 
 Spoiler: harley forces 
Dee stack vs animal stack

Uncroaked warlord [lumber jack axe] 3/12 hits (F)
—&gt;Uncroaked Hobby A dusted
Uncroaked Minertaur dusted
Uncroaked Minertaur (F) 4/12
Uncroaked woof dusted
Dee [+1 staff] J 180/300 (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A 3/8
Uncroaked Darf Crossbower B (F) 5/8
Uncroaked Darf Crossbower C (F) 6/8


Krippens stack vs infantry stack

Krippen (m) 9/14 ki 1/4 (F)
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] croaked
—&gt; Uncroaked Wargoat dusted
Lancer Point [+1 spear] 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

Shadow stack vs Darf stack 2

Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 11/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 7/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A [+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike’s stack vs Darf stack 1

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof croaked
Uncroaked worker Antz 4/10 (F)
Uncroaked Hobby E (F) 6/8
shady sneak C18A
Sniper C19C
Archer C16B

Sparky stack vs scout stack

Sparky (F)
Shocorpion (F)
Twinhorn C19A 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8(F)
Katerpea



Reserves vs infantry stack

Far strider Howie (F) 1/8
Ditto twin horn popped
Pondsea T15 1/8
Pondsea C17B croaked
Doe Deer B 3/8 (F)
Pudgie A (F) 3/5
 

 
 Spoiler: enemy forces 

Leadership stack (krippens stack)


Robed Uncroaked "staff" (croaked)
----&gt; uncroaked red dwagon (F) (dusted)
Uncroaked archery warlord (seized)
------&gt; uncroaked Heavy lizard dusted
Robed uncroaked " wand and sword" croaked
------&gt; uncroaked Heavy lizard dusted
Uncroaked Darf knight Melee 1 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight Melee 2 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight Melee 3 dusted
--------&gt; uncroaked goat 3 dusted
Uncroaked Darf knight crossbow 1 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight crossbow 2 dusted
--------&gt; uncroaked goat dusted




Animal stack 1 (Dees stack and shadows stack)

Uncroaked green bear 1 (F) 8 hits
Uncroaked green bear 2 (F) 6 hits
Uncroaked woof 1 (F) 4 hits
Uncroaked woof 2 dusted
Uncroaked woof 3 (F) 4 hits
Uncroaked Chimpoo 1 dusted
Uncroaked Chimpoo 2
Uncroaked Chimpoo 3



Darf stack 1 (spikes stack)


Uncroaked Darf axe men 1 (F) dusted
Uncroaked Darf axe men 2 (F) Dusted
Uncroaked Darf axe men 3 (F) Dusted
Uncroaked Darf axe men 4 (F) dusted
Uncroaked Darf crossbowmen 1 dusted
Uncroaked Darf crossbowmen 2 dusted
Uncroaked Darf crossbowmen 3 3 hits
Uncroaked Darf crossbowmen 4 dusted




Darf stack 2 ( shadows stack)

Uncroaked Darf axe men 5 (F) dusted
Uncroaked Darf axe men 6 (F) dusted
Uncroaked Darf axe men 7 (F) dusted
Uncroaked Darf axe men 8 (F) dusted
Uncroaked Darf crossbowmen 5 dusted
Uncroaked Darf crossbowmen 6 dusted
Uncroaked Darf crossbowmen 7 dusted
Uncroaked Darf crossbowmen 8 dusted



Infantry stack

Stabber 1 dusted
Stabber 2 (F) dusted
Piker 1 (F) dusted
Piker 2 (F) dusted
Piker 3 (F) dusted
Archer 1 dusted
Archer 2 dusted
Archer 3 dusted



Scout stack (sparky stack)

Uncroaked Farstrider 1 dusted
Uncroaked scout 1 dusted
Uncroaked Farstrider 2 (F) 5 hit "-2 com/def"
Uncroaked scout 2 (F) Dusted
Uncroaked scout 3 "dusted"
Uncroaked wabbit 1 (F) dusted
Uncroaked wabbit 2 (F) dusted
Uncroaked trap smith (F) dusted



Flying stack (reserve stack)

Uncroaked bird 1 dusted
Uncroaked bird 2 dusted
Uncroaked bird 3 dusted
Uncroaked bat 1 dusted
Uncroaked bat 2 dusted
Uncroaked bat 3 dusted
Uncroaked bat 4 dusted
Uncroaked eagle dusted
 
_Wiz_
Stacks reshuffle

Dee Casts seize Uncroaked on Uncroaked Green Bear

Katerpea fires silk shot at Uncroaked Farstrider

Shadow fires a Ditto Shot at Animal stack but does not aim at a bear
4x Krippen’s Snipers rapid shot at Animal stack but does not aim at a bear
Spike’s Sniper rapid shot at Darf Stack 1

All regular archers fire at enemies their stack is engaged with. (Targeting light units)

Uncroaked Archer Warlord joins up with reserve stack but does not engage

Krippen’s stack charges and engages the last Darf from Darf stack 1

Spike’s stack charges and engages the animal stack.

Melee units continue to attack the stacks they are engaged with.

Melee units that can only attack a Bear or a Farstrider Total Defense


Dee stack vs animal stack

Uncroaked warlord [lumber jack axe] 3/12 hits
—&gt;Uncroaked Hobby A dusted
Uncroaked Minertaur dusted
Uncroaked Minertaur 4/12
Uncroaked woof dusted
Dee [+1 staff] J 180/300 (m)
—&gt;Uncroaked Hobby B (F)
Uncroaked Darf Crossbower A 3/8
Uncroaked Darf Crossbower B (F) 5/8
Uncroaked Darf Crossbower C (F) 6/8


Krippens stack vs Darf stack 1

Krippen (m) 9/14 ki 1/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] croaked
—&gt; Uncroaked Wargoat dusted
Lancer Point [+1 spear] 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

Shadow stack vs Animal stack

Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 11/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 7/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A [+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

Spike’s stack vs Animal stack

Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof croaked
Uncroaked worker Antz 4/10
Uncroaked Hobby E 6/8
shady sneak C18A
Sniper C19C
Archer C16B

Sparky stack vs scout stack

Sparky (F)
Shocorpion (F)
Twinhorn C19A 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8(F)
Katerpea



Reserves not engaged

Uncroaked Archer Warlord
Far strider Howie (F) 1/8
Ditto twin horn popped
Pondsea T15 1/8
Pondsea C17B croaked
Doe Deer B 3/8 (F)
Pudgie A (F) 3/5
WurmD
add

Uncroaked Archer Warlord joins up with reserve stack, does not engage , and fires on a Darf, Chimpoo or Woof 
 
 Spoiler 
 otherwise +1 
 


EDIT:
W113.  Observed Knowledge:  Can a stack attacked by multiple stacks, each with only 1 front-line unit, focus only on one enemy stack and thus focus all 4 melee attacks on that one front-line unit of the target stack? Or is the besieged stack forced to spread out the melee attacks between all valid targets
_Wiz_
Sure +1.......
WurmD
W114.  Projection given Observed Knowledge : Will the Animal stack, being attacked by 3 other stacks, be able to choose to have 4 of its melee attacks focus only on Dee's stack and thus have 2 melee attacks hit one of Dee's units? (we already know the Chimpoo's can also fire on Dee's stack by eating AOOs)

EDIT: Pause, I rescind my +1

K, got it
:

 Uncroaked Archery Warlord and Howie rush to join Dee, restacking, the Warlord joining the front rank 

Stacks reshuffle

Dee Casts Seize Uncroaked on Uncroaked Green Bear

Katerpea fires silk shot at Uncroaked Farstrider

Shadow fires a Ditto Shot at Animal stack but does not aim at a bear
4x Krippen’s Snipers rapid shot at Animal stack but does not aim at a bear
Spike’s Sniper rapid shot at Darf Stack 1

All regular archers fire at enemies their stack is engaged with. (Targeting light units)

Krippen’s stack charges and engages the last Darf from Darf stack 1

Spike’s stack charges and engages the animal stack.

Melee units continue to attack the stacks they are engaged with.

Melee units that can only attack a Bear or a Farstrider Total Defense

 * Dee stack vs animal stack
Uncroaked warlord [lumber jack axe] 3/12 hits
Uncroaked Minertaur 4/12
Dee [+1 staff] J 180/300 (m)
—&gt;Uncroaked Hobby B (F)
Uncroaked Darf Crossbower A 3/8
Uncroaked Darf Crossbower B (F) 5/8
Uncroaked Darf Crossbower C (F) 6/8
Uncroaked Archer Warlord (F)
Far strider Howie 1/8 


* Krippens stack vs Darf stack 1
Krippen (m) 9/14 ki 1/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] croaked
—&gt; Uncroaked Wargoat dusted
Lancer Point [+1 spear] 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

* Shadow stack vs Animal stack
Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 11/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 7/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A [+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

* Spike’s stack vs Animal stack
Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof croaked
Uncroaked worker Antz 4/10
Uncroaked Hobby E 6/8
shady sneak C18A
Sniper C19C
Archer C16B

* Sparky stack vs scout stack
Sparky (F)
Shocorpion (F)
Twinhorn C19A 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8(F)
Katerpea

 * Reserves not engaged
Ditto twin horn popped
Pondsea T15 1/8
Pondsea C17B croaked
Doe Deer B 3/8 (F)
Pudgie A (F) 3/5 
_Wiz_
As long as the restacking doesn’t cause an AoO sure +1
Cyphermancer
 Uncroaked Archery Warlord and Howie rush to join Dee, restacking, the Warlord joining the front rank 

Stacks reshuffle

Dee Casts Seize Uncroaked on Uncroaked Green Bear. She has to push with her juice once again grabbing the uncroaked

Uncroaked Green Bear, (7 turns) 4[1d8]/4/14/10 Hits 4/12 Move 10/10
Specials: Heavy, Forest capable, uncroaked

60 juice used



Katerpea fires silk shot at Uncroaked Farstrider but misses

Shadow fires a Ditto Shot at Animal stack but does not aim at a bear
4x Krippen’s Snipers rapid shot at Animal stack but does not aim at a bear
Spike’s Sniper rapid shot at Darf Stack 1

between the melee and archery attacks. Harleys forces cut down the rest of the uncroaked. Forgoing attacks on the remaining bear and far strider. Both the farstrider and bear manage to connect with their strikes. The bear manages to dust the crossbowman with a critical hit!

[ 
 Spoiler: harleys forces 
B]* Dee stack vs animal stack
Uncroaked warlord [lumber jack axe] 3/12 hits
Uncroaked Minertaur 4/12
Dee [+1 staff] J 120/300 (m)
—&gt;Uncroaked Hobby B (F)
Uncroaked Darf Crossbower A 3/8
Uncroaked Darf Crossbower B (F) 5/8
Uncroaked Darf Crossbower C (F) dusted
Uncroaked Archer Warlord (F)
Far strider Howie 1/8[/B]


* Krippens stack vs Darf stack 1
Krippen (m) 9/14 ki 1/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] croaked
—&gt; Uncroaked Wargoat dusted
Lancer Point [+1 spear] 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

* Shadow stack vs Animal stack
Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 11/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 7/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A [+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

* Spike’s stack vs Animal stack
Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof croaked
Uncroaked worker Antz 4/10
Uncroaked Hobby E 6/8
shady sneak C18A
Sniper C19C
Archer C16B

* Sparky stack vs scout stack
Sparky (F) 5/10
Shocorpion (F)
Twinhorn C19A 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8(F)
Katerpea

[B]* Reserves not engaged
Ditto twin horn popped
Pondsea T15 1/8
Pondsea C17B croaked
Doe Deer B 3/8 (F)
Pudgie A (F) 3/5[/B
 

 
 Spoiler: enemy forces 

Leadership stack (krippens stack)


Robed Uncroaked "staff" (croaked)
----&gt; uncroaked red dwagon (F) (dusted)
Uncroaked archery warlord (seized)
------&gt; uncroaked Heavy lizard dusted
Robed uncroaked " wand and sword" croaked
------&gt; uncroaked Heavy lizard dusted
Uncroaked Darf knight Melee 1 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight Melee 2 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight Melee 3 dusted
--------&gt; uncroaked goat 3 dusted
Uncroaked Darf knight crossbow 1 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight crossbow 2 dusted
--------&gt; uncroaked goat dusted




Animal stack 1 (Dees stack and shadows stack)

Uncroaked green bear 1 (F) 8 hits "seized"
Uncroaked green bear 2 (F) 6 hits
Uncroaked woof 1 (F) dusted
Uncroaked woof 2 dusted
Uncroaked woof 3 (F) dusted
Uncroaked Chimpoo 1 dusted
Uncroaked Chimpoo 2 dusted
Uncroaked Chimpoo 3 dusted



Darf stack 1 (spikes stack)


Uncroaked Darf axe men 1 (F) dusted
Uncroaked Darf axe men 2 (F) Dusted
Uncroaked Darf axe men 3 (F) Dusted
Uncroaked Darf axe men 4 (F) dusted
Uncroaked Darf crossbowmen 1 dusted
Uncroaked Darf crossbowmen 2 dusted
Uncroaked Darf crossbowmen 3 dusted
Uncroaked Darf crossbowmen 4 dusted




Darf stack 2 ( shadows stack)

Uncroaked Darf axe men 5 (F) dusted
Uncroaked Darf axe men 6 (F) dusted
Uncroaked Darf axe men 7 (F) dusted
Uncroaked Darf axe men 8 (F) dusted
Uncroaked Darf crossbowmen 5 dusted
Uncroaked Darf crossbowmen 6 dusted
Uncroaked Darf crossbowmen 7 dusted
Uncroaked Darf crossbowmen 8 dusted



Infantry stack

Stabber 1 dusted
Stabber 2 (F) dusted
Piker 1 (F) dusted
Piker 2 (F) dusted
Piker 3 (F) dusted
Archer 1 dusted
Archer 2 dusted
Archer 3 dusted



Scout stack (sparky stack)

Uncroaked Farstrider 1 dusted
Uncroaked scout 1 dusted
Uncroaked Farstrider 2 (F) 5 hit "-2 com/def"
Uncroaked scout 2 (F) Dusted
Uncroaked scout 3 "dusted"
Uncroaked wabbit 1 (F) dusted
Uncroaked wabbit 2 (F) dusted
Uncroaked trap smith (F) dusted



Flying stack (reserve stack)

Uncroaked bird 1 dusted
Uncroaked bird 2 dusted
Uncroaked bird 3 dusted
Uncroaked bat 1 dusted
Uncroaked bat 2 dusted
Uncroaked bat 3 dusted
Uncroaked bat 4 dusted
Uncroaked eagle dusted
 
_Wiz_
Stacks reshuffle. (Seized Uncroaked Green Bear joins Dee’s stack)

Dee casts seize uncroak on Uncroaked Green Bear.

Katerpea fires silk shot at Uncroaked Farstrider.

All other units do not attack but use full defence.


* Dee stack vs animal stack
Uncroaked warlord [lumber jack axe] 3/12 hits
Uncroaked Minertaur 4/12
Dee [+1 staff] J 120/300 (m)
—&gt;Uncroaked Hobby B (F)
Uncroaked Darf Crossbower A 3/8
Uncroaked Darf Crossbower B 5/8
Uncroaked Archer Warlord (F)
Far strider Howie 1/8
Uncroaked Greenbear


* Krippens stack vs Scout stack
Krippen (m) 9/14 ki 1/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] croaked
—&gt; Uncroaked Wargoat dusted
Lancer Point [+1 spear] 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

* Shadow stack vs Animal stack
Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 11/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer (F) 7/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A [+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

* Spike’s stack vs Animal stack
Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof croaked
Uncroaked worker Antz 4/10
Uncroaked Hobby E 6/8
shady sneak C18A
Sniper C19C
Archer C16B

* Sparky stack vs scout stack
Sparky 5/10
Shocorpion (F)
Twinhorn C19A 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8
Katerpea

[B]* Reserves not engaged
Ditto twin horn popped
Pondsea T15 1/8
Pondsea C17B croaked
Doe Deer B 3/8 (F)
Pudgie A (F) 3/5


**If Green bear successfully seized and Dee has enough juice the turn after she will then seize uncroak on the uncroaked farstrider.
WurmD
refined

Stacks reshuffle. (Seized Uncroaked Green Bear joins Dee’s stack)

Dee casts seize uncroak on Uncroaked Green Bear.

 Krippen’s orderly disengages
 
Katerpea fires silk shot at Uncroaked Farstrider.

All other units do not attack but use full defence.


* Dee stack vs animal stack
Uncroaked warlord [lumber jack axe] 3/12 hits
Uncroaked Minertaur 4/12
Dee [+1 staff] J 120/300 (m)
 —&gt;Uncroaked Hobby B
 Uncroaked Darf Crossbower A 3/8
Uncroaked Darf Crossbower B 5/8
Uncroaked Archer Warlord (F)
Far strider Howie 1/8
Uncroaked Greenbear

 * Krippens stack unengaged
 Krippen (m) 9/14 ki 1/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] croaked
—&gt; Uncroaked Wargoat dusted
Lancer Point [+1 spear] 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

* Shadow stack vs Animal stack
Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 11/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
 —&gt;Heavy Doe Deer 7/12
 Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A [+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

* Spike’s stack vs Animal stack
Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof croaked
Uncroaked worker Antz 4/10
Uncroaked Hobby E 6/8
shady sneak C18A
Sniper C19C
Archer C16B

* Sparky stack vs scout stack
Sparky 5/10
Shocorpion (F)
Twinhorn C19A 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8
Katerpea

[B]* Reserves not engaged
Ditto twin horn popped
Pondsea T15 1/8
Pondsea C17B croaked
Doe Deer B 3/8 (F)
Pudgie A (F) 3/5


**If Green bear successfully seized and Dee has enough juice the turn after she will then seize uncroak on the uncroaked farstrider.
_Wiz_
Sure +1..........
Cyphermancer
Dee cast trying to seize the last heavy. However the bear resists her spell. As the uncroaked greenbear moves to join Dee stack. Its former stsck mate scores a hit along it rear almost dusting the heavyly damaged uncroaked. As the troops prepare to defend themselfs. The Katerpie again hitd the farstrider further reducing its combat stats.

The Greenbear fails to hit any of dee stack. However the farstrider again scores against sparkys stack.

*  
 Spoiler: harleys forces 
Dee stack vs animal stack
Uncroaked warlord [lumber jack axe] 3/12 hits
Uncroaked Minertaur 4/12
Dee [+1 staff] J 80/300 (m)
 —&gt;Uncroaked Hobby B
 Uncroaked Darf Crossbower A 3/8
Uncroaked Darf Crossbower B 5/8
Uncroaked Archer Warlord (F)
Far strider Howie 1/8
Uncroaked Greenbear 1/12

 * Krippens stack unengaged
 Krippen (m) 9/14 ki 1/4
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby (F) 5/12
Lancer Ike [+1 oversized axe] croaked
—&gt; Uncroaked Wargoat dusted
Lancer Point [+1 spear] 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

* Shadow stack vs Animal stack
Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 11/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
 —&gt;Heavy Doe Deer 7/12
 Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A [+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

* Spike’s stack vs Animal stack
Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof croaked
Uncroaked worker Antz 4/10
Uncroaked Hobby E 6/8
shady sneak C18A
Sniper C19C
Archer C16B

* Sparky stack vs scout stack
Sparky 5/10
Shocorpion (F) 4/9
Twinhorn C19A 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8
Katerpea

[B]* Reserves not engaged
Ditto twin horn popped
Pondsea T15 1/8
Pondsea C17B croaked
Doe Deer B 3/8 (F)
Pudgie A (F) 3/5
 

 
 Spoiler: enemy 
Leadership stack (krippens stack)


Robed Uncroaked "staff" (croaked)
----&gt; uncroaked red dwagon (F) (dusted)
Uncroaked archery warlord (seized)
------&gt; uncroaked Heavy lizard dusted
Robed uncroaked " wand and sword" croaked
------&gt; uncroaked Heavy lizard dusted
Uncroaked Darf knight Melee 1 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight Melee 2 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight Melee 3 dusted
--------&gt; uncroaked goat 3 dusted
Uncroaked Darf knight crossbow 1 dusted
--------&gt; uncroaked goat dusted
Uncroaked Darf knight crossbow 2 dusted
--------&gt; uncroaked goat dusted




Animal stack 1 (Dees stack and shadows stack)

Uncroaked green bear 1 (F) 8 hits "seized"
Uncroaked green bear 2 (F) 6 hits
Uncroaked woof 1 (F) dusted
Uncroaked woof 2 dusted
Uncroaked woof 3 (F) dusted
Uncroaked Chimpoo 1 dusted
Uncroaked Chimpoo 2 dusted
Uncroaked Chimpoo 3 dusted



Darf stack 1 (spikes stack)


Uncroaked Darf axe men 1 (F) dusted
Uncroaked Darf axe men 2 (F) Dusted
Uncroaked Darf axe men 3 (F) Dusted
Uncroaked Darf axe men 4 (F) dusted
Uncroaked Darf crossbowmen 1 dusted
Uncroaked Darf crossbowmen 2 dusted
Uncroaked Darf crossbowmen 3 dusted
Uncroaked Darf crossbowmen 4 dusted




Darf stack 2 ( shadows stack)

Uncroaked Darf axe men 5 (F) dusted
Uncroaked Darf axe men 6 (F) dusted
Uncroaked Darf axe men 7 (F) dusted
Uncroaked Darf axe men 8 (F) dusted
Uncroaked Darf crossbowmen 5 dusted
Uncroaked Darf crossbowmen 6 dusted
Uncroaked Darf crossbowmen 7 dusted
Uncroaked Darf crossbowmen 8 dusted



Infantry stack

Stabber 1 dusted
Stabber 2 (F) dusted
Piker 1 (F) dusted
Piker 2 (F) dusted
Piker 3 (F) dusted
Archer 1 dusted
Archer 2 dusted
Archer 3 dusted



Scout stack (sparky stack)

Uncroaked Farstrider 1 dusted
Uncroaked scout 1 dusted
Uncroaked Farstrider 2 (F) 5 hit "-3 com/def"
Uncroaked scout 2 (F) Dusted
Uncroaked scout 3 "dusted"
Uncroaked wabbit 1 (F) dusted
Uncroaked wabbit 2 (F) dusted
Uncroaked trap smith (F) dusted



Flying stack (reserve stack)

Uncroaked bird 1 dusted
Uncroaked bird 2 dusted
Uncroaked bird 3 dusted
Uncroaked bat 1 dusted
Uncroaked bat 2 dusted
Uncroaked bat 3 dusted
Uncroaked bat 4 dusted
Uncroaked eagle dusted
 
WurmD
 Observed Knowledge Hypothesis:  The Bear took 11 damage because
 1. he had 0 stack bonus,
 2. enemy bear had +6 stack bonus,
 3. 1d20+6 gives a possible non-crit 19+6 = 25 = 21 over its 4 Defense vs 1d8
 4. 25 is 21 over its 4 Defense, which is +5 damage
 5. 1d8+5 can deal 11 damage

W115. Please correct us if something wrong with the above


- Stacks reshuffle

- Dee casts seize uncroak on Uncroaked Green Bear.

- If Seize fails, all ranged fire on Bear, all engaged front-line melee units strike Bear

- Krippen’s stack engages Farstrider and Krippen and Heavy Hobby attempt Grapple (Hobby attempt grapple by stepping on Farstrider), to then take prisoner

- Sparky orderly disengages

- All other units do not attack but use full defence.

* Dee stack vs animal stack
Uncroaked warlord [lumber jack axe] 3/12 hits
Uncroaked Minertaur 4/12
Dee [+1 staff] J 80/300 (m)
—&gt;Uncroaked Hobby B
Uncroaked Darf Crossbower A 3/8
Uncroaked Darf Crossbower B 5/8
Uncroaked Archer Warlord (F)
Far strider Howie 1/8
Uncroaked Greenbear 1/12

* Krippens stack vs Farstrider
Krippen (m) 9/14 ki 1/4 (F)
—&gt;Uncroaked stone bull " dusted"
Champion Jab [twinfang swords] (m)
—&gt;Uncroaked Heavy Hobby 5/12 (F)
Lancer Ike [+1 oversized axe] croaked
—&gt; Uncroaked Wargoat dusted
Lancer Point [+1 spear] 3/8
—&gt;Hobby T15A croaked
Sniper Shaft
—&gt;Hobby T15B 0/8
Sniper Bolt
—&gt;Hobby T16A 0/8
Sniper C19A
—&gt;Uncroaked Hobby F dusted
Sniper C19B
—&gt;Uncroaked Hobby C dusted

* Shadow stack vs Animal stack
Shadow [crit helm] (m)
—&gt;Heavy Doe Deer (F) 11/12
Moonsong [wand of hoboken] [wand of lesser heal] (m)
—&gt;Heavy Doe Deer 7/12
Shady C11B [mw armour] [?shield+short sword] 1/7
Shady C16A [+1 armour] [?shield+short sword] croaked
Shady C16B
Shady C18A
Shady C11A
Shady C11C

* Spike’s stack vs Animal stack
Spike [+1 shield] (m)
—&gt; Heavy Hobby [amulet of healing] (F) 9/12
Green Bear (F)
Woof croaked
Uncroaked worker Antz 4/10
Uncroaked Hobby E 6/8
shady sneak C18A
Sniper C19C
Archer C16B

* Sparky stack not engaged
Sparky 5/10
Shocorpion 4/9
Twinhorn C19A 3/8
Twinhorn C19B croaked
Twinhorn Lv2 3/8
Twinhorn C16A 2/8
Pondsea C17A 7/8 (F)
Katerpea

* Reserves not engaged
Ditto twin horn popped
Pondsea T15 1/8
Pondsea C17B croaked
Doe Deer B 3/8 (F)
Pudgie A (F) 3/5
Cyphermancer
Observed Knowledge Hypothesis: The Bear took 11 damage because
1. he had 0 stack bonus,
2. enemy bear had +6 stack bonus,
3. 1d20+6 gives a possible non-crit 19+6 = 25 = 21 over its 4 Defense vs 1d8
4. 25 is 21 over its 4 Defense, which is +5 damage
5. 1d8+5 can deal 11 damage

The bear was already damaged (8 hits) so it took 3 after dr.
_Wiz_
No to Krippen grappling but +1 to the rest
WurmD
 How about let Krippen decide?

Mental order to Krippen  'grapple if no AOO'  

Then we'll let a warlord decide

Mental order to Spike * Capture Farstrider if doable, dust if not*
 
Cyphermancer
Dee pushes the last of her juice into the sieze uncroaked spell. Capturing the last uncroaked green bear.

Uncroaked Green Bear, (8 turns) 4[1d8]/4/14/10 Hits 4/12 Move 10/10
Specials: Heavy, Forest capable, rewrapped

Krippen then orders jabs mount to jump and sit on the uncroaked far strider. The mount has two attacks throw at it but thanks to the katerpea the uncroaks attacks are far less effective both missing the mark.

Captives

Uncroaked far strider

Spike then orders all loot and bodies to be collected

2 hobby horses T15B, T16A incapacitated

Bodies
Lancer ike
Shady elf
Hobby horse
Woof
Twin horn
Pondsea
X2 lich bodies


Loot
1 bone staff "magical"
1 wand " magical"
1 sword " magical"
2 black robes " magical
3 knight axes
2 knight crossbows
8 darf axes
9 darf crossbows
1 long dagger
3 short daggers
3 swords
3 spears
3 bows

Spike then leads his forces into the center of the city. Harley can feel Spike claim the city. Upgrading the city will cost 2000 shmuckers. Harley also notices that the city has a dungeon zone. Finally some portions of the cities former glory still exists. Two city zone upgrades and one building slot upgrades. These upgrades will have no effect on the cost of upgrading the city and will take up these slots. However there effects can be maintained at no cost.

The first city upgrade will effect scrying on the city, the second city zone upgrade has something to do with crypts in the dungeon zone. The building upgrade has to do with the number of traps still within the city.
_Wiz_
Harley converts Gems in to shmuckers until she has over 2,000 shmuckers. She then orders the upgrade of the newly claimed city to level 1.
WurmD
+1
..............
Cyphermancer
Harley converts nine 25 shmucker gems and eight 50 shmucker gems.
Bring her total shmuckers to 2013 shmuckers. She then spends 2000 shmuckers to upgrade her new city of Khelt to level 1!

  City Khelt 12.-10 
Level 1 (10000 to upgrade to level 2)
 City Zone upgrades: 1/2 (scry shield)
 Building Slots:  2/4 trapper hut, crypt
Tower lv 0 0J capacity
Income 1000/
Building income
Production:
Production capacity:
Scouts (2/turn)
Pikers (2/turn)
Stabbers (1/turn)
Archers (1/turn)
Trapsmith (1 every two turns)


 Tower:  Level 0, 0/0 (Raw 0)
 Scry Shield:  The cities tower and command building are lined with lead. This blocks all lookamancy focused on this part of the city.
  Crypt  the crypts randomly pops bodies every turn. These bodies are are alway capable of being uncroaked. These bodies will last until end of turn.
 Arrow slits:  The tower is lined with enough arrow slots to allow 16 archers to fire at once. (4N,4E,4S,4W)
 Garrison: Level 0  
 Spoiler 

Basic Barracks  (provides no bonus)
 

 City Zone: 
[spoiler]Dwellings (provides no bonus)
Storehouse (provides no bonus)
Larder (provides no bonus)
Trapper hut (can pop trap smiths this building also functions as a workshop for trapsmiths)
 Walls:  Level 0 (0 hp walls) (gates 0hp)
 Dungeons:  Level 0

Portal room:
Cells: 1 (crude cavern, low security) Capacity 1/2
WurmD
W117. What about the existing traps?
W118. The current hp of gates and walls is 0, do we know if they'll repair at turn start?
_Wiz_
Question: Can an Uncroaked warlord manage a city?

IF Yes: Have the Uncroaked Archer Warlord manage Khelt

IF No or unsure: Have Spike manage Khelt


Order Dee to inspect the Lich bodies and report on anything she discovers about them.
WurmD
+1--------------
Cyphermancer
Question: Can an Uncroaked warlord manage a city?

IF Yes: Have the Uncroaked Archer Warlord manage Khelt

IF No or unsure: Have Spike manage Khelt

With an order the uncroaked archery warlord manages the city.

-4 move 5/9


Order Dee to inspect the Lich bodies and report on anything she discovers about them.

W117. What about the existing traps?

The existing traps seemed to have been obsorbed with the leveling of the city.

W118. The current hp of gates and walls is 0, do we know if they'll repair at turn start?

The city has no wall. Remeber Arkum at level 1 city didn't have walls.

Question: can Dee over charge the level 0 tower?

A note from Dee

  I have looked over the remains of the Lichs. They seem to be some kind of caster uncroaked. I can't raise them. However, I would like to use some juice to explore them. I might be able to learn something. As for the tower. I have never overloaded a tower. I don't feel a connection to the tower however maybe with juice I could.

 
_Wiz_
Reading Dee’s note Harley writes back a reply.

 ’Next turn we will definitely put aside some of your juice to examine those bodies. If you could learn something from them it would definitely be worth it!

p.s congratulations on your victory. From what I could see it was a hard fought battle.

p.p.s please try the amulet of healing on one of the incapacitated hobby horses. I want to see if it is capable of healing a unit after a battle.’ 
WurmD
+1!!!!!!!!
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Reading Dee’s note Harley writes back a reply.

 ’Next turn we will definitely put aside some of your juice to examine those bodies. If you could learn something from them it would definitely be worth it!

p.s congratulations on your victory. From what I could see it was a hard fought battle.

p.p.s please try the amulet of healing on one of the incapacitated hobby horses. I want to see if it is capable of healing a unit after a battle.’  
 

  The amulet healed the hobby horse T15B. I will examine the lichs next turn. It was a hard fought battle.

 
WurmD
Khelt
 City Zone upgrades: 2/2 (scry shield, crypt)

These are not buildings
W120. If we have an empty city upgrade slot, how do we fill it?
W121. How do we remove city zone upgrades? Simply by willing it

EDIT: Please edit  https://forums.giantitp.com/showsing...postcount=1174  accordingly, for posterity
Cyphermancer
Khelt
 City Zone upgrades: 2/2 (scry shield, crypt)

These are not buildings
W120. If we have an empty city upgrade slot, how do we fill it?

Normally the same as a building slot, tower, walls, ect. When a city levels the city gains one bonus city upgrade. Walls, tower, dungeons ect.

W121. How do we remove city zone upgrades? Simply by willing it

Harley can simply will it if the city isnt under attack and harleybis in her throne room.


EDIT: Please edit  https://forums.giantitp.com/showsing...postcount=1174  accordingly, for posterity
_Wiz_
Step 1

Two wagons load up and move to (04,-05)

Heavy Doe Deer A - 9.5 move use (0/14 remaining)
Wagon
-War Hobby
-Spike
-Shadow
-Moonsea
-Sniper Bolt


Heavy Doe Deer B - 9.5 move use (0/14 remaining)
Wagon
-Doe Deer B
-Pondsea T15
-Krippen
-Champion Jab
-Lancer Point
-Sniper Shaft

**Taking all magical gear

Step 2

Wagons switch pullers and continue on to (04,-03)

War Hobby - 1 move used (4/14 remaining)
Wagon
-Heavy Doe Deer A - (0/14 remaining)
-Spike
-Shadow
-Moonsea
-Sniper Bolt

Doe Deer B - 1 move used (11/14 remaining)
Pondsea T15 - 1 move used (6.5/16 remaining)
Wagon
-Heavy Doe Deer B - (0/14 remaining)
-Krippen
-Champion Jab
-Lancer Point
-Sniper Shaft

Step 3

wagon picks up Piker C15C and Sniper Bolt switches to walking. Wagons then move to Arkum.


War Hobby - 2.5 move used (1.5/14 remaining)
Wagon
-Heavy Doe Deer A - (0/14 remaining)
-Spike
-Shadow
-Moonsea
-Piker C15C

Doe Deer B - 2.5 move used (8.5/14 remaining)
Pondsea T15 - 2.5 move used (4/16 remaining)
Wagon
-Heavy Doe Deer B - (0/14 remaining)
-Krippen
-Champion Jab
-Lancer Point
-Sniper Shaft


Sniper Bolt 2.5 move used (3/8 remaining)

Step 4

Bill takes a wagon to the farm

War Hobby - 1.5 move used (0/14 remaining)
Wagon
-Doe Deer B (8.5/14 remaining)
-Pondsea T15 (4/16 remaining)
-Bill

Step 5

Wagon returns to capital with Archer C16A

Doe Deer B 1.5 move used (7/14 remaining)
Pondsea T15 1.5 move used (4/16 remaining)
Wagon
-Archer C16A

Step 6

Harley Orders her units to take wood from the storehouse and build an archery tower in the capital.

Units assigned to build;

Piker Anne
Piker Isabel
Piker C15A
Piker C15B
Piker C15C
Archer C16A
Archer C18A
Archer C18B
Uncroaked Archer A
Uncroaked Archer B


Step 7

Harley orders Ash and Crud to meet her in the courtyard.

 ”Ash I would like to have Crud here make you some armour out of this rare lightweight Mythral metal...”  Harley declares holding a piece of it up.  ”If I we’re to do that would you be willing to wear it in battle for your protection?”  Harley then asks.

If Ash agrees Harley then turns to crud.  ”Please start work on a set of Mythral armour (or barding) for Ash.”  Harley then orders.  ”Since your using mythral do you think you will be able to finish it this turn?”  Harley then asks.
WurmD
+1)))))))))))
Cyphermancer
Spike and the rest of his group return to the capital

The infantry grab thier materials ( which corner is the archery tower being built in?)


Ash looks at the metal. Then down at his body before nodding to Harley.



Crud

Looking at the metal the twoll shakes his head while loock at ash.

 No too twrns to make. 
_Wiz_
The archery tower is to be built in the south west corner so that it protects the the west gate and wall and the southern wall.

 ”Two turns is acceptable. Please start on the armour right away Crud”  Harley replies with a slight smile.

Harley then turns her attention towards reclaiming her lost mobility by taming some more mounts. She first sends Spike out on a Pondsea to gather some wild rations for taming.

Blue route (ending route in farm): Pondsea C19A 12 move used (1 move remaining)
Red route: Spike 6 move used (0.5 move remaining)

 

**Foraging for wild rations in all light forest hexes passed through.

Shadow then heads out on a hobby horse taking rations  and a message hat with her from the capital and collecting all the wild rations that Spike collected as she passes through the farm.

Step 1

Shadow rides hobby B to farm and collections rations from Spike

Hobby B 1.5 move used (7.5/14 move remaining)


Step 2

Shadow rides hobby B to (07,01)

Hobby B 4 move used (3.5/14 move remaining)


Step 3

Shadow walks to (09,01) and attempts to tame Feral Hobbys with rations.

Shadow 2 move used (3/9 move remaining)

Step 4

Shadow waits for further orders once we know if Hobbys tamed and how much move they have.
WurmD
Change foraging to be in *all hexes* passed, even the road hexes

otherwise +1
_Wiz_
Let’s not harvest the plains too often but sure +1
Cyphermancer
Spike heads out of his foraging run. The grass lands yield very little only finding a single wild rations. With the light forest hexes yielding another two

Shadow then rides out to the hobby horses

After a bit two more hobby horses join the side

T19A 35s “Paid” Xp 0/8 Hits 8/8 Move 9/14
T19B 35s "paid" Xp 1/8 hits 8/8 move 9/14


While in the capital the archery tower is thrown together in the south west corner

Crude archery tower (SW): a single stsck may be posted on the archery tower. The tower grants ranged units stationed in it a +1 to combat and defense.


-10 wood

Crud takes a single piece of mythral to the work shop Ash following along.

Crud move 0/8
_Wiz_
Order Moonsong to deposit her 100 juice in Arkum’s tower.
WurmD
+1
...........
WurmD
2 Antz to tunnel and walk underground along blue line, sleeping in Capital

Worker A tunnel digs first 3 hexes
Worker B tunnel digs next 1 hex

Final state
Worker A xp 1/8 (C) Move 1/10
Worker B xp 0/8 (C) Move 1/10


 

2 Antz to tunnel and walk underground along road to Khelt, sleeping in Capital

Worker C tunnel digs first 3 hexes
Worker D tunnel digs next 1 hex

Final state
Worker C xp 5/8 (C) Move 1/10
Worker D xp 1/8 (C) Move 1/10
_Wiz_
Sure +1.......
Cyphermancer
Harley picks a place just outside the gates of the city.

Worker A begins to dig a permanent tunnel slanting down at an angle. The ant carries small rocks and pulls dirt out of the hole seeming to spit on the walls as it goes. Not long after the ant start Harley feels its move drop by two. Looking at the tunnel. Its short while humaniod creatures could use the tunnel they would have to crawl. Looking at the distance covered Harley thinks it would take another ten move to finish the tunnel to the hex boundary at its current height or 22 to expand the tunnel to normal head height but still single file. What are your orders?
WurmD
Worker A to continue at same height Move 0/10
Worker B to continue until crossing over Move 6/10

And lets find out what is the effect of crawling when traveling

Unless
 Inmate Knowledge:  effects of crawling
_Wiz_
Sure+1..........
Cyphermancer
The worker antz continue their work Ant A using the rest of its move and ant B taking up work right afterward crossing over the hex only uses one move for the ant

Worker ant A 0/10 move
Worker ant B 5/10 move

Tunnel 00.00 complete
Tunnel -01.00 1/?? Complete


As crawling you have no knowledge of this how are you testing it?
WurmD
Uncroaked Crossbow Darf B (8 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)
Specials: Archery, uncroaked

Harley mentally orders this unit to walk to capital, then crawl into tunnel until he crosses the hex boundary
_Wiz_
Sure sure +1
Cyphermancer
Uncroaked Crossbow Darf B (8 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)
Specials: Archery, uncroaked


Walks back to the capital 4.5/6 move used. The uncroaked then starts to crawl through the tunnel. Harley begin to get a bit bored waiting on the uncroaked as it SLOWLY makes its way through the tunnel. Until it finally crosses the hex

Uncroaked Crossbow Darf B (8 turns)
2.5/6 move remaining
WurmD
Worker B ordered to heighten the tunnel on his end Move 3/10
then walk back Move 2/10
then heighten the bit of tunnel next to hex boundary Move 0/10

Then Uncroaked ordered to get up and cross the hex boundary back to Capital (expected Move cost of 1)
_Wiz_
Suuuuuure +1
Cyphermancer
Worker B widens the tunnel on both sides using the last of its move.


The uncroaked crossbowman crosses back into the capital,  however to Harleys disappointment the uncroaks move still drops by 2.

Uncroaked Crossbow Darf B (8 turns)
0.5/6 move remaining


Worker ant B 0/10
WurmD
All workers work to make a humanoid high tunnel SW while saving enough move to walk back to Capital
_Wiz_
+1.............
Cyphermancer
Worker Ant C And D start increasing the height of the tunnel

Tunnel 00.00 Med size complete
Tunnel  -01.00 med size 3/?? Complete.
_Wiz_
Confirmed order that has not yet been actioned: Moonsong charges tower with her 100 J

End of Turn positioning

 -Hobby B rides back from (07,01) to Farm 

Hobby B 4 move used (0/14) remaining

 -Hobby T19A and T19 B return to capital (from 09,01) with Shadow riding  

Hobby T19A 7 move used (2/14) remaining
Hobby T19B 7 move used (2/14) remaining

 -Pondsea T15 and Doe Deer B pull wagon from capital to farm 

Pondsea T15 1.5 move used (2.5/16 remaining)
Doe Deer B 1.5 move used (5.5/14 remaining)
Wagon
-Archer C16A
-Archer C18A
-Archer C18B
-Uncroaked Archer A
-Uncroaked Archer B

 -Pondsea T15 and Doe Deer B pull wagon back to capital leaving the archers at the farm 

Pondsea T15 1.5 move used (1/16 remaining)
Doe Deer B 1.5 move used (4/14 remaining)
Wagon

 -8x Decayed uncroaked darf axemen (A-H) walk from capital to farm 

Decayed uncroaked darf axemen (A-H) 1.5 move used (4.5/6 remaining)
WurmD
+1

Now for the caster expenses
Cyphermancer
Moonsong heads up to the tower draining her juice and charging it up a bit

Tower 100/400

Harleys forces finish their moves. With no problems.
Cyphermancer
New break down of unit for tracking

 
 Spoiler: units 

Units


Leadership


Queen Harley Tesla, Shockamancer Level 4

3(4)[1d4]/3/9/9 400J / 56/72xp / 150s “paid” Move 8/9 (C)

Specials: caster “Shockamancy adept”, Noble

Equipment: Blunted smile


Dee Ceas, Croakamancer level 3

3/3/8/8 300J/ 32/48xp/ 130s "paid"  Move (6.5/9) (12.-10)

Specials: croakamancy: novice, shockamancy: novice

Equip: staff, cloak of mists, grounding amulet


Chief Warlord Spike Level 4, 7(8)[1d6]/6(7)/13/9 / 48/96xp / 150s “paid” Move 6.5/9  Hits 12/12 (C)

Special: Leadership, Base popped

Equipment: +1 flaming Battle axe, critical helm, +1 armour


Shadow "shady elf" Chief Level 3, (09.01) 5(6)[1d6]/5(6)/11/10 / 34/48xp / 130s “paid” Move 3/9   (C)

Specials: Shady, Archery, Tribal command "Shady elves”

Equipment: +1 Fiery Twinhorn bow, Bow, Sword, MW Ant Armor


Bill, Warlord Level 2, 5(6)[1d6]/4(5)/11/9 / 18/24xp / 140s “paid”  Move 1/9 (F)

Special: Farmer, Steadholder, Leadership

Equipment: Pitch fork, +1 Battleaxe, Masterwork armour


Shady elf MoonSong Level 2, 2[1d4]/2/6/8 / 18/24xp /110s “paid” Move 4/8 (C)

Specials: Shady, Archery, Natural caster (Foolamancy) juice (00/100)


“Ash", Embar Pokedamon Chief Level 3, 5[1d6]/4/11/9 / 120s “paid” Xp 34/48 Move 9/9 (C)

Special: Breath weapon fire 1d6 (4), Fire immunity, Tribal leadership


“Sparky” Shocorpion sub chief level 1 4[1d6]/4/10/8 100s XP 7/8 Move 1/8

(12.-10)

Specials: Specials: Shocking tail 1d8, Mountain capable


Uncroaked warlord level 3 ( 10 turns)

7[1d6]/6/12/8

Move: 4/8 (12.-10)

Specials: uncroaked, leadership

Equipment:battleaxe, armour


Uncroaked warlord lv 2 (6 turns)

5[1d6]/4/11/8 (12.-10)

Specials: archery, leadership, rewrapped

Gear: +1 bow


Capital 00.00


Forman Bob courtier level 1, 0[1 dam]/0/4/8   1/8xp   30s   Move 0/8 (C)

Special: Foreman


Crud, Twoll Level 2, 5(6)[1d8]/5/13/8 / 15/24xp / 110s “paid”  Hits 13/13 Move 0/8 (C)

Specials: Heavy, Fabrication,

Equipment : Mastercraft club, Bag of junk


Piker Anne Level 2, 1[1d3]/3/7/8 / 11/24xp / 14s Hits 7/7  Move 0/8 (C)

Specials:


4X Piker Level 1, 1[1d3]/2/6/8

Isabel 6/8xp / 12s Hits 6/6 Move 0/8 (C)

C15A 2/8xp / 12s Hits 6/6 Move 0/8 (C)

C15B 2/8xp / 12s Hits 6/6 Move 0/8 (C)

C15C 2/8xp / 12s Move 0/8 ©


2X Hobby horse Level 1, 1[1d3]/2/8/14

Specials: Mount, Passenger

T19A 35s “Paid” Xp 0/8 Hits 8/8 Move 9/14  (C)

T19B 35s "paid" Xp 1/8 hits 8/8 move 9/14 ©


X3 Uncroaked Flame thrower antz (A-C)

4[1d8]/5/12/10 (26 turns)

Specials: Uncroaked, fire restiance 5, breath weapon (Fire 1d6), Heavy

A Move 10/10

B Move 10/10

C Move 10/10


X11 Decayed uncroaked darf axemen (G-S) (6 turns) (C)

2(1)[1d4]/3(2)/8(4)/6

Specials: uncroaked


2X Woof Soldiers, 2[1d4]/2/8/0

Specials: Golem, Garrison

A 20s

B 20s


Embar Level 1

2/2/8/8 / 40s "paid" Xp 2/8 Hits 8/8

Special: Breath weapon 1d4 (4), Fire immunity


C18 xp 2/8

C19 xp 0/8


Big mouth Level 1, 1[1 dam]/2/6/8

Specials: Payday


T17A 40s "Paid" Xp 2/8 Move 8/8 (C)

C19A 40s "Paid" Xp 0/8 Move 8/8 (C)



4X Rattika  level 1, 1[1d4]/2/5/10

Specials: Mini-sized

A 40s “paid” xp 7/8 Move 10/10 (C) Hits 5/5

T16 40s “paid” xp 6/8 Move 10/10 (C) Hits 5/5

C17 40s "paid" xp 2/8 move 10/10 ©

C19 40s “paid’ xp 0/8 move 10/10


1x Pondsea level 2 3[1d3]/2/8/18 / 45s “paid”

Specials: Mount, Water walking

T15  "Paid" Xp 8/24 Move 4/16   (C)



2x Pondsea level 1 2[1d3]/2/8/16

Specials: Mount, Water walking


T15  "Paid 40s" Xp 7/8 Move 4/16   (C)

C19A "Paid 40s" Xp 0/8 Move 13/16 ©


Heavy Doe Deer  level 1, 4[[1d6]/4/12/14 Upkeep 100 "paid"

Specials: Mount, Forest capable, Heavy

Heavy Doe deer A xp 4/8 move 0/14

Heavy Doe deer B xp 4/8 move 0/14




Doe Deer B level 2, 2[1d4]/2/9/14 Upkeep 40s “paid” Xp 11/24 Move 7/14   Hits 9/9 (C)

Specials: Mount, Forest capable


Heavy Woof, 5[1d8]/5/12/12

Specials: forest capable, heavy. Move 12/12 (C)

Xp 4/8, upkeep 100


Solder antz level 1

3[1d4]/3/12/10 (C)

Upkeep 45 xp 2/8

Specials: crawler, fire rest (3), poison, tunnel fighting


X4 worker antz

1[1d3]/2/10/10  upkeep 35

Specials: Crawler, fire rest (3), tunneler

Worker A xp 1/8 move 0/10 (C)

Worker B xp 0/8 move 0/10(C)

Worker C xp 5/8 move 0/10(C)

Worker D xp 1/8 move 0/10(C)



City Khelt 12.-10

3x Knight Sniper, 4[1d6]/4/8/8

Specials: Knight, Archer, Rapid shot

C19A 6/8xp / 100s Move 1.5/8  (12.-10)

C19B 4/8xp / 100s Move 5.5/8  (12.-10)

C19C 3/8xp / 100s Move 5.5/8  (12.-10)


Green Bear, Level 1 4[1d8]/4/14/10 / 7/8xp / 100s “paid” Hits 12/12 Move 6/10   (12.-10)

Specials: Heavy, Forest capable


1X Archer Level 1, 1[1d3]/1/6/8

C16B 4/8xp / 14s Move 1.5/8   (12.-10)


3X Shady elf Level 2, 3[1d4]/2/8/8

Specials: Shady, Archery

C11A 8/24xp / 40s “Paid” Move 4/8   (12.-10)

C11B 9/24xp / 40s “Paid” Move 5.5/8   (12.-10)

C11C 8/24xp / 40s “Paid” Move 4/8   (12.-10)


2X Shady elf Level 1, 2[1d4]/2/7/8

Specials: Shady, Archery


C16B 3/8xp / 35s “Paid” Move 1.5/8   (12.-10)

C18A 2/8xp / 35s “Paid” Move 1.5/8   (12.-10)


1x Shady elf Sneak level 1 C18A, 2[1d4]/2/7/8/ 45s "paid" xp 2/8 Move 1.5/8 (12.-10)

Special: Shady, archery, sneak attack


2X Hobby horse Level 1, 1[1d3]/2/8/14

Specials: Mount, Passenger

T15B 35s “Paid” Xp 5/8 Hits 6/8 Move 1/14  (12.-10)

T16A 35s “Paid” Xp 3/8 Hits 0/8 Move 1/14  (12.-10)


Uncroaked Green Bear, (7 turns) 4[1d8]/4/14/10 Hits 4/12 Move 10/10   (12.-10)

Specials: Heavy, Forest capable, uncroaked


Uncroaked Green Bear, (8 turns) 4[1d8]/4/14/10 Hits 6/12 Move 10/10(12.-10)

Specials: Heavy, Forest capable, rewrapped



X2 Uncroaked hobby horse (B,E) 1[1d3]/2/8/14 (19 turns)

Specials: Uncroaked, Mount, Passenger

B Move 1/14   (12.-10)

E Move 1/14   (12.-10)


Uncroaked Minertaur A (23 turns)

6[1d8]/5/12/8 Move 1/8 Hits 12/12   (12.-10)

Specials: Uncroaked, Heavy, Mountain capable, Sapper


Uncroaked Crossbow Darf C (8 turns)

3[1d4/1]/2/8/6 Move 3.5/6 (12.-10)

Specials: Archery, Hardy, uncroaked



X1 Uncroaked darf crossbowmen A, (11 turns)

3[1d4]/2/8/6

Specials: archery, uncroaked

A Move 2/6   (12.-10)


Uncroaked Heavy War Horse (19 turns)

4[1d6]/4/12/16 Move 5/16   (12.-10)

Specials: Uncroaked, Heavy, Mount, Passenger


Uncroaked Worker Ant (8 turns)

1[1d3]/2/10/10 Move 6/10  (12.-10) Hits 10/10

Specials: Crawler, Uncroaked


Shocorpion Level 2, 3[1d4]/2/9/8 45s "paid" Xp 13/24 Move 1/8 (12.-10)

Specials: Shocking tail 1d6, Mountain capable


Twin Horn Level 2, 3[1d4]/2/9/14 / 45s “Paid” Xp 17/24 Move 1/14   (12.-10)

Specials: Charge, Mimic ”twice a day”


Twin Horn Level 1, 2[1d4]/2/8/14 / 40s

Specials: Charge, Mimic


C16A: xp 5/8 move 1/14 hp 8/8 (12.-10)

C19A: xp 1/8 move 1/14 hp 8/8 (12.-10)


1x Pondsea level 1 2[1d3]/2/8/16 /

Specials: Mount, Water walking


C17A "Paid" 40 Xp 4/8 Move 4.5/16   (12.-10) Hits 8/8



Katerpea level 2

2[1d3]/1/5/8

Specials: bug, silk shot

Upkeep 40 xp 5/15 Move 6/8 (12.-10)

Specials: bug, silk shot




Farm 03.01


3X Archer Level 1, 1[1d3]/1/6/8

C16A 2/8xp/ 14s Move 0/8 (03.01)

C18A 1/8xp/ 14s Move 0/8 (03.01)

C18B 1/8xp/ 14s Move 0/8 (03.01)


1X Hobby horse Level 1, 1[1d3]/2/8/14

Specials: Mount, Passenger

B 35s “Paid” Xp 7/8 Hits 8/8 Move 0/14 (03.01)


War Hobby A

5/4/12/17 (F)

Upkeep 110 xp 9/24

Damage 1d6 move 0/14

Special: mount, passenger, heavy


Uncroaked Crossbow Darf B (8 turns)

3[1d4/1]/2/8/6 Move 0.5/6 (F)

Specials: Archery, uncroaked


X2 Uncroaked archer A, B (11 turns)

1[1d3]/1/6/8

Specials: archery, uncroaked

A Hits 6/6 Move 0/8 (03.01)

B Hits 6/6 Move 0/8 (03.01)


Uncroaked darf axeman (11 turns)

2[1d4]/3/8/6

Specials: uncroaked

Hits 8/8 Move 6/6 (F)


X8 Decayed uncroaked darf axemen (A-H) (6 turns) (03.01)

2(1)[1d4]/3(2)/8(4)/6

Specials: uncroaked


Chimpoo, 3[1d3]/1/5/10 Upkeep 35s “paid” Xp 6/8 Move 10/10 (F)

Specials: Tree capable, Burning poo


4X Farmhand, 0[1 dam]/1/6/4 upkeep 12

Special: Extra yield

F19A xp 0/8 Move 0/4

F19B xp 0/8 Move 0/4

F19C xp 0/8 Move 0/4

F19D xp 0/8 Move 0/4



Mine 10.-12


None


Scouts "Varies"


X2 Pudgie  level 2 1[1 dam]/3/6/20

Upkeep 45

Specials: flight, scout, Natural thinkamancy (15)

Xp 12/24 Move 4/20 (12.-10)


A move 0/20 xp 12/24 (12.-10)

C16 move 0/20 xp 9/24 (-03.04)


1x Pudgies Level 1, 0[1 dam]/3/5/20

Upkeep 40

Specials: Flight, Scout, Natural thinkamancy (10)

C17 40s "paid" Xp 6/8 Move 0/20 (-05.-05)


Hex 00.01

Scout B Level 1, 1[1 dam]/1/5/12 / 5/8xp Move 0/12


Hex 04.01

Scout C Level 1, 1[1 dam]/1/5/12 / 6/8xp Move 0/12


Hex (C)

Scout D Level 1, 1[1 dam]/1/5/12 / 5/8xp Move 0/12


Hex 00.-01

Scout E Level 1, 1[1 dam]/1/5/12 / 3/8xp Move 0/12


Hex  -06.03

Scout F Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 0/12


Hex -02.01

Scout G Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 0/12


Hex 12.-10

Knight Far Strider Howie Level 2, 4/4/8/18 (1d4) / 110s / 18/24xp Move 9/18

Specials: Knight, Scout, Sneak attack

Equip: linked message hat, 1 grapple hook, message hat to king Flos


Hex 08.02

Scout I Level 1, 1[1 dam]/1/5/12 / 0/8xp Move 0/12

Hex  04.04

Scout K Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 0/12


Hex

Scout L Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 0/12




 Barbarian Contractors 

Master Herring carnymancer "140 upkeep"

Anna Meta Changeamancer "Upkeep 120"

Krippen Lv 4 warlord  “Upkeep 160”

7[1d6]/6(8)/14/10 / 160 / 65/96xp Move 3.5/10

Specials: martial artist, chakkra (4/4)

Equip: shock armor,mw silver critical helm, purse 907,


X2 sniper lv 2  5[1d6]/4/9/8

Special: archery, knight, rapid shot

Shaft xp 11/24 Upkeep 110 move 5.5/8

Bolt xp 11/24 Upkeep 110 move 5.5/8


Champion Jab Level 2, 6[1d6]/4/9/8 / 9/24xp / 100s Hits 8/8 Move 5.5/8

Specials: cutter, knight


Lancer Point level 2 4[1d6]/6/9/8

8/24 xp 100s Move 5.5/8 (c)

Specials: Knight, Lancer

Gear: +1 spear


 Prisoners 

Scout lv 1 12s (capital)

Uncroaked farstrider (Khelt)
 
WurmD
W110. What was the cost quoted by Herring last time we asked for a Turnamancer to cast Boost Production on Capital?
W111. What did Anna accomplish with all her Juice this turn?


Harley writes to her friend Herring
 'Herring, we expect we'll have 16 rands next turn, and so these are our desired expenses:
1 for you, for all you do for us
5 for Anna, that she wanted to continue dabbling in magical items,
6 Rands for Meta, for three promotions to knight
Finally, Carrion would be most welcome again, and if he can't, then James to promote some more ferals to Heavy
Best!
⚡' 

Harley then sets the Capital's production to Stabbers,
Farm production to Farmhands
and Khelt's production to Scouts
and ends turn
_Wiz_
Hmmm my list would be different;


Herring 1 rand sure
Anna 5 rands
Meta 6 rands (Knight promotions + multitude of other options)


That leaves us 4 rands

Carrion sure ( if we have anything to offer him)
WurmD
editted my post to compy
_Wiz_
Change Meta making a wagon to knight promotions otherwise +1
Cyphermancer
Herring

 I will pass along your message. 

The night passes quickly. Just after dawn Harley feels the mine become contested. The mine quickly passes from Harleys senses.

Harleys turn again starts late. Anna and Herring both arive before the start of turn awaiting their rations.

Scouting

03.06: many large bees and a hive(at least 10)
10.04: many holes in the ground
-10.-02: 3 woofs
-03.06: 2 doe deers
-01.07: a large silver badger
03.07: 3 doe deers
07.05: small cat with yellow streaks
01.-08 2 goats
02.-06 large grey flying lizard "pokedamon"



Scout I enters hex 10.04. It isnt long before the scout enters combat. Harley can feel the scout attempt to exit the hex, but fails. Harley feels the scouts light wink out in her mind.


Pudgie C17 enters Hex 02.-06. Harley watching through the birds eye spotting a large flying feral. The bird keeps its distance at first, but then crys out and heads directly for the other flyer. The two flyers start to circle each other. The large grey lizard is another pokedamon! The two pokedamon continue to circle each other. Harley tries to wave the pudgie off, but its no use the pokedamon start their ritual combat. The pudgie is no match for the grey lizard and quickly falls.

Arkum Side Stats

Turn 20 report:

 https://forums.giantitp.com/showthre...9#post24544469 


Rand Pool:

Juice Pool:

Tower: 100/400
Hammer: 25/100 J
Harley: 400/400 J
Moonsong: 100/100 J
Bulm 100/100 J
Anna: 300/300 J
Dee: 300/300 J
Herring: 400/400 J


 https://app.roll20.net/join/4646217/jklS-w 

Treas at beg of last tu:1813
Gifts +00  - Expend last tu:2013
Treas at end of last tu:13
Income 3000 (5000 managed)
Upkeep 4,715 ( 1,655 after rations)
Treasury 3357




[[SPOILER=side stats]b]Capital City Arkum 00.00[/b]
Level 2 (8000 to upgrade to level 3)

 City Zone upgrades: 4/4 (Walls lv2, Tower lv2)
 Building Slots:  6/8 (Administration center, Workshop, Garden[Orchard], Farrier, Garden [Herb Garden], crude archery tower)
Tower lv 2 400J capacity
Income 2000/ 3000 "Managed"

Building income
Garden: 5 rations (11) "Managed"
Herb Garden: (2) Stantch Leaf, (1) Bitter leaf, (1) Pennilice, (4) Likkan, (1) Juicy Fruit, (1) Alonas Grace

Production:  2 Stabbers

Production capacity:

Scouts (4/turn)
Pikers (4/turn)
Stabbers (2/turn)
Archers (2/turn)
Laborers (2/turn)
Courtier (1/turn)
Hobby horse (1/turn)
War hobby horse (1 per 2 Turns)
Knight "champion" (1 per 2 Turns)
Knight "Lancer" (1 per 2 Turns)
Knight "Sniper" (1 per 2 Turns)
Knight "Far strider" (1 per 2 Turns)
Heavy "Twoll" (1 per 2 Turns)
Warlord (1 per 4 turns)


 Tower:  Level 2, 0/400 (Raw juice: 0)

 
 Spoiler 

 Caster Bonus:  Spells cast while in the tower are cast at caster level +2
 Arrow slits:  The tower is lined with enough arrow slots to allow 16 archers to fire at once. (4N,4E,4S,4W)
 Workshop  (1 building slot used. Provides a bonus to crafting and spell research.)
Dee's Room (provides no bonus)
Bulm's room (provides no bonus)
Krippen's room (provides no bonus)
Spike's room (provides no bonus)
 

 Garrison: Level 0  
 Spoiler 


Basic Barracks  (provides no bonus)
Basic Stables (allows the popping of hobby horses and war hobby horses. 0 building slot used)
Basic library (provides no bonus)
Throne Room (provides no bonus)
 

 City Zone: 
 
 Spoiler 
Dwellings (provides no bonus)
Storehouse (provides no bonus)
Larder (provides no bonus)
Admin center ( allows popping of courtiers with random special)
Farrier (may assign up to 16 mounts here at end of turn to half their upkeep )(1 building slot used)
Garden (pops 5 rations a turn) (1 building slot used)
Herb Garden (pops 10 herbs a turn) (1 building slot used)
 

 Walls:  Level 2 (100 hp walls) (2 gates 50hp)
 Dungeons:  Level 0
Portal room:
Cells: 1 (crude cavern, low security) Capacity 1/2


    Loot/Gear    
   Larder   

21 farm rations



 Magical armory 

2 Twin fang swords 1 firey
1 Ring of slow fall
1 Lumberjack axe
Oversized axe of Cutting
Amulet of Healing
1 wand of lesser heal
1 wand of Hobokin
1 Critical helm
+1 quarter staff
+1 shield
+1 armor
1 bone staff "magical"
1 wand " magical"
1 sword " magical"
2 black robes " magical
2 Stantch Leafs
1 Bitter leaf
1 Pennilice
4 Likkan
1 Juicy Fruit
1 Alonas Grace




 Armory 

2 vials of poison (injest)
silver can
Master Craft ant Armor (for Howie)
6 grapple hooks
20 battle axes
16 light darf armor
2 warlord armors
16 crossbows
4 special arrows
4 shields and shortswords
(bodies and prisoners gear stored elsewhere)
Mythral armor (Ash) ½ complete
3 knight axes
2 knight crossbows
8 darf axes
9 darf crossbows
1 long dagger
3 short daggers
3 swords
3 spears
3 bows



 Morgue 

--  5 turn old  --
2 chimpoos

- 3 turn old 
4 fat ratz
1 weird ratz
2 hobby horses
1 woof
1 piker

--  2 turn old  --
8 winged antz


This turn




 Other loot 

1 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
1 set of rattika teeth
1 Message hat (linked to Herring hat)
3 linked message hats
1 Candle level Power orb (permanent)
1 Flameball (in fire place)
28 units of wood in capital
2 chunks of Mythral
3 chunks of Flame Steel
3 chunks of Adamantine
Hub hat (linked to Herring’s hat)
9 solder ant chitin
1 queen ant Chitin
1 set of queen ant mandiables
25 leather
4 MC leather
4 goat hides
4 woof hides
X7 50 shmucker gems



Stead hold farm lv 5 (03.01)

Income:20 rations a turn (37 managed), 5 leather, 1 master craft leather
Farm zone up upgrades 1/1 (Walls level 1)
Building slots (0/2)
Production capacity:

Production: 4 farm hands “Boosted”

Militia (2/turn)
Farm hand (2/turn)
Hunter (1/turn)
Laborer (1/turn)


  City Khelt 12.-10 

Level 1 (10000 to upgrade to level 2)
 City Zone upgrades: 1/2 (scry shield)
 Building Slots:  2/4 (traper hut, crypt)

Tower lv 0 0J capacity
Income 1000/ 2000

Building income
Production: 2 scouts
Production capacity:
Scouts (2/turn)
Pikers (2/turn)
Stabbers (1/turn)
Archers (1/turn)
Trapsmith (1 every two turns)


 Tower:  Level 0, 0/0 (Raw 0)
 Scry Shield:  The cities tower and command building are lined with lead. This blocks all lookamancy focused on this part of the city.
 Arrow slits:  The tower is lined with enough arrow slots to allow 16 archers to fire at once. (4N,4E,4S,4W)
 Garrison: Level 0  
 Spoiler 

Basic Barracks  (provides no bonus)
 

 City Zone: 
 
 Spoiler 
Dwellings (provides no bonus)
Storehouse (provides no bonus)
Larder (provides no bonus)
Trapper hut (can pop trap smiths this building also functions as a workshop for trapsmiths)
  Crypt  the crypts randomly pops bodies every turn. These bodies are are alway capable of being uncroaked. These bodies will last until end of turn.
 Walls:  Level 0 (0 hp walls) (gates 0hp)
 Dungeons:  Level 0

Portal room:
Cells: 1 (crude cavern, low security) Capacity 1/2



Mine level 0 10.-12

None



    Loot/Gear    
   Larder   
 Magical armory 
 Armory 

(bodies and prisoners gear stored elsewhere)


 Morgue 

--  1 Turn --

Shady
Woof
Twin horn
Pondsea
Lancer ike
X2 lich bodies


 Other loot 

3 battle wagon (carries 8, 2 mounts)
2 chests
 

 
 Spoiler: units 


Leadership


Queen Harley Tesla, Shockamancer Level 4
3(4)[1d4]/3/9/9 400J / 56/72xp / 150s “paid” Move 9/9 (C)
Specials: caster “Shockamancy adept”, Noble
Equipment: Blunted smile


Dee Ceas, Croakamancer level 3
3/3/8/8 300J/ 32/48xp/ 130s "paid"  Move (9/9) (12.-10)
Specials: croakamancy: novice, shockamancy: novice
Equip: staff, cloak of mists, grounding amulet


Chief Warlord Spike Level 4, 7(8)[1d6]/6(7)/13/9 / 48/96xp / 150s “paid” Move 9/9  Hits 12/12 (C)
Special: Leadership, Base popped
Equipment: +1 flaming Battle axe, critical helm, +1 armour


Shadow "shady elf" Chief Level 3, (09.01) 5(6)[1d6]/5(6)/11/10 / 34/48xp / 130s “paid” Move 9/9   (C)
Specials: Shady, Archery, Tribal command "Shady elves”
Equipment: +1 Fiery Twinhorn bow, Bow, Sword, MW Ant Armor


Bill, Warlord Level 2, 5(6)[1d6]/4(5)/11/9 / 18/24xp / 140s “paid”  Move 9/9 (F)
Special: Farmer, Steadholder, Leadership
Equipment: Pitch fork, +1 Battleaxe, Masterwork armour


Shady elf MoonSong Level 2, 2[1d4]/2/6/8 / 18/24xp /110s “paid” Move 8/8 (C)
Specials: Shady, Archery, Natural caster (Foolamancy) juice (100/100)


“Ash", Embar Pokedamon Chief Level 3, 5[1d6]/4/11/9 / 120s “paid” Xp 34/48 Move 9/9 (C)
Special: Breath weapon fire 1d6 (4), Fire immunity, Tribal leadership


“Sparky” Shocorpion sub chief level 1 4[1d6]/4/10/8 100s XP 7/8 Move 8/8 (12.-10)
Specials: Specials: Shocking tail 1d8, Mountain capable, Tribal Leadership


Uncroaked warlord level 3 ( 9 turns)
7[1d6]/6/12/8
Move: 8/8 (12.-10)
Specials: uncroaked, leadership
Equipment:battleaxe, armour


Uncroaked warlord lv 2 (5 turns)
5[1d6]/4/11/8 (12.-10)
Specials: archery, leadership, rewrapped
Gear: +1 bow


Capital 00.00


Forman Bob courtier level 1, 0[1 dam]/0/4/8   1/8xp   30s   Move 8/8 (C)
Special: Foreman


Crud, Twoll Level 2, 5(6)[1d8]/5/13/8 / 15/24xp / 110s “paid”  Hits 13/13 Move 8/8 (C)
Specials: Heavy, Fabrication,
Equipment : Mastercraft club, Bag of junk


Piker Anne Level 2, 1[1d3]/3/7/8 / 11/24xp / 14s Hits 7/7  Move 8/8 (C)
Specials:


4X Piker Level 1, 1[1d3]/2/6/8

Isabel 6/8xp / 12s Hits 6/6 Move 8/8 (C)
C15A 2/8xp / 12s Hits 6/6 Move 8/8 (C)
C15B 2/8xp / 12s Hits 6/6 Move 8/8 (C)
C15C 2/8xp / 12s Move 8/8 ©


2x Stabbers level 1 2[1d4]/2/6/8
Upkeep 14
Specials: none

C20A Hits 6/6 Move 8/8
C20B Hits 6/6 Move 8/8


2X Hobby horse Level 1, 1[1d3]/2/8/14
Specials: Mount, Passenger

T19A 35s/17s “Paid” Xp 0/8 Hits 8/8 Move 9/14  (C)
T19B 35s/17s "paid" Xp 1/8 hits 8/8 move 9/14 ©


X3 Uncroaked Flame thrower antz (A-C)
4[1d8]/5/12/10 (25 turns)
Specials: Uncroaked, fire restiance 5, breath weapon (Fire 1d6), Heavy

A Move 10/10
B Move 10/10
C Move 10/10


X11 Decayed uncroaked darf axemen (G-S) (5 turns) (C)
2(1)[1d4]/3(2)/8(4)/6
Specials: uncroaked


2X Woof Soldiers, 2[1d4]/2/8/0
Specials: Golem, Garrison

A 20s
B 20s


X2 Embar Level 1
2/2/8/8 / 40s "paid" Xp 2/8 Hits 8/8
Special: Breath weapon 1d4 (4), Fire immunity


C18 xp 2/8
C19 xp 0/8


X2 Big mouth Level 1, 1[1 dam]/2/6/8
Specials: Payday


T17A 40s "Paid" Xp 2/8 Move 8/8 (C)
C19A 40s "Paid" Xp 0/8 Move 8/8 (C)



4X Rattika  level 1, 1[1d4]/2/5/10
Specials: Mini-sized

A 40s “paid” xp 7/8 Move 10/10 (C) Hits 5/5
T16 40s “paid” xp 6/8 Move 10/10 (C) Hits 5/5
C17 40s "paid" xp 2/8 move 10/10 ©
C19 40s “paid’ xp 0/8 move 10/10


1x Pondsea level 2 3[1d3]/2/8/18 / 45s “paid”
Specials: Mount, Water walking

T15  "Paid" Xp 8/24 Move 16/16   (C)



2x Pondsea level 1 2[1d3]/2/8/16
Specials: Mount, Water walking

T15  "Paid 40s" Xp 7/8 Move 16/16   (C)
C19A "Paid 40s" Xp 0/8 Move 16/16 ©


Heavy Doe Deer  level 1, 4[[1d6]/4/12/14 Upkeep 100 "paid"
Specials: Mount, Forest capable, Heavy

Heavy Doe deer A xp 4/8 move 14/14
Heavy Doe deer B xp 4/8 move 14/14




Doe Deer B level 2, 2[1d4]/2/9/14 Upkeep 40s “paid” Xp 11/24 Move 7/14   Hits 9/9 (C)
Specials: Mount, Forest capable


Heavy Woof, 5[1d8]/5/12/12
Specials: forest capable, heavy. Move 12/12 (C)
Xp 4/8, upkeep 100


Solder antz level 1
3[1d4]/3/12/10 (C)
Upkeep 45 xp 2/8
Specials: crawler, fire rest (3), poison, tunnel fighting


X4 worker antz
1[1d3]/2/10/10  upkeep 35
Specials: Crawler, fire rest (3), tunneler

Worker A xp 1/8 move 10/10 (C)
Worker B xp 0/8 move 10/10(C)
Worker C xp 5/8 move 10/10(C)
Worker D xp 1/8 move 10/10(C)



City Khelt 12.-10

3x Knight Sniper, 4[1d6]/4/8/8
Specials: Knight, Archer, Rapid shot

C19A 6/8xp / 100s Move 8/8  (12.-10)
C19B 4/8xp / 100s Move 8/8  (12.-10)
C19C 3/8xp / 100s Move 8/8  (12.-10)


Green Bear, Level 1 4[1d8]/4/14/10 / 7/8xp / 100s “paid” Hits 12/12 Move 10/10   (12.-10)
Specials: Heavy, Forest capable


1X Archer Level 1, 1[1d3]/1/6/8

C16B 4/8xp / 14s Move 8/8   (12.-10)


3X Shady elf Level 2, 3[1d4]/2/8/8
Specials: Shady, Archery

C11A 8/24xp / 40s “Paid” Move 8/8   (12.-10)
C11B 9/24xp / 40s “Paid” Move 8/8   (12.-10)
C11C 8/24xp / 40s “Paid” Move 8/8   (12.-10)


2X Shady elf Level 1, 2[1d4]/2/7/8
Specials: Shady, Archery

C16B 3/8xp / 35s “Paid” Move 8/8   (12.-10)
C18A 2/8xp / 35s “Paid” Move 8/8   (12.-10)


1x Shady elf Sneak level 1 C18A, 2[1d4]/2/7/8/ 45s "paid" xp 2/8 Move 8/8 (12.-10)
Special: Shady, archery, sneak attack


2X Hobby horse Level 1, 1[1d3]/2/8/14
Specials: Mount, Passenger

T15B 35s “Paid” Xp 5/8 Hits 8/8 Move 14/14  (12.-10)
T16A 35s “Paid” Xp 3/8 Hits 8/8 Move 14/14  (12.-10)


Uncroaked Green Bear, (6 turns) 4[1d8]/4/14/10 Hits 4/12 Move 10/10   (12.-10)
Specials: Heavy, Forest capable, uncroaked


Uncroaked Green Bear, (7 turns) 4[1d8]/4/14/10 Hits 6/12 Move 10/10(12.-10)
Specials: Heavy, Forest capable, rewrapped



X2 Uncroaked hobby horse (B,E) 1[1d3]/2/8/14 (18 turns)
Specials: Uncroaked, Mount, Passenger

B Move 14/14   (12.-10)
E Move 14/14   (12.-10)


Uncroaked Minertaur A (22 turns)
6[1d8]/5/12/8 Move 8/8 Hits 12/12   (12.-10)
Specials: Uncroaked, Heavy, Mountain capable, Sapper


Uncroaked Crossbow Darf C (7 turns)
3[1d4/1]/2/8/6 Move 6/6 (12.-10)
Specials: Archery, Hardy, uncroaked



X1 Uncroaked darf crossbowmen A, (10 turns)
3[1d4]/2/8/6
Specials: archery, uncroaked
A Move 6/6   (12.-10)


Uncroaked Heavy War Horse (18 turns)
4[1d6]/4/12/16 Move 16/16   (12.-10)
Specials: Uncroaked, Heavy, Mount, Passenger


Uncroaked Worker Ant (7 turns)
1[1d3]/2/10/10 Move 10/10  (12.-10) Hits 10/10
Specials: Crawler, Uncroaked


Shocorpion Level 2, 3[1d4]/2/9/8 45s "paid" Xp 13/24 Move 8/8 (12.-10)
Specials: Shocking tail 1d6, Mountain capable


Twin Horn Level 2, 3[1d4]/2/9/14 / 45s “Paid” Xp 17/24 Move 14/14   (12.-10)
Specials: Charge, Mimic ”twice a day”


X2 Twin Horn Level 1, 2[1d4]/2/8/14 / 40s
Specials: Charge, Mimic

C16A: xp 5/8 move 14/14 hp 8/8 (12.-10)
C19A: xp 1/8 move 14/14 hp 8/8 (12.-10)


1x Pondsea level 1 2[1d3]/2/8/16 /
Specials: Mount, Water walking

C17A "Paid" 40 Xp 4/8 Move 16/16   (12.-10) Hits 8/8



Katerpea level 2
2[1d3]/1/5/8
Specials: bug, silk shot
Upkeep 45 xp 5/15 Move 8/8 (12.-10)
Specials: bug, silk shot




Farm 03.01


3X Archer Level 1, 1[1d3]/1/6/8

C16A 2/8xp/ 14s Move 8/8 (03.01)
C18A 1/8xp/ 14s Move 8/8 (03.01)
C18B 1/8xp/ 14s Move 8/8 (03.01)


1X Hobby horse Level 1, 1[1d3]/2/8/14
Specials: Mount, Passenger
B 35s “Paid” Xp 7/8 Hits 8/8 Move 14/14 (03.01)


War Hobby A level 2
5/4/12/17 (F)
Upkeep 110 xp 9/24
Damage 1d6 move 14/14
Special: mount, passenger, heavy


Uncroaked Crossbow Darf B (7 turns)
3[1d4/1]/2/8/6 Move 6/6 (F)
Specials: Archery, uncroaked


X2 Uncroaked archer A, B (10 turns)
1[1d3]/1/6/8
Specials: archery, uncroaked

A Hits 6/6 Move 8/8 (03.01)
B Hits 6/6 Move 8/8 (03.01)


Uncroaked darf axeman (10 turns)
2[1d4]/3/8/6
Specials: uncroaked
Hits 8/8 Move 6/6 (F)


X8 Decayed uncroaked darf axemen (A-H) (5 turns) (03.01)
2(1)[1d4]/3(2)/8(4)/6
Specials: uncroaked


Chimpoo, 3[1d3]/1/5/10 Upkeep 35s “paid” Xp 6/8 Move 10/10 (F)
Specials: Tree capable, Burning poo


8X Farmhand, 0[1 dam]/1/6/4 upkeep 12
Special: Extra yield

F19A xp 1/8 Move 4/4
F19B xp 1/8 Move 4/4
F19C xp 1/8 Move 4/4
F19D xp 1/8 Move 4/4
F20A xp 0/8 Move 4/4
F20B xp 0/8 Move 4/4
F20C xp 0/8 Move 4/4
F20D xp 0/8 Move 4/4




 Mine 10.-12


None 


Scouts "Varies"


X2 Pudgie  level 2 1[1 dam]/3/6/20
Upkeep 45
Specials: flight, scout, Natural thinkamancy (15)

A move 0/20 xp 12/24 (12.-10)
C16 move 0/20 xp 9/24 (-03.04)


 1x Pudgies Level 1, 0[1 dam]/3/5/20
Upkeep 40
Specials: Flight, Scout, Natural thinkamancy (10)
C17 40s "paid" Xp 6/8 Move 0/20 (-05.-05) 


Hex 00.01
Scout B Level 1, 1[1 dam]/1/5/12 / 5/8xp Move 0/12


Hex 04.01
Scout C Level 1, 1[1 dam]/1/5/12 / 6/8xp Move 0/12


Hex (C)
Scout D Level 1, 1[1 dam]/1/5/12 / 5/8xp Move 0/12


Hex 00.-01
Scout E Level 1, 1[1 dam]/1/5/12 / 3/8xp Move 0/12


Hex  -06.03
Scout F Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 0/12


Hex -02.01
Scout G Level 1, 1[1 dam]/1/5/12 / 4/8xp Move 0/12


Hex 12.-10

Knight Far Strider Howie Level 2, 4/4/8/18 (1d4) / 110s / 18/24xp Move 9/18
Specials: Knight, Scout, Sneak attack
Equip: linked message hat, 1 grapple hook, message hat to king Flos


 Hex 08.02
Scout I Level 1, 1[1 dam]/1/5/12 / 0/8xp Move 0/12 


Hex  04.04
Scout K Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 0/12


Hex
Scout L Level 1, 1[1 dam]/1/5/12 / 1/8xp Move 0/12


Hex 12.-10
K20A scout 0/8xp Move 12/12
K20B scout 0/8xp Move 12/12





 Barbarian Contractors 

Master Herring carnymancer "150 upkeep"
Anna Meta Changeamancer "Upkeep 140"
Bulm turnamancer upkeep 110


Krippen Lv 4 warlord  “Upkeep 160”
7[1d6]/6(8)/14/10 / 160 / 65/96xp Move 310/10
Specials: martial artist, chakkra (4/4)
Equip: shock armor,mw silver critical helm, purse 907,


X2 sniper lv 2  5[1d6]/4/9/8
Special: archery, knight, rapid shot
Shaft xp 11/24 Upkeep 110 move 8/8
Bolt xp 11/24 Upkeep 110 move 8/8


Champion Jab Level 2, 6[1d6]/4/9/8 / 9/24xp / 110s Hits 8/8 Move 8/8
Specials: cutter, knight


Lancer Point level 2 4[1d6]/6/9/8
8/24 xp 110s Move 8/8 (c)
Specials: Knight, Lancer
Gear: +1 spear


 Prisoners 

Scout lv 1 12s (capital)
Uncroaked farstrider (Khelt)
 

 
 Spoiler: agreements 



B]  Agreements  [/B]

Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers or 3 Rands for juice each turn Anna wishes to be hired.

Verbal Also 1 Ration given at start of turn.


Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.


Non Aggression and Nondisclosure with Bulm.

Verbal give upkeep, lodging, workshop space, materials for half Juice pool.

Verbal if more than half Juice asked for, repay with 1.5 tower Juice.


Nonaggression and Nondisclosure with Spi Glass.


Nonaggression and Nondisclosure with james pond


Nonaggression and Nondisclosure with May Stitch.


Nonaggression and Nondisclosure with Meta Morf.


Nonaggression and Nondisclosure with Carrion


Non Aggression and Nondisclosure with Ding Dogg


Non Aggression and Nondisclosure with Smok Bud



Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.

Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units


Natural ally "shady elves Nightshade tribe" contract

250 shmucker new pop


Natural Ally “ Pokedamons Ash tribe” contract

Current forms: Embar, Pudgie, Rattika, Twin horn, Pondsea, Shocorpion, Big mouth, Katerpea

(8) 190 shmuckers new pop

“Agreement to expand the tribe and pop more pokedamons”



The side of Arkum and the Tall Stand Tribe enter into a non aggression pact for a minimum of 20 turns. After 20 turns have passed either side may end the nonaggression pact without penalty by giving one turn notice.


Arkum agrees to recognise the forests marked in Appendix A as belonging to the Tribe.

Arkum agrees not to enter heavy forest hexes in the designated area unless granted prior permission (not including the road that passes through the forest.)

Arkum agrees not to hunt or forage in the light forest hexes in the designated area. If attacked by ferals in the designated area the forces of Arkum may defend themselves but the Tribe must be immediately informed and any rations obtained from the encounter handed over to the Tribe.

Arkum agrees to gift 500s in gems to the Tribe in payment for allowing the construction of the road through the forest.

Arkum agrees to gift the Tribe a messenger hat.


The Tribe agrees to allow Arkum to complete their planned road and not to attack any contractors working on the road.

The Tribe agrees to allow Arkum (and any of their contractors) safe passage down the road.

The Tribe agrees to provide scouting reports covering the entirety of their land and the hexes that border it for a fee of 50 per turn. These reports will be given at the beginning of the turn via hat.

Penalty of 5000 shmuckers
 
WurmD
For history purposes, these were the scout orders, in green and pink

 

EDIT: Pudgie C17's route did not pass through -02.-07, it passed next to it. Retcon the fight happening, or Retcon the hex where the fight happened to -02.-06 ?

EDIT2: W121. Requesting confirmation that the Scout I did not passively report anything new before falling to the holes in the ground hex (it did almost the whole circuit before the holes hex)
tigerusthegreat
OOC: Good for you guys keeping an erfworld game alive when the main comic has been down for almost a year
Cyphermancer
Thank you we also have erfman the barbarian on here. You are more than welcome to join in.
WurmD
New standing order:  'If something unexpected happens off turn in an hex that will not be scouted with the current scouting orders, pause scouting, the scouting orders may need updating' 
yes?
Cyphermancer
Test test this thing on looking at repoping this one :)
_Wiz_
*Pop* Present and correct sir!
Cyphermancer
EDIT: Pudgie C17's route did not pass through -02.-07, it passed next to it. Retcon the fight happening, or Retcon the hex where the fight happened to -02.-06 ?


Happen in -02.-06

EDIT2: W121. Requesting confirmation that the Scout I did not passively report anything new before falling to the holes in the ground hex (it did almost the whole circuit before the holes hex)

Other than he was fighting a feral nothing else.
WurmD
(A recap would be genius :), in the meanwhile..)

Oohh

   Crypt  the crypts randomly pops bodies every turn. These bodies are are always capable of being uncroaked. These bodies will last until end of turn. 

 What popped? :D (Lets put them under a  5 turns old  tag in Khelt)
Cyphermancer
Summary



The star of our story is Harley, a newly popped shockamancer belonging to the side of arkum. The very moment Harley popped. She became the heir to the side. Followed closely by becoming the ruler of the side, as her capital deleveled around her. This was too much for her mind and she passed out. Not waking until the next morning.




Harley awoke to being the ruler of a single level 1 capital. With only eight pikers and two scouts to her name. Harley spoke with one of her pikers named spike the her father and two brother marched west with the rest of the sides forces to capture a neutral city.



Harley spent the next several turns fighting small battle, taming ferals, building up her forces, and hiring casters from the magic kingdom.


She promoted Spike to warlord and made him her chief warlord. Secured a near by farm and  hired a lot of casters over the next several turns. Three of which stand out.


Master Herring: A carnymancer who acted as Harley go between in hiring mk casters. Herring also knows Harley brother Burtrum a hatamancer who went with their father to the battle. Herring also did some cross training with Burtrum.


Anna Meta: A changeamancer who worked on buildings and roads for the side. Anna after several turn was able to upgrade Arkums farm to act as a sudo city, able to pop units and have building placed in it. While still acting as a level four farm.


Dee Ceas: A croakamancer who uncroaked a lot of units for the side. Dee fought by Arkums side in several battles. Both big and small. Recently Dee also became a novice shockamancer and join Arkum, becoming their chief caster.



During this Harley learn that the powerful casters of the MK dislike casters as rulers.



After several turns Harley forces meet their first Barbarian warlord. Warlord Breach. After learning of Harley being the ruler and that she used uncroaked. The warlord left, but would later return launching a massive attack on Arkum itself! Leading a force of his own troops, Mineotaurs, and a large tribe of darfs. While the side saw losses. In the end Arkum destroyed the incoming attack, but Breach final message was the it wasnt over…


Warlord breach wasn't the only barbarian to cross Harley path. Warlord Krippen leading half a stack of infantry signed on to fight with Arkum as Barbarians. Krippen is an unarmed fighter with some magic like attack powers. Krippen has fought with Arkum in several battles. Including a battle to retake Arkum's farm from some spwders, the battle of Arkum, and the battle of Kempt. Arkum's second city. Krippen has also promoted all of his infantry to knights.


Harley has found other allies along the way. Founding a tribe of Shady elfs after coming to a deal with a larger tribe. The tribes leader is named Shadow, while they also have a natural caster named moonsong capable of casting Foolamancy spells. The tribe ia quite small, but powerful.


Harley's other natural ally is a tribe of Pokedamons. The tribes leader is a Ember named Ash. The Tribe also has a sub chief. A Schcorpion named sparky. While the tribe is quite large. They have a damaged relationship after the tribe learned that Arkum was eating the tribes fallen.



Harley has several more important members of her side. Bill the courtier farmer turned warlord, Bob the courtier forman and Crud the twoll craftsman.



Another big battle was the battle for khelt harley stayed home for this battle sending Spike, Krippen, Dee and most of their forces. The battle was against a large amount of uncroaked. Including two intelligent uncroaked called liches, an uncroaked dwagon, and more. The battle was hard fought but arkum's forces prevaled.



Harley's newest problem is that two sides winstrom and the empire of motes are working together and have captured the city to the west. Harley also believes that they have captured her brother Burtrum.
Cyphermancer
 
 Originally Posted by WurmD 
 (A recap would be genius :), in the meanwhile..)

Oohh
 What popped? :D (Lets put them under a  5 turns old  tag in Khelt) 
 


Four piker bodies
WurmD
Dee to order Pudgie into mine hex and to retreat 1 hex if spotted, and stay airborne

Yes?
_Wiz_
+1, Yes I confirm Dee to order Pudgie A from Khelt to Mine hex in 10,-12 and scout from above with order to retreat 1 hex if spotted.
Cyphermancer
 
 Originally Posted by WurmD 
 Dee to order Pudgie into mine hex and to retreat 1 hex if spotted, and stay airborne 
 


The Pudgie flies to the mine not spotting anything above ground not spotting anything. It decends down into the mine. The hex feels contested. As the pudgie heads deeper the pudgie doesnt see anything. Until Dee notices several piles of red rocks that stand out from the normally grey rock.
Cyphermancer
Side note herring and anna have arrived
_Wiz_
Harley smiles as Herring and Anna arrive from the magic kingdom. "Welcome back you two, I'm hoping for a somehwhat less eventful turn as we begin securing the terriortory around Arkum and begin turning our attention towards the new threat on our borders..."  Harley declares.  "Come join us for breakfast and the morning briefing!"  Harley then declares as she has her commanders gather in the great hall.

Once everyone is seated in the great hall and has tucked in to their rations Harley begins.  "Now the biggest event from last turn is we managed to secure a second city, and we now have Khelt a level 1 city sitting in the hills. Theres a nearby mine that we also need to secure however scout reports indicate the presence of some rock like units. Possibly some kind of golems"  Harley begins.  " I am considering sending overwhelming force against them to claim the mine, possibly 3 strong stacks from Khelt, I am also considering the option of hiring Krippen to link up with them"  Harley thinks aloud.  "Spike, Krippen your thoughts?"  Harley then questions.

 "On that note, I believe we still need to divide out the loot from last turn. Master Herring after you do the bank run for which we have 20 rations that we need converting we have 5 magic items that we need identifying if you are interseted in the work?"  Harley then asks. A thoughtful look then crosses Harley's face for a moment.  "I'm starting to feel a little bad constantly sending you constantly running back and fourth to the bank when you could be doing something more important, I dont suppose you have a trutworthy subordiant that we could hire for the task in future turns?"  Harley then asks thinking it would be useful to have a runner in the MK.

 "Krippen once that has been done we should then be able to sort out your share"  Harley then declared with a nod

 "Now other important matters include the fact that one of our Pudgie scouts was challenged by a large grey flying pokadaemon and lost"  Harley declared with a slight pout.  "Ash is that a challenge you or one of your tribe would like to take up?"  Harley then asks.

 "Now on to matters of Magic, I believe we promised you some Magic item work this turn Anna? Is that correct?"  Harley then asked looking over at the changemancer. Harely then glances over and Herring  "And I believe we arranged for Meta to stop by later?"  Harley then asks.

 "I know it might not be that different but we still have a scout in our dungeon and the boosting of our farm has proved incredibly beneficial!"  Harley added glancing over at Bulm.




Question 1: Are the two chests listed in Khelt something we found there? Have they been investigated?
Question 2: Do we owe Krippen any units?
Question 3: 5 uses of the build up special can make one hex of road in a round, does it take longer for forest hexes or hill hexes?
WurmD
Pause pause

EDIT: OK, +1 to all that ^_^
Cyphermancer
Harley smiles as Herring and Anna arrive from the magic kingdom. "Welcome back you two, I'm hoping for a somehwhat less eventful turn as we begin securing the terriortory around Arkum and begin turning our attention towards the new threat on our borders..."  Harley declares.  "Come join us for breakfast and the morning briefing!"  Harley then declares as she has her commanders gather in the great hall.

Once everyone is seated in the great hall and has tucked in to their rations Harley begins.  "Now the biggest event from last turn is we managed to secure a second city, and we now have Khelt a level 1 city sitting in the hills. Theres a nearby mine that we also need to secure however scout reports indicate the presence of some rock like units. Possibly some kind of golems"  Harley begins.  " I am considering sending overwhelming force against them to claim the mine, possibly 3 strong stacks from Khelt, I am also considering the option of hiring Krippen to link up with them"  Harley thinks aloud.  "Spike, Krippen your thoughts?"  Harley then questions.


Both warlords look at each other before Spike speaks up.

" Now we run into large size problem we could take what is in that mine im sure. But how many troops do we send that is the real question and with out more info I cant really say. Not sure its worth the transport cost to get krippen and his knights up there. Dee has two uncroak warlords with her. Maybe send her with a warlord round out two or three stacks?"

 "On that note, I believe we still need to divide out the loot from last turn. Master Herring after you do the bank run for which we have 20 rations that we need converting we have 5 magic items that we need identifying if you are interseted in the work?"  Harley then asks. A thoughtful look then crosses Harley's face for a moment.  "I'm starting to feel a little bad constantly sending you constantly running back and fourth to the bank when you could be doing something more important, I dont suppose you have a trutworthy subordiant that we could hire for the task in future turns?"  Harley then asks thinking it would be useful to have a runner in the MK.



Herring glances at the items before shrugging


" identifying the items will take a little over half my juice could do it for 3 rands and you will have 50 of my juice I could put in the tower or somewhere else. As for an assistant nothing like that we could hire a caster to make that run for a rand or two. Give them an NDA as well"

 "Krippen once that has been done we should then be able to sort out your share"  Harley then declared with a nod


" sounds good"

 "Now other important matters include the fact that one of our Pudgie scouts was challenged by a large grey flying pokadaemon and lost"  Harley declared with a slight pout.  "Ash is that a challenge you or one of your tribe would like to take up?"  Harley then asks.

 "Now on to matters of Magic, I believe we promised you some Magic item work this turn Anna? Is that correct?"  Harley then asked looking over at the changemancer. Harely then glances over and Herring  "And I believe we arranged for Meta to stop by later?"  Harley then asks.

" correct did you have something in mind?"

"Meta is stopping by for road work i belive" herring will add.

 "I know it might not be that different but we still have a scout in our dungeon and the boosting of our farm has proved incredibly beneficial!"  Harley added glancing over at Bulm.


"As long as I have 50 juice for my projects im fine with whatever else you need"

Question 1: Are the two chests listed in Khelt something we found there? Have they been investigated?

 They are from the darf caravan you found many turns ago.

Question 2: Do we owe Krippen any units?

Krippen lost one lancer during the battle. Plus his normal pay out.

Question 3: 5 uses of the build up special can make one hex of road in a round, does it take longer for forest hexes or hill hexes?

It will 10 for heavy forest 15 for hills
WurmD
&gt; The Tribe agrees to provide scouting reports covering the entirety of their land and the hexes that border it for a fee of 50 per turn. These reports will be given at the beginning of the turn via hat.

Ooh, did we get anything in the hub hat?
Cyphermancer
 
 Originally Posted by WurmD 
 &gt; The Tribe agrees to provide scouting reports covering the entirety of their land and the hexes that border it for a fee of 50 per turn. These reports will be given at the beginning of the turn via hat.

Ooh, did we get anything in the hub hat? 
 

Not this turn you are paid up for this turn, but they need payment for next turn
WurmD
&gt; "Now other important matters include the fact that one of our Pudgie scouts was challenged by a large grey flying pokadaemon and lost" Harley declared with a slight pout. "Ash is that a challenge you or one of your tribe would like to take up?" Harley then asks.

Did Ash react to this question?
Cyphermancer
Now other important matters include the fact that one of our Pudgie scouts was challenged by a large grey flying pokadaemon and lost" Harley declared with a slight pout. "Ash is that a challenge you or one of your tribe would like to take up?" Harley then asks.


Ash sits for a while before closing his eyes seeming to focus. After a bit. Ash stands up and starts for the door jumps twice says " EMBAR!" Picks up some rocks of differnt sizes. Places the largest rock on the map and points to himself takes the 2nd largest rock puts it in kempt then moves it to where the pudgie was lost. . And moves to take his seat again.
_Wiz_
Going to break this down to individual sections so individual parts can be +1’d if required.

 Suggestion 1 
 ”Excellent, that’s what I thought aswell. The option of sending Krippen along was only if we decided to be extra cautious”  Harley replied with a respectful nod to her chief warlord.  ”Now it would be easiest to send two powerful stacks. We could easily arrange the following…”  Harley replied as she laid out a simple plan.

Initial Plan;
 
 Spoiler 

Dea uncroaks the four piker bodies that popped in Khelt, (120 J?)

Uncroaked Archery warlord manages the City of Khelt before leaving (-4 move)


The following units move to 10,-11 the majority of the units riding on two wagons (-6 move except for mountain capable units which is -2 move and 0 move for mounted or riding units )


Travelling

Green bear
Uncroaked Green bear
Uncroaked Green bear
Uncroaked Minertaur
Uncroaked Heavy Warhorse

Hobby T15B
Hobby T16A
[Wagon]
-&gt; Knight Sniper  C19A
-&gt; Knight Sniper  C19B
-&gt; Knight Sniper  C19C
-&gt; Uncroaked Piker
-&gt; Uncroaked Piker
-&gt; Uncroaked Piker
-&gt; Uncroaked Piker
-&gt;

Uncroaked Hobby B
Uncroaked Hobby E
[Wagon]
-&gt; Dea Ceas
-&gt; Uncroaked Warlord Level 3
-&gt; Uncroaked Archery Warlord Levl 2
-&gt; Uncroaked Darf Crossbowmen A
-&gt; Uncroaked Crossbow Darf C
-&gt;
-&gt;
-&gt;

The units then form combat stacks leaving the wagons and the hobbys behind and step into the mine hex (-3 move except for mountain capable units which is -1 move and 0 move for mounted or riding units )


Combat Stacks

Stack 1

Uncroaked Green bear (f)
Uncroaked Minertaur (f)
Uncroaked Piker (f)
Uncroaked Piker (f)
Uncroaked Heavy Warhorse
-&gt;Dea Ceas (mounted)
Uncroaked Archery Warlord Levl 2
Uncroaked Darf Crossbowmen A
Uncroaked Crossbow Darf C

(+2 Warlord bonus, +3 caster bonus, +1 chief warlord bonus)



Stack 2

Green bear (f)
Uncroaked Green bear (f)
Uncroaked Piker (f)
Uncroaked Piker (f)
Knight Sniper  C19A
Knight Sniper  C19B
Knight Sniper  C19C
Uncroaked Warlord Level 3

(+3 Warlord bonus, +1 chief warlord bonus)
 


With that done Harley glanced up to see how the warlords reacted.


 Suggestion 2 
 ”That seems like a fair price to me”  Harley nods with a smile   ”But hold on to the extra juice for a bit until we decide what we want to do with it”  Harley replied to the carnymancer.

 ”Well in the coming turns I’ll start looking out for someone trustworthy. Maybe one of the casters we have used for tower charging… maybe we could write up some kind of deal for the supplying of juice and for acting as a runner in the magic kingdom…”  Harley thought outloud.  ”But for the time being if you wouldn’t mind continuing with the bank runs…”  Harley added with an apologetic smile.

 Suggestion 3 
 ”Well last turn Anna you were able to apply some fine +1 enchantments but maybe this turn you would like to try something a little more challenging?”  Harley suggested with a slight smirk.  ”Maybe we could lean in to your nature as a changemancer. I’m thinking on the lines of items that can  change  in battle. Like armour that can become thicker and sturdier, spears that can become longer or swords that can become heavier or sharper as you strike!”  Harley declared with a gleam in her eye.  ”Do you think you would be able to do any of that?”  she then asked.

 Suggestion 4 
 ”I believe we mentioned knight promotions to Meta though we do still have some roads that need completing…”  Harley relied with a thoughtful look.

 Suggestion 5 
 ”Thankyou Bulm then if you could boost production at the farm (100J) and attempt to turn the prisoner again with another 25 juice from the tower then the remaining 75 juice in the tower has your name on it for your own projects!”  Harley then declared.

 Suggestion 6 
 ”Hmmmm Sparky is currently in Khelt so that might be a little tricky but we might be able to work something out…”  Harley replied to the Pokedaemon chief with a thoughtful look.



Question 3 continued: Are you sure light forest hexes cost more to build rounds. They don’t have an increased move cost so I’m not sure why that would be the case.
WurmD
+1 to Suggestion 1
EDIT: +1 to Suggestion 2
+1 to Suggestion 3
+1 to Suggestion 5
+1 to Suggestion 6
WurmD
Dee to check if these uncroaked Warlords are able of speech

EDIT:
 Well, I didn't remember we 1. could use the tower for Juice, and 2. that Herring was not Novice Hat Magician.
Retcon
&gt; "Master Herring after you do the bank run for which we have 20 rations that we need converting we have 5 magic items that we need identifying if you are interseted in the work?"
?

Or make it better than:
 
 Suggestion 1:
Harley lightly face taps,  "Silly me, I momentarily forgot you don't have your noviciate in Hat Magic Herring, nor that we could use the tower to store Juice. Plus I think we'll need your Carnymancy to ignore some Hill movement penalties instead (so we definitely want 300 or even 400 of your juice). About the identifies, would you put 125 Juice in the Tower? and Anna, is using that to identify the 5 something you'd do for us?" 
 

EDIT2:
Suggestion 2:
Send note to Elf Tribe

  Greetings, any ferals or enemies spotted in your area? - H  

Suggestion 3:
(We have standing orders here:  https://docs.google.com/document/d/1...x4uZwpDEY/edit  )
Add to standing orders:
"Always send 50s gem to Elf Tribe at end of turn"
_Wiz_
+1 to messaging the elves and seeing if uncroaked commanders are capable of speech.

And actually I think so far we have been sending the gem at the end of turn for the following turn
WurmD
editted

Suggestion 3:
(We have standing orders here:  https://docs.google.com/document/d/1...x4uZwpDEY/edit  )
Add to standing orders:
"Always send 50s gem to Elf Tribe at end of turn"
Cyphermancer
Suggestion 2

”That seems like a fair price to me” Harley nods with a smile ”But hold on to the extra juice for a bit until we decide what we want to do with it” Harley replied to the carnymancer.

”Well in the coming turns I’ll start looking out for someone trustworthy. Maybe one of the casters we have used for tower charging… maybe we could write up some kind of deal for the supplying of juice and for acting as a runner in the magic kingdom…” Harley thought outloud. ”But for the time being if you wouldn’t mind continuing with the bank runs…” Harley added with an apologetic smile.


Herring will just nodd

( keep in mind Herring has been the most fluid with his prices so they are subject to change)

Suggestion 3

”Well last turn Anna you were able to apply some fine +1 enchantments but maybe this turn you would like to try something a little more challenging?” Harley suggested with a slight smirk. ”Maybe we could lean in to your nature as a changemancer. I’m thinking on the lines of items that can change in battle. Like armour that can become thicker and sturdier, spears that can become longer or swords that can become heavier or sharper as you strike!” Harley declared with a gleam in her eye. ”Do you think you would be able to do any of that?” she then asked.



Anna pause to consider the question. "Im honestly not sure its something I can work on, but never done before. I'm will to give it a try however"


Suggestion 5

”Thankyou Bulm then if you could boost production at the farm (100J) and attempt to turn the prisoner again with another 25 juice from the tower then the remaining 75 juice in the tower has your name on it for your own projects!” Harley then declared.

Blum will shrug and head out



 shortly after you feel the farms production boosted.


Harley then feels a new scout join the side


Scout level 1
1/1/5/12
Specials: scout, cloth bound


Cloth bound: a cloth bound unit takes extra damage from fire sources and cant be healed by healomancy spells. However they can be healed by dollamancers, are immunity to most poisions and cant be uncroaked.
WurmD
Harley orders the new scout to report to her and the Chiefs

As it arrives and presents himself

 "Welcome to the side, please start by telling us in detail the route you took to get to our borders alongside the terrain detail." 

(do you want to draw Cyper? :) )
Cyphermancer
Suggestion 1

”Excellent, that’s what I thought aswell. The option of sending Krippen along was only if we decided to be extra cautious” Harley replied with a respectful nod to her chief warlord. ”Now it would be easiest to send two powerful stacks. We could easily arrange the following…” Harley replied as she laid out a simple plan.

Initial Plan;

Spoiler

Hide


Dea uncroaks the four piker bodies that popped in Khelt, (120 J?)

Uncroaked Archery warlord manages the City of Khelt before leaving (-4 move)


The following units move to 10,-11 the majority of the units riding on two wagons (-6 move except for mountain capable units which is -2 move and 0 move for mounted or riding units )


Travelling

Green bear
Uncroaked Green bear
Uncroaked Green bear
Uncroaked Minertaur
Uncroaked Heavy Warhorse

Hobby T15B
Hobby T16A
[Wagon]
-&gt; Knight Sniper C19A
-&gt; Knight Sniper C19B
-&gt; Knight Sniper C19C
-&gt; Uncroaked Piker
-&gt; Uncroaked Piker
-&gt; Uncroaked Piker
-&gt; Uncroaked Piker
-&gt;

Uncroaked Hobby B
Uncroaked Hobby E
[Wagon]
-&gt; Dea Ceas
-&gt; Uncroaked Warlord Level 3
-&gt; Uncroaked Archery Warlord Levl 2
-&gt; Uncroaked Darf Crossbowmen A
-&gt; Uncroaked Crossbow Darf C
-&gt;
-&gt;
-&gt;

The units then form combat stacks leaving the wagons and the hobbys behind and step into the mine hex (-3 move except for mountain capable units which is -1 move and 0 move for mounted or riding units )


Combat Stacks

Stack 1

Uncroaked Green bear (f)
Uncroaked Minertaur (f)
Uncroaked Piker (f)
Uncroaked Piker (f)
Uncroaked Heavy Warhorse
-&gt;Dea Ceas (mounted)
Uncroaked Archery Warlord Levl 2
Uncroaked Darf Crossbowmen A
Uncroaked Crossbow Darf C

(+2 Warlord bonus, +3 caster bonus, +1 chief warlord bonus)



Stack 2

Green bear (f)
Uncroaked Green bear (f)
Uncroaked Piker (f)
Uncroaked Piker (f)
Knight Sniper C19A
Knight Sniper C19B
Knight Sniper C19C
Uncroaked Warlord Level 3

(+3 Warlord bonus, +1 chief warlord bonus)



With that done Harley glanced up to see how the warlords reacted.

Both warlords pause before agreeing to the plan with that Harley messages dee with the plan.


Green bear, uncroaked greenbears and hobbies -9 move

Uncroaked mineotaur -3 move


As the units enter the hex and form up Harley hat rumbles


" five enemies man size and shaped rock units of some kind they are still in the mine and not coming out. The mine is wide enough for a single stack to enter one at a time orders?"
WurmD
  Open fire  

and in Standing Orders we have
- Units with rapid shot always fire twice by default
Cyphermancer
To make it clear dee can not see them. They stayed in the mine she can see the enemy by the pudgie
_Wiz_
Harley looks at the message and frowns in thought for a moment before scribbling down some instructions and sending them back through the hat.

 'Re-stack as follows and send your second stack to probe their defence. Position yourself outside the mine in such a position that you can provide ranged support if the enemy exposes themselves' 


Re-stacked Combat Stacks

Stack 1 - Outside Mine

Uncroaked Green bear (f)
Uncroaked Green bear (f)
Uncroaked Piker (f)
Uncroaked Heavy Warhorse
-&gt;Dea Ceas (mounted)
Uncroaked Archery Warlord Levl 2
Knight Sniper C19A
Knight Sniper C19B
Knight Sniper C19C

(+2 Warlord bonus, +3 caster bonus, +1 chief warlord bonus)



Stack 2 -Entering Mine

Green bear (f)
Uncroaked Minertaur (f)
Uncroaked Piker (f)
Uncroaked Piker (f)
Uncroaked Piker
Uncroaked Darf Crossbowmen A
Uncroaked Crossbow Darf C
Uncroaked Warlord Level 3

(+3 Warlord bonus, +1 chief warlord bonus)
WurmD
+1,.,
,
,
,
,
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley looks at the message and frowns in thought for a moment before scribbling down some instructions and sending them back through the hat.

 'Re-stack as follows and send your second stack to probe their defence. Position yourself outside the mine in such a position that you can provide ranged support if the enemy exposes themselves' 


Re-stacked Combat Stacks

Stack 1 - Outside Mine

Uncroaked Green bear (f)
Uncroaked Green bear (f)
Uncroaked Piker (f)
Uncroaked Heavy Warhorse
-&gt;Dea Ceas (mounted)
Uncroaked Archery Warlord Levl 2
Knight Sniper C19A
Knight Sniper C19B
Knight Sniper C19C

(+2 Warlord bonus, +3 caster bonus, +1 chief warlord bonus)



Stack 2 -Entering Mine

Green bear (f)
Uncroaked Minertaur (f)
Uncroaked Piker (f)
Uncroaked Piker (f)
Uncroaked Piker
Uncroaked Darf Crossbowmen A
Uncroaked Crossbow Darf C
Uncroaked Warlord Level 3

(+3 Warlord bonus, +1 chief warlord bonus) 
 



You feel your stacks enter combat a short while later you feel combat end and a prisoner captured with an upkeep of 35 and the mine recaptured


Harley gets a message from dee shortly after.

" mine secure destroyed four captured one. No losses minor injuries to one piker and the green bear. No juice used. Three rounds total. Orders?"
WurmD
All 4 Antz Workers ordered to continue the tunnel SW saving enough Move to end turn in Capital

Yes? :) (the wonders of reading back to what we were doing XD, we need to create an item that imbues Tunneler special, so that we don't lose that special if the Workers dust)
_Wiz_
+1 to wurms suggestion of;

Harley orders the new scout to report to her and the Chiefs

As it arrives and presents himself

 "Welcome to the side, please start by telling us in detail the route you took to get to our borders alongside the terrain detail." 
 Suggestion 1 


Harley smiles and writes a quick note back to her chief caster.  ’Excellent work Dea, are the bodies harvestable at all? Hold your position for the time being I am going to upgrade the mine then have the Minertaur try out his sapper special’  Harley jots down before sending the message through the hat.

[upgrade mine to level 1]
[Uncroaked Mintertaur uses sapper special to mine]

 Suggestion 2 
 ”Try is all I ask, I am sure whatever you create will be a great boon to the side!”  Harley declares enthusiastically while giving Anna a smile.  ”Now our armoury and stores are open to you, will you try creating a new item from scratch or will you be upgrading an already existing +1 item”  Harley then asks

 Please note 

We have already confirmed for Herring to do the bank run for the turn and identify our magic items.

We have also also confirmed to send a note to the Woodsy elves to make sure the path is free from ferals.
Cyphermancer
 
 Originally Posted by WurmD 
 All 4 Antz Workers ordered to continue the tunnel SW saving enough Move to end turn in Capital

Yes? :) (the wonders of reading back to what we were doing XD, we need to create an item that imbues Tunneler special, so that we don't lose that special if the Workers dust) 
 


Tunnel 00.00 Med size complete
Tunnel -01.00 med size 19/?? Complete.



Workers a-d 0/10

Tunnel seems almost complete
Cyphermancer
We have already confirmed for Herring to do the bank run for the turn and identify our magic items.

Herring returns with 16 rands

-20 rations
-4 rands for paying herring

Wand of fireblast 1/turn
+1 sword
+1 robe
+1 robe
+1 staff of croakamancy focus +1 ( is made of a dark bone with an onyx head)


" the staff took 100 juice for me to identify due to the extra enchantment



We have also also confirmed to send a note to the Woodsy elves to make sure the path is free from ferals


" path was clear during our scouting, but ferals move at the same time we do."
WurmD
+1 to Wiz's suggestions
Cyphermancer
[

Harley orders the new scout to report to her and the Chiefs

As it arrives and presents himself

 "Welcome to the side, please start by telling us in detail the route you took to get to our borders alongside the terrain detail." 



The scout salutes

"Your majesty I was popped in a light forest hex city. Then order to follow an old road I pass through one light then several heavy forest hexes.




 Suggestion 1 


Harley smiles and writes a quick note back to her chief caster.  ’Excellent work Dea, are the bodies harvestable at all? Hold your position for the time being I am going to upgrade the mine then have the Minertaur try out his sapper special’  Harley jots down before sending the message through the hat.

[upgrade mine to level 1]

-1000 shmuckers
Mine is now level one

Produces 200 shmuckers a turn in gems
Three miners can use the mine a turn


[Uncroaked Mintertaur uses sapper special to mine]

Mintertaur mines -4 move

Finds a 100 shmucker gem




 Suggestion 2 
 ”Try is all I ask, I am sure whatever you create will be a great boon to the side!”  Harley declares enthusiastically while giving Anna a smile.  ”Now our armoury and stores are open to you, will you try creating a new item from scratch or will you be upgrading an already existing +1 item”  Harley then asks


"I will start for scratch I think I will try for a weapon"

-5 rands
WurmD
All gems to be transferred to Capital by hat, yes?
_Wiz_
Sure why not
_Wiz_
Harley turns her attention to the scout reports and quickly studies them before looking up at those gathered.  "The scouts have reported the presence of a large silver badger to the south. Any chance that could be a pokedaemon?"  Harley asks as she focuses on Ash.
WurmD
+1!!!!!!!!!!!!
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Harley turns her attention to the scout reports and quickly studies them before looking up at those gathered.  "The scouts have reported the presence of a large silver badger to the south. Any chance that could be a pokedaemon?"  Harley asks as she focuses on Ash. 
 



Ash shakes his head



Dee sends one 100 shmucker gem by hat to Harley. " there is nothing I can salvage from the creatures and they cant be uncroaked"
_Wiz_
 Suggestion 1 
 "Thankyou Herring, a rather nice selection that I am sure we will be able to put to good use!"  Harley declared enthusiastically with a big smile.  "And I'm sure Dea will be thrilled about the staff in particular!"  Harley then added.

 "Ok Krippen looks like its mostly caster gear but are you interested in the sword for one of your knights?"  Harley then asked.  "And I'm afraid poor Lancer Ike was croaked during the battle wasn't he..."  Harley declared with a rather solemn look.  "As per our deal we will ofcourse add another unit to your stack to fill the void that he left behind. Remind me do we owe you a piker aswell?"  Harley then asked.

 Suggestion 2 
 "Thankyou Scout Cotton, what can you tell us about the sides of Winstrom and the Empire of Motes and the units that they have in the area?"  Harley then asks.
WurmD
+1
.........
Cyphermancer
 Suggestion 1 
 "Thankyou Herring, a rather nice selection that I am sure we will be able to put to good use!"  Harley declared enthusiastically with a big smile.  "And I'm sure Dea will be thrilled about the staff in particular!"  Harley then added.

Herring


" im sure she will, if there is nothing else I will take my leave for the turn. Message me if you need anything else Harley"

 "Ok Krippen looks like its mostly caster gear but are you interested in the sword for one of your knights?"  Harley then asked.  "And I'm afraid poor Lancer Ike was croaked during the battle wasn't he..."  Harley declared with a rather solemn look.  "As per our deal we will ofcourse add another unit to your stack to fill the void that he left behind. Remind me do we owe you a piker aswell?"  Harley then asked.

Krippen


Yes, its a shame about ike, but that is part of erfworld. We lose people and yes another lancer would be welcome. I would rather not another piker. Since i' m mostly mounted combat now. I want to round out my stack with another chapion and sniper. So how about this give me a lancer and if you also have a stabber and archer join me this turn. I will pay for thier promotions. Giving me a full stack of knights. I will also wave my hire fee for the turn. As for the sword sure, jab could use it.



 Suggestion 2 
 "Thankyou Scout Cotton, what can you tell us about the sides of Winstrom and the Empire of Motes and the units that they have in the area?"  Harley then asks.


Scout cotten


Well I wasnt in the city for long, but I did see somethings,

The empire has two or three warlord over 60 infantry, several knight including some who carry two weapons. The also have a mount with two humps and a large lizard heavy


Winstroms forces were small, a few knights and a single warlord. They also have several natural casters, I saw one casting on a building when I was leaving.
_Wiz_
 ”Sure will do, have a good turn!”  Harley declares with a smile as she waved Herring off.


Harley then looks thoughtful for a moment before nodding.  ”I will have a piker and a Stabber join your stack and I will recall an archer from the farm later to join your stack aswell”  Harley declared.  ”Meta is due to arrive later so I can have the piker promoted up to Lancer then.”  Harley then added as she addressed Krippen.
WurmD
+11111111111
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Sure will do, have a good turn!”  Harley declares with a smile as she waved Herring off.


Harley then looks thoughtful for a moment before nodding.  ”I will have a piker and a Stabber join your stack and I will recall an archer from the farm later to join your stack aswell”  Harley declared.  ”Meta is due to arrive later so I can have the piker promoted up to Lancer then.”  Harley then added as she addressed Krippen. 
 

Krippen gives you a big smile
" Thank you Harley!"
WurmD
 Harley turns her attention to the scout reports and quickly studies them before looking up at those gathered. " The scouts have reported the presence of a large silver badger to the south. Any chance that could be a pokedaemon?"  Harley asks as she focuses on Ash.

Ash shakes his head 

 "How about that small cat with yellow streaks over there?"  says Harley excitedly pointing at 07.05 on the map
Cyphermancer
 
 Originally Posted by WurmD 
  "How about that small cat with yellow streaks over there?"  says Harley excitedly pointing at 07.05 on the map 
 


Ash shrugs

The scouts can tell when the unit is a natural ally and have reported it.
_Wiz_
A plan for After Meta has visited - Attack on the Bee Hive

 
 Spoiler 
 The plan 

Bill manages Farm -4 move

Pondsea T15 and C19A takes wagon carrying 2x flamethrower ants to farm (-1.5 move)

Pondsea T15 and C19A takes wagon carrying Bill and 1 archer Back to Arkum (-1.5 move)

Bill manages Arkum gardens (-4 move)

Pondsea T15 and C19A takes wagon carrying 2x flamethrower ants to farm (-1.5 move)

Pondsea T15 and C19A takes wagon Back to Arkum (-1.5 move)

Krippen manages Arkum (-4 move)

Knight upgrades occur (Pay Meta to Upgrade a Lancer for Krippen and a Champion and Lancer for Arkum)

Crud completes Ash's Mythral armour

Heavy Doe deer A takes wagon carrying Shadow, Moonsong, soldier ant, Bill, Ash, 2x embar,1x stabber to farm (-1.5 move)

Spike, Krippen and 7 Knights ride on Heavy doe deer B, 3x pondsea, Doe Deer and 2 x Hooby horse to farm (-1.5 Move)

4 piker walk to farm (-1.5 move)


Army moves from farm to 03,05 (-4 move)


Heavy Doe Deer
[Wagon]
-&gt;Archer
-&gt;Archer
-&gt;Ash
-&gt;Embar
-&gt;Embar
-&gt;Stabber (promoted to champion)
-&gt;Uncroaked crossbow Darf
-&gt;Uncroaked Darf Axeman

Heavy Hobby
-&gt;Kripen
-&gt;Krippen Champion

Hobby
-&gt; Krippen Champion
-&gt; Krippen Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Heavy Doe Deer
-&gt;Spike



Doe Deer
-&gt;Piker (promoted to lancer)

Pondsea
-&gt;Bill

Pondsea
-&gt;Shadow

Pondsea
-&gt;Moonsong

Walking

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Woof
piker
Piker
piker
piker
Archer
Archer


Spike wielding the lumberjack axe (to grant forest capable special to stack) forms a super stack and steps in to 03,06 (-1 move)


Heavy Hobby
-&gt;Kripen
-&gt;Krippen Champion

Hobby
-&gt; Krippen Champion
-&gt; Krippen Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Heavy Doe Deer
-&gt;Spike



Doe Deer
-&gt;Piker (promoted to lancer)
Pondsea
-&gt;Stabber (promoted to champion)

Heavy Doe Deer
-&gt;Bill

Pondsea
-&gt;Shadow

Pondsea
-&gt;Moonsong

Walking

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Woof
piker
Piker
piker
piker
Archer
Archer
Archer
Archer
Ash
Embar
Embar
Uncroaked crossbow Darf
Uncroaked Darf Axeman

Units restack forming combat stack


 Combat Stacks 
 Stack 1 

Heavy Doe Deer
-&gt;Spike {*equipped with amulet of healing and lumberjack axe}{*equiped 1x alonas grace}
Doe Deer
-&gt;Stabber (promoted to Champion) {*equiped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof
Pondsea
-&gt;Piker (Promoted to Lancer) {*equiped with +1 shield, Master craft ant armour for a +2 to Def}
Archer {*equiped 1x Likan herb, 1x stanch leaf, 1x bitter leaf, 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer (gain +1 damage due to Spike's base popped special)
Archer (gain +1 damage due to Spike's base popped special)
Archer (gain +1 damage due to Spike's base popped special)

[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 2 

Heavy Hobby
-&gt;Krippen Champion
Hobby
-&gt;Krippen Champion
Hobby
-&gt;Krippen Lancer
Hobby
-&gt;Krippen Lancer
Kripen
Krippen Sniper {*equiped 1x Likan herb, 1x stanch leaf}
Krippen Sniper
Krippen Sniper
Krippen Sniper

[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 3 

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Doe Deer
-&gt;Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea
-&gt;Shadow {*equiped 1x Likan herb}
Pondsea
-&gt;Moonsong (Equiped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equiped 1x juicy fruit}
Uncroaked Crossbow Darf)

[Stack has +2 leadership bonus, +2 CW bonus  **elves have +3 leadership bonus]


 Stack 4  - Reserve stack initialy stays in rear and does not engage

Ash {*Equipped with mythral armour (+1 to def)}
Embar
Embar
Piker {equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb}
Piker {equiped with shield and shortsword combo(+1 to def)}
Piker {equiped with shield and shortsword combo(+1 to def)}
Piker {equiped with shield and shortsword combo(+1 to def)}
Uncroaked Darf Axeman

[Stack has +2 CW bonus  **pokedaemons have +3 leadership bonus]



*** May also Bring along Ana's new creation if she finishes it
 
Cyphermancer
As plans for the attack on the Hive continue. Anna Approaches Harley.

"Well good new bad news. Good news I think I have something that will work its a little weird, but I think it will be somthing useful to Arkum. Bad new is it wont be finished this turn. Next turn for sure if you want me to keep going." She holds up a sword hilt made of Flame steel, but with streaks of yellow, green and blue mix into the hilt.

" So this hilt will produce an energy blade. it will do no physical damage, but it will do fire, cold, or lighting damage. The damage type can be changed round to round. The blade will do a set amount of damage no matter who is wielding it. So what do you think?"


Later that turn as soon as Anna leaves. Meta will arrive.
WurmD
add to plan: forage in all hexes, and then +1 :)


 "Anna that will be brilliant!"  says Harley genuinely pleased,  "that's truly a CHANGEing weapon, great job Anna, definitely finish it tomorrow" 

Yes? :)
_Wiz_
+1 ( but a reminder that the bee plan isn’t until after meta has been)
Cyphermancer
 
 Originally Posted by WurmD 
 add to plan: forage in all hexes, and then +1 :)


 "Anna that will be brilliant!"  says Harley genuinely pleased,  "that's truly a CHANGEing weapon, great job Anna, definitely finish it tomorrow" 

Yes? :) 
 


Sounds good see you then



Meta has arrived along with a second caster for krippens use.


"Your majesty"
WurmD
 

We have a new Scout, and we have need of Scouts around Khelt

Scout Cotton to scout the way for Sparky, and for Foreman Bob to continue to road? (and report through the hex boundary)

EDIT: hm, that costs 14 Move, he can't make it
We have to combine the start of his Move with some transportation, likely the transportation of Bill and 4 units for road work


EDIT2: Scout D movement

We lost a scout, and we have 1 in Capital we can move to replace it for next turn

 

EDIT3:
W3: Cyper what were the hex types and anything of note seen of hexes
??: 07.07, 08.07
??: -09.13, -10.13, -11.13
?
_Wiz_
This part of the plan activates so that all units requiring promotions are in Arkum



 Bill manages Farm -4 move

Pondsea T15 and C19A takes wagon carrying 2x flamethrower ants to farm (-1.5 move)

Pondsea T15 and C19A takes wagon carrying Bill and 1 archer Back to Arkum (-1.5 move)

Bill manages Arkum gardens (-4 move) 


Harley waves goodbye to Anna and then turns to Krippen.  "Well I believe we have some units to promote!"  Harley declares with a grin.  "Shall we head down to the portal room?"  she then asks.

Along the way Harley has the required units meet up with them and has Piker C15C, Stabber C20B and Archer C18B join Krippen's stack.  "Soldiers of Arkum I am going to ask you to join Warlord Krippen's stack where you will serve as his knights. May you serve him loyally but remember you will always have a home here in Arkum!"  Harley declares.

They then head down to the portal room to meet Meta and the other caster.

 "Meta its good to see you again!"  Harley declares with a nod.  " We have three knight promotions for you today, A stabber to a  champion and two pikers to lancers..."  Harley informs the changemancer.  "And I believe warlord Krippen has a similar request for your counterpart..."  Harley adds nodding to the other caster.
WurmD
+13345668906544
Cyphermancer
 
 Originally Posted by _Wiz_ 
 This part of the plan activates so that all units requiring promotions are in Arkum





Harley waves goodbye to Anna and then turns to Krippen.  "Well I believe we have some units to promote!"  Harley declares with a grin.  "Shall we head down to the portal room?"  she then asks.

Along the way Harley has the required units meet up with them and has Piker C15C, Stabber C20B and Archer C18B join Krippen's stack.  "Soldiers of Arkum I am going to ask you to join Warlord Krippen's stack where you will serve as his knights. May you serve him loyally but remember you will always have a home here in Arkum!"  Harley declares.

They then head down to the portal room to meet Meta and the other caster.

 "Meta its good to see you again!"  Harley declares with a nod.  " We have three knight promotions for you today, A stabber to a  champion and two pikers to lancers..."  Harley informs the changemancer.  "And I believe warlord Krippen has a similar request for your counterpart..."  Harley adds nodding to the other caster. 
 


The three units salute then turn to krippen requesting to join his stack. Krippen smiles as they join his stack. Meta then promotes piker C15C to a lancer. Krippen takes his two infantry into the tower. Emerging a short time later with a new champion and sniper.


" you majesty may I introduce Lancer Thrust, Champion Scimitar, and sniper Storm"

Meta

Who are the other two you would like me to promote?
_Wiz_
 "That's some fine looking Knights!"  Harley declares with a grin and a nod for the newly promoted units.

Harley then turns to loom at Meta.  "These are the other two units who will become Arkum Knights!"  Harley then declares as she waves Piker Isabel  and Stabber C20A forwards who she had also summoned along with the other units.
Cyphermancer
 
 Originally Posted by _Wiz_ 
  "That's some fine looking Knights!"  Harley declares with a grin and a nod for the newly promoted units.

Harley then turns to loom at Meta.  "These are the other two units who will become Arkum Knights!"  Harley then declares as she waves Piker Isabel  and Stabber C20A forwards who she had also summoned along with the other units. 
 

Lancer Isabel and a level 1 champion join the side


- 6 rands meta will take is leave unless you have other work for him.
_Wiz_
 ”That will be all today Meta Thankyou”  Harley replies with a slight nod. Once Meta makes his leave Harley returns to her commanders.

 ”Now if there are no objections we proceed with operation beehive smash!”  Harley declares as she indicates her plan for the battle.


Extra suggestion: Crud Harvests the two Chimpoo bodies for rations as they are about to depop and it doesn’t look like we’re uncroaking them and the army brings the rations along aswell as the 1 farm ration for possible taming attempts in nearby hexes after battle.

 
 Spoiler 
 The plan 

The plan continues

Pondsea T15 and C19A takes wagon carrying 2x flamethrower ants to farm (-1.5 move)

Pondsea T15 and C19A takes wagon Back to Arkum (-1.5 move)

 Krippen manages Arkum (-4 move) 
 Crud completes Ash's Mythral armour 

Heavy Doe deer A takes wagon carrying Shadow, Moonsong, soldier ant, Bill, Ash, 2x embar,1x stabber to farm (-1.5 move)

Spike, Krippen and 7 Knights ride on Heavy doe deer B, 3x pondsea, Doe Deer and 2 x Hooby horse to farm (-1.5 Move)

4 piker walk to farm (-1.5 move)


Army moves from farm to 03,05 (-4 move)


Heavy Doe Deer
[Wagon]
-&gt;Archer
-&gt;Archer
-&gt;Ash
-&gt;Embar
-&gt;Embar
-&gt;Stabber (promoted to champion)
-&gt;Uncroaked crossbow Darf
-&gt;Uncroaked Darf Axeman

Heavy Hobby
-&gt;Kripen
-&gt;Krippen Champion

Hobby
-&gt; Krippen Champion
-&gt; Krippen Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Heavy Doe Deer
-&gt;Spike



Doe Deer
-&gt;Piker (promoted to lancer)

Pondsea
-&gt;Bill

Pondsea
-&gt;Shadow

Pondsea
-&gt;Moonsong

Walking

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Woof
piker
Piker
piker
piker
Uncroaked Archer
Uncroaked Archer


Spike wielding the lumberjack axe (to grant forest capable special to stack) forms a super stack and steps in to 03,06 (-1 move)


Heavy Hobby
-&gt;Kripen
-&gt;Krippen Champion

Hobby
-&gt; Krippen Champion
-&gt; Krippen Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Heavy Doe Deer
-&gt;Spike



Doe Deer
-&gt;Piker (promoted to lancer)
Pondsea
-&gt;Stabber (promoted to champion)

Heavy Doe Deer
-&gt;Bill

Pondsea
-&gt;Shadow

Pondsea
-&gt;Moonsong

Walking

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Woof
piker
Piker
piker
piker
Archer
Archer
Uncroaked Archer
Uncroaked Archer
Ash
Embar
Embar
Uncroaked crossbow Darf
Uncroaked Darf Axeman

Units restack forming combat stack


 Combat Stacks 
 Stack 1 

Heavy Doe Deer
-&gt;Spike {*equipped with amulet of healing and lumberjack axe}{*equiped 1x alonas grace}
Doe Deer
-&gt;Stabber (promoted to Champion) {*equiped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof
Pondsea
-&gt;Piker (Promoted to Lancer) {*equiped with +1 shield, Master craft ant armour for a +2 to Def}
Archer {*equiped 1x Likan herb, 1x stanch leaf, 1x bitter leaf, 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer (gain +1 damage due to Spike's base popped special)
Uncroaked Archer
Uncroaked Archer

[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 2 

Heavy Hobby
-&gt;Krippen Champion
Hobby
-&gt;Krippen Champion
Hobby
-&gt;Krippen Lancer
Hobby
-&gt;Krippen Lancer
Kripen
Krippen Sniper {*equiped 1x Likan herb, 1x stanch leaf}
Krippen Sniper
Krippen Sniper


[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 3 

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Doe Deer
-&gt;Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea
-&gt;Shadow {*equiped 1x Likan herb}
Pondsea
-&gt;Moonsong (Equiped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equiped 1x juicy fruit}
Uncroaked Crossbow Darf)

[Stack has +2 leadership bonus, +2 CW bonus  **elves have +3 leadership bonus]


 Stack 4  - Reserve stack initialy stays in rear and does not engage

Ash {*Equipped with mythral armour (+1 to def)}
Embar
Embar
Piker {equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb}
Piker {equiped with shield and shortsword combo(+1 to def)}
Piker {equiped with shield and shortsword combo(+1 to def)}
Piker {equiped with shield and shortsword combo(+1 to def)}
Uncroaked Darf Axeman

[Stack has +2 CW bonus  **pokedaemons have +3 leadership bonus]
 
WurmD
And army forages
+1
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”That will be all today Meta Thankyou”  Harley replies with a slight nod. Once Meta makes his leave Harley returns to her commanders.

 ”Now if there are no objections we proceed with operation beehive smash!”  Harley declares as she indicates her plan for the battle.


Extra suggestion: Crud Harvests the two Chimpoo bodies for rations as they are about to depop and it doesn’t look like we’re uncroaking them and the army brings the rations along aswell as the 1 farm ration for possible taming attempts in nearby hexes after battle.

 
 Spoiler 
 The plan 

The plan continues

Pondsea T15 and C19A takes wagon carrying 2x flamethrower ants to farm (-1.5 move)

Pondsea T15 and C19A takes wagon Back to Arkum (-1.5 move)

 Krippen manages Arkum (-4 move) 
 Crud completes Ash's Mythral armour 

Heavy Doe deer A takes wagon carrying Shadow, Moonsong, soldier ant, Bill, Ash, 2x embar,1x stabber to farm (-1.5 move)

Spike, Krippen and 7 Knights ride on Heavy doe deer B, 3x pondsea, Doe Deer and 2 x Hooby horse to farm (-1.5 Move)

4 piker walk to farm (-1.5 move)


Army moves from farm to 03,05 (-4 move)


Heavy Doe Deer
[Wagon]
-&gt;Archer
-&gt;Archer
-&gt;Ash
-&gt;Embar
-&gt;Embar
-&gt;Stabber (promoted to champion)
-&gt;Uncroaked crossbow Darf
-&gt;Uncroaked Darf Axeman

Heavy Hobby
-&gt;Kripen
-&gt;Krippen Champion

Hobby
-&gt; Krippen Champion
-&gt; Krippen Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Heavy Doe Deer
-&gt;Spike



Doe Deer
-&gt;Piker (promoted to lancer)

Pondsea
-&gt;Bill

Pondsea
-&gt;Shadow

Pondsea
-&gt;Moonsong

Walking

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Woof
piker
Piker
piker
piker
Uncroaked Archer
Uncroaked Archer


Spike wielding the lumberjack axe (to grant forest capable special to stack) forms a super stack and steps in to 03,06 (-1 move)


Heavy Hobby
-&gt;Kripen
-&gt;Krippen Champion

Hobby
-&gt; Krippen Champion
-&gt; Krippen Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Heavy Doe Deer
-&gt;Spike



Doe Deer
-&gt;Piker (promoted to lancer)
Pondsea
-&gt;Stabber (promoted to champion)

Heavy Doe Deer
-&gt;Bill

Pondsea
-&gt;Shadow

Pondsea
-&gt;Moonsong

Walking

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Woof
piker
Piker
piker
piker
Archer
Archer
Uncroaked Archer
Uncroaked Archer
Ash
Embar
Embar
Uncroaked crossbow Darf
Uncroaked Darf Axeman

Units restack forming combat stack


 Combat Stacks 
 Stack 1 

Heavy Doe Deer
-&gt;Spike {*equipped with amulet of healing and lumberjack axe}{*equiped 1x alonas grace}
Doe Deer
-&gt;Stabber (promoted to Champion) {*equiped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof
Pondsea
-&gt;Piker (Promoted to Lancer) {*equiped with +1 shield, Master craft ant armour for a +2 to Def}
Archer {*equiped 1x Likan herb, 1x stanch leaf, 1x bitter leaf, 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer (gain +1 damage due to Spike's base popped special)
Uncroaked Archer
Uncroaked Archer

[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 2 

Heavy Hobby
-&gt;Krippen Champion
Hobby
-&gt;Krippen Champion
Hobby
-&gt;Krippen Lancer
Hobby
-&gt;Krippen Lancer
Kripen
Krippen Sniper {*equiped 1x Likan herb, 1x stanch leaf}
Krippen Sniper
Krippen Sniper


[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 3 

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Doe Deer
-&gt;Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea
-&gt;Shadow {*equiped 1x Likan herb}
Pondsea
-&gt;Moonsong (Equiped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equiped 1x juicy fruit}
Uncroaked Crossbow Darf)

[Stack has +2 leadership bonus, +2 CW bonus  **elves have +3 leadership bonus]


 Stack 4  - Reserve stack initialy stays in rear and does not engage

Ash {*Equipped with mythral armour (+1 to def)}
Embar
Embar
Piker {equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb}
Piker {equiped with shield and shortsword combo(+1 to def)}
Piker {equiped with shield and shortsword combo(+1 to def)}
Piker {equiped with shield and shortsword combo(+1 to def)}
Uncroaked Darf Axeman

[Stack has +2 CW bonus  **pokedaemons have +3 leadership bonus]
 
 
 


Your troops enter the hex stacking up in the forest. You can hear faint buzzing in the distance, but nothing appears.  Orders?


Three wild rations found along the way


Please adjust the move totals
_Wiz_
As soon as the army enters the hex Spike takes charge and begins to organise his stacks.

All archers given orders to open fire if ferals seen approaching.

Spike then leads his and Krippen’s stacks forwards towards the centre of the hex where the hive had been spotted with the other two stacks following behind.

 
 Spoiler 

 Combat Stacks 
 Stack 1  - First line

Heavy Doe Deer A (f)
-&gt;Warlord Spike {*equipped with amulet of healing and lumberjack axe}{*equiped 1x alonas grace}
Doe Deer B(f)
-&gt;Champion {*equiped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof (f)
Pondsea C19A (f)
-&gt;Lancer Isabel {*equiped with +1 shield, Master craft ant armour for a +2 to Def}
Archer C16A {*equiped 1x Likan herb, 1x stanch leaf, 1x bitter leaf, 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer C18A (gain +1 damage due to Spike's base popped special)
Uncroaked Archer A
Uncroaked Archer B

[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 2  First line

War Hobby A(f)
-&gt; Champion Jab
Hobby T19A (f)
-&gt; Champion Scimitar
Hobby T19B(f)
-&gt; Lancer Point
Hobby Lvl1 (f)
-&gt; Lancer Thrust
Warlord Krippen
Sniper Shaft{*equipped 1x Likan herb, 1x stanch leaf}
Sniper Bolt
Sniper Storm


[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 3  - 2nd line

Flamethrower Ant A (f)
Flamethrower Ant  B(f)
Flamethrower Ant C (f)
Ant Soldier (f)
Heavy Doe Deer B
-&gt;Warlord Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea T15
-&gt;Shadow {*equiped 1x Likan herb}
Pondsea Lvl 2
-&gt;Moonsong (Equiped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equiped 1x juicy fruit}
Uncroaked Crossbow Darf B

[Stack has +2 leadership bonus, +2 CW bonus **elves have +3 leadership bonus]


 Stack 4 - Reserve stack initialy stays in rear and does not engage

Ash {*Equipped with mythral armour (+1 to def)}
Embar A
Embar C19
Chimpoo
Piker Anne{equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb} (f)
Piker C15A {equiped with shield and shortsword combo(+1 to def)} (f)
Piker C15B{equiped with shield and shortsword combo(+1 to def)} (f)
Uncroaked Darf Axeman  {equiped with shield and shortsword combo(+1 to def)} (f)

[Stack has +2 CW bonus **pokedaemons have +3 leadership bonus]
 
WurmD
No
Healing amulet to be in Spike's mount, not him

Would be nice to have the names of the infantry there too, so it's easy to know who died or not, or who is wounded (will try to add them if at the PC)
Cyphermancer
Decide on the grace and amulet



Two stacks of dog sized bees buzz around an extremely large bee hive. ( think a four story apartment building) its about 30 ft off the ground.


Stack 1

Worker bee 1
Worker bee 2
Worker bee 3
Worker bee 4
Worker bee 5
Worker bee 6
Worker bee 7
Worker bee 8

Stack 2

Worker bee 9
Worker bee 10
Worker bee 11
Worker bee 12
Worker bee 13
Worker bee 14
Worker bee 15
Worker bee 16


You can hear the sound of more buzzing. Inside the hive. Only the front line can see the enemy with the tree cover and the bees heard you coming. So no suprise round.
Cyphermancer
 
 Originally Posted by WurmD 
  

We have a new Scout, and we have need of Scouts around Khelt

Scout Cotton to scout the way for Sparky, and for Foreman Bob to continue to road? (and report through the hex boundary)

EDIT: hm, that costs 14 Move, he can't make it
We have to combine the start of his Move with some transportation, likely the transportation of Bill and 4 units for road work


EDIT2: Scout D movement

We lost a scout, and we have 1 in Capital we can move to replace it for next turn

 

EDIT3:
W3: Cyper what were the hex types and anything of note seen of hexes
??: 07.07, 08.07
??: -09.13, -10.13, -11.13
? 
 

07.07, 08.07 heavy forest
09.13, -10.13, -11.13 there is no scout near here?, howere 09.-13, 10.-13, and 11.-13 are hills


Nothing spotted in these hexes
WurmD
Thank you Cyper

Spike puts the Amulet of Healing in his mount before moving into hex
And Spike feeds the Alona +1/+1 to his mount on Round 0

Round 1!
All units 1 move action forward (hopefully two back stacks gain visibility of hive) and Fire (4 archers on Worker bee 1; 3 Snipers on Worker Bees 2 3 and 4)!
Melee units ready action to strike when bee in reach!

Yes? :)
_Wiz_
Sure +1…..
Cyphermancer
Round 1!
The army moves forward giving the whole army line of sight of the hive. As the army moves forward three more enemy stacks emerge from the hive. The first is another stack of worker bees with two new types. A killer bee and a darter bee. The second stack has worker bees and darter bees. The last stack is killer bees with the (Heavy) queen!

Stack one and two all focus on the first enemy stack. Four bee fall to the combined archers all but one of bee stack one fall to spikes melee forces. With no injuires!

Stack two engages bee stack 2 the bees are right over the stack able to engage the whole stack three bee are croaked and two injured while scimitars mount and bolt take minor hits.

The darter bees all point thier stingers and shoot a green stinger at stack one. Two of the darters begin to glow a slight tenderil of energy emerging from the queen to them. Two shots bounce off of spikes mount. While two mounts are injured and the heavy woof is hit and poisoned

Shadow, moonsong, uncroaked crossbow darf and the chimpoo now able to see focus on stack 4. Trying to cut down the enemy range support. Cutting down one worker bee and injuring two more.




Army
 
 Spoiler 

 Combat Stacks 
 Stack 1  - First line engaged with bee 1

Heavy Doe Deer A (f)
-&gt;Warlord Spike {*equipped with amulet of healing and lumberjack axe}{*equiped 1x alonas grace}
Doe Deer B(f) 3 hits
-&gt;Champion {*equiped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof (f) 1 hits poisoned
Pondsea C19A (f) 4 hits
-&gt;Lancer Isabel {*equiped with +1 shield, Master craft ant armour for a +2 to Def}
Archer C16A {*equiped 1x Likan herb, 1x stanch leaf, 1x bitter leaf, 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer C18A (gain +1 damage due to Spike's base popped special)
Uncroaked Archer A
Uncroaked Archer B

[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 2  First line engaged with bee 2

War Hobby A(f)
-&gt; Champion Jab
Hobby T19A (f) 3 hits
-&gt; Champion Scimitar
Hobby T19B(f)
-&gt; Lancer Point
Hobby Lvl1 (f)
-&gt; Lancer Thrust
Warlord Krippen
Sniper Shaft{*equipped 1x Likan herb, 1x stanch leaf}
Sniper Bolt 2 hits
Sniper Storm


[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 3  - 2nd line

Flamethrower Ant A (f)
Flamethrower Ant  B(f)
Flamethrower Ant C (f)
Ant Soldier (f)
Heavy Doe Deer B
-&gt;Warlord Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea T15
-&gt;Shadow {*equiped 1x Likan herb}
Pondsea Lvl 2
-&gt;Moonsong (Equiped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equiped 1x juicy fruit}
Uncroaked Crossbow Darf B

[Stack has +2 leadership bonus, +2 CW bonus **elves have +3 leadership bonus]


 Stack 4 - Reserve stack initialy stays in rear and does not engage

Ash {*Equipped with mythral armour (+1 to def)}
Embar A
Embar C19
Chimpoo
Piker Anne{equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb} (f)
Piker C15A {equiped with shield and shortsword combo(+1 to def)} (f)
Piker C15B{equiped with shield and shortsword combo(+1 to def)} (f)
Uncroaked Darf Axeman  {equiped with shield and shortsword combo(+1 to def)} (f)

[Stack has +2 CW bonus **pokedaemons have +3 leadership bonus]
 


Enemy
 
 Spoiler 

Bee Stack 1 engaged with stack 1

Worker bee 1 croaked
Worker bee 2 croaked
Worker bee 3 croaked
Worker bee 4 croaked
Worker bee 5 croaked
Worker bee 6
Worker bee 7 croaked
Worker bee 8 croaked

Bee Stack 2 engaged with stack 2

Worker bee 9 croaked
Worker bee 10 5 hits
Worker bee 11 3 hits
Worker bee 12 croaked
Worker bee 13 croaked
Worker bee 14
Worker bee 15
Worker bee 16

Bee Stack 3 close to melee

Killer bee 1
Killer bee 2
Killer bee 3
Killer bee 4
Queen bee
Killer bee 5
Killer bee 6
Killer bee 7



Bee Stack 4 hanging in air


Worker bee 17 croaked
Worker bee 18 2 hits
Worker bee 19 3 hits
Worker bee 20
Darter bee 3
Darter bee 4
Darter bee 5
Darter bee 6



Bee Stack 5 close to melee

Worker bee 21
Worker bee 22
Worker bee 23
Killer bee 8
Darter bee 1
Darter bee 2
Worker bee 24
Worker bee 25
 
_Wiz_
 Orders for round 2 

Moonsong uses wand of Fiery Blast on Bee stack 3 (Queen's stack)

Stack 1 Archers fire on Bee stack 1
Stack 2 Snipers hold fire until after melee attacks to ensure the maximum number of bees are croaked before they attack
Shadow fires a Ditto Shot at the Bee Queen
Uncroaked Crossbow Darf B fires at Bee stack 3 (Queen's stack)
Chimpoo fires at Bee stack 4

Stack 1 charges at Bee stack 5 and engages in Melee
Stack 2 continues battling Bee stack in Melee (including Krippen with martial arts) 2
Stack 3 engages Bee stack 3 (Queen's stack) and Flamethrower ants unleashes their fiery breath weapon
Stack 4 engages Bee stack 5 with Ash and Embar stepping forwards and unleashing their breath weapon

Stack 2 Snipers rapid shot at Bee stack 2 IF all units croaked rapid shot at Bee Queen




 
 Spoiler 
Combat Stacks

 Stack 1  - First line engaged with bee stack 5

Heavy Doe Deer A {*equipped with amulet of healing}{*alonas grace consumed +1combat/+1def} (f)
-&gt;Warlord Spike {*lumberjack axe}{*equiped 1x alonas grace}
Doe Deer B(f) 3 hits
-&gt;Champion {*equiped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof (f) 1 hits poisoned
Pondsea C19A (f) 4 hits
-&gt;Lancer Isabel {*equiped with +1 shield, Master craft ant armour for a +2 to Def}
Archer C16A {*equiped 1x Likan herb, 1x stanch leaf, 1x bitter leaf, 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer C18A (gain +1 damage due to Spike's base popped special)
Uncroaked Archer A
Uncroaked Archer B

[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 2  First line engaged with bee stack 2

War Hobby A(f)
-&gt; Champion Jab
Hobby T19A (f) 3 hits
-&gt; Champion Scimitar
Hobby T19B(f)
-&gt; Lancer Point
Hobby Lvl1 (f)
-&gt; Lancer Thrust
Warlord Krippen
Sniper Shaft{*equipped 1x Likan herb, 1x stanch leaf}
Sniper Bolt 2 hits
Sniper Storm


[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 3  - vs bee stack 3

Flamethrower Ant A (f)
Flamethrower Ant B(f)
Flamethrower Ant C (f)
Ant Soldier (f)
Heavy Doe Deer B
-&gt;Warlord Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea T15
-&gt;Shadow {*equiped 1x Likan herb}
Pondsea Lvl 2
-&gt;Moonsong (Equiped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equiped 1x juicy fruit}
Uncroaked Crossbow Darf B

[Stack has +2 leadership bonus, +2 CW bonus **elves have +3 leadership bonus]


 Stack 4  - vs Bee stack 5

Ash {*Equipped with mythral armour (+1 to def)} (f)
Embar A (f)
Embar C19 (f)
Chimpoo
Piker Anne{equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb}
Piker C15A {equiped with shield and shortsword combo(+1 to def)}
Piker C15B{equiped with shield and shortsword combo(+1 to def)}
Uncroaked Darf Axeman {equiped with shield and shortsword combo(+1 to def)} (f)

[Stack has +2 CW bonus **pokedaemons have +3 leadership bonus]
 
WurmD
+11111111¹111
Cyphermancer
  Round 2!  
Moonsong blasts four of the killer bees with a direct hit. Spikes archers take aim. Cutting down the remaining worker bee engaged with his stack. One archer takes a single hit in return. Shadow takes aim at the queen. One shot hits with for minor damage. Uncroaked hits, Chimp misses. All six Darters fire on Spikes stack two hits one on each doe deer. Doe dear B is poisoned. The heavy woof takes one damage from the poison.

Spike Charges Bee stack 5 croaking three worker ants and damaging the killer bee. only two hits in response dusting one uncroaked and damaging another. Krippens melee units manage to wipe out the Bee 2. Krippen taking a minor hit in response. He points at the queen telling his units to open fire.

Bill and Shadow lead their stack at the queen The flame throw antz all breath on the stack croaking four! and damaging the remainder of the stack. the solder ant also deals damage. The Killer bees seem to drill right past the Flame Thrower antz DR and  the queen deals a might hit, but no loss. As the flames die down Krippen archer strike. Four arrows hit Croaking the mighty beast.

Ashs stack burns into the enemy croaking several and damaging the rest of the stack. With the uncroaked Axeman taking out another

The remaining bee seem to go into a rage at the loss of their queen






 
 Spoiler 
Combat Stacks

 Stack 1  - First line engaged with bee stack 5

Heavy Doe Deer A {*equipped with amulet of healing}{*alonas grace consumed +1combat/+1def} (f)
-&gt;Warlord Spike {*lumberjack axe}{*equiped }
Doe Deer B(f) 5 hits poison
-&gt;Champion {*equiped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof (f) 2 hits poisoned
Pondsea C19A (f) 6 hits
-&gt;Lancer Isabel {*equiped with +1 shield, Master craft ant armour for a +2 to Def}
Archer C16A {*equiped 1x Likan herb, 1x stanch leaf, 1x bitter leaf, 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer C18A (gain +1 damage due to Spike's base popped special)
Uncroaked Archer A dusted
Uncroaked Archer B 3 hits

[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 2  First line engaged with bee stack 2

War Hobby A(f)
-&gt; Champion Jab
Hobby T19A (f) 3 hits
-&gt; Champion Scimitar
Hobby T19B(f)
-&gt; Lancer Point
Hobby Lvl1 (f)
-&gt; Lancer Thrust
Warlord Krippen 2 hits
Sniper Shaft{*equipped 1x Likan herb, 1x stanch leaf}
Sniper Bolt 2 hits
Sniper Storm


[Stack has +4 leadership bonus, +2 CW bonus]

 Stack 3  - vs bee stack 3

Flamethrower Ant A (f)
Flamethrower Ant B(f) 3 hits
Flamethrower Ant C (f)
Ant Soldier (f) 2 hits
Heavy Doe Deer B 3 hits
-&gt;Warlord Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea T15 7 hits
-&gt;Shadow {*equiped 1x Likan herb}
Pondsea Lvl 2
-&gt;Moonsong (Equiped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equiped 1x juicy fruit}
Uncroaked Crossbow Darf B

[Stack has +2 leadership bonus, +2 CW bonus **elves have +3 leadership bonus]


 Stack 4  - vs Bee stack 5

Ash {*Equipped with mythral armour (+1 to def)} (f)
Embar A (f)
Embar C19 (f)
Chimpoo
Piker Anne{equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb}
Piker C15A {equiped with shield and shortsword combo(+1 to def)}
Piker C15B{equiped with shield and shortsword combo(+1 to def)}
Uncroaked Darf Axeman {equiped with shield and shortsword combo(+1 to def)} (f)

[Stack has +2 CW bonus **pokedaemons have +3 leadership bonus]
 

 
 Spoiler: enemy 

Bee Stack 1 engaged with stack 1

Worker bee 1 croaked
Worker bee 2 croaked
Worker bee 3 croaked
Worker bee 4 croaked
Worker bee 5 croaked
Worker bee 6 croaked
Worker bee 7 croaked
Worker bee 8 croaked

Bee Stack 2 engaged with stack 2

Worker bee 9 croaked
Worker bee 10 5 croaked
Worker bee 11 croaked
Worker bee 12 croaked
Worker bee 13 croaked
Worker bee 14 croaked
Worker bee 15 croaked
Worker bee 16 croaked

Bee Stack 3 close to melee

Killer bee 1 croaked
Killer bee 2 croaked
Killer bee 3 croaked
Killer bee 4 croaked
Queen bee croaked
Killer bee 5 6 hits
Killer bee 6 5 hits
Killer bee 7 5 hits



Bee Stack 4 hanging in air


Worker bee 17 croaked
Worker bee 18 2 hits
Worker bee 19 3 hits
Worker bee 20
Darter bee 3
Darter bee 4
Darter bee 5
Darter bee 6



Bee Stack 5 engaged with stack one and Four

Worker bee 21 Croaked
Worker bee 22 Croaked
Worker bee 23 croaked
Killer bee 8 croaked
Darter bee 1 5
Darter bee 2 5
Worker bee 24 croaked
Worker bee 25 2
 
_Wiz_
 Orders for round 3 

Krippen fires a blast at a Darter Bee in Bee stack 4

Stack 2’s snipers rapid shot at Darter Bees in Bee stack 4

Flamethrower Antz unleash breath weapon at Bee stack 3
Ash and Embar unleash breath weapon at Bee stack 5

Melee units continue to attack any stacks they are engaged with.

Once Bee stack 5 croaked IF battle not over Archer C16A feeds a Likkan herb to the most damaged unit most likely Pondsea C19A
Once Bee stack 5 croaked Champion takes a Bitter leaf  herb and feeds it to his mount Doe Deer B to cure the poison
Once Bee stack 3 croaked If battle not over Shadow uses a Likkan herb on her mount Pondsea T15

Once Bee stack 5 croaked stack 1’s remaining archers fire at Darter Bees in Bee stack 4
Once Bee stack 3 croaked stack 3’s remaining ranged units fire at at Darter Bees in Bee stack 4
Once Bee stack 5 croaked stack 4’s remaining ranged units fire at Darter Bees in Bee stack 4




 
 Spoiler 
Combat Stacks

Stack 1 - First line engaged with bee stack 5

Heavy Doe Deer A {*equipped with amulet of healing}{*alonas grace consumed +1combat/+1def} (f)
-&gt;Warlord Spike {*lumberjack axe}{*equiped }
Doe Deer B(f) 5 hits poison
-&gt;Champion {*equiped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof (f) 2 hits poisoned
Pondsea C19A (f) 6 hits
-&gt;Lancer Isabel {*equiped with +1 shield, Master craft ant armour for a +2 to Def}
Archer C16A {*equiped 1x Likan herb, 1x stanch leaf, 1x bitter leaf, 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer C18A (gain +1 damage due to Spike's base popped special)
Uncroaked Archer A dusted
Uncroaked Archer B 3 hits

[Stack has +4 leadership bonus, +2 CW bonus]

Stack 2 First line engaged with bee stack 2

War Hobby A(f)
-&gt; Champion Jab
Hobby T19A (f) 3 hits
-&gt; Champion Scimitar
Hobby T19B(f)
-&gt; Lancer Point
Hobby Lvl1 (f)
-&gt; Lancer Thrust
Warlord Krippen 2 hits
Sniper Shaft{*equipped 1x Likan herb, 1x stanch leaf}
Sniper Bolt 2 hits
Sniper Storm


[Stack has +4 leadership bonus, +2 CW bonus]

Stack 3 - vs bee stack 3

Flamethrower Ant A (f)
Flamethrower Ant B(f) 3 hits
Flamethrower Ant C (f)
Ant Soldier (f) 2 hits
Heavy Doe Deer B 3 hits
-&gt;Warlord Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea T15 7 hits
-&gt;Shadow {*equiped 1x Likan herb}
Pondsea Lvl 2
-&gt;Moonsong (Equiped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equiped 1x juicy fruit}
Uncroaked Crossbow Darf B

[Stack has +2 leadership bonus, +2 CW bonus **elves have +3 leadership bonus]


Stack 4 - vs Bee stack 5

Ash {*Equipped with mythral armour (+1 to def)} (f)
Embar A (f)
Embar C19 (f)
Chimpoo
Piker Anne{equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb}
Piker C15A {equiped with shield and shortsword combo(+1 to def)}
Piker C15B{equiped with shield and shortsword combo(+1 to def)}
Uncroaked Darf Axeman {equiped with shield and shortsword combo(+1 to def)} (f)

[Stack has +2 CW bonus **pokedaemons have +3 leadership bonus]
 
WurmD
 Save The Mounts By Screening Them Plan!
 
1. Doe Deer B, Pondsea C19A, Pondsea T15 ordered not to screen
2. Champion C20A and Lancer Isabel to screen for their mounts Doe Deer B, Pondsea C19A

- Krippen fires a blast at a Darter Bee in Bee stack 4
- Flamethrower Antz unleash breath weapon at Bee stack 3
- Ash and Embar unleash breath weapon at Bee stack 5

- Krippen’s snipers fire at Darter Bees in Bee stack 4
- Then Krippen Stack moves and melee attacks Stack 5


- Once Bee stack 5 croaked IF battle not over Archer C16A feeds a Likkan herb to the most damaged unit most likely Pondsea C19A
- Once Bee stack 5 croaked Champion C20A takes a Bitter leaf herb and feeds it to his mount Doe Deer B to cure the poison
- Once Bee stack 3 croaked IF battle not over Shadow uses a Likkan herb on her mount Pondsea T15

- Once Bee stack 5 croaked stack 1’s remaining archers fire at Darter Bees in Bee stack 4
- Once Bee stack 3 croaked stack 3’s remaining ranged units fire at at Darter Bees in Bee stack 4
- Once Bee stack 5 croaked stack 4’s remaining ranged units fire at Darter Bees in Bee stack 4

Combat Stacks

Stack 1 - First line engaged with bee stack 5

Heavy Doe Deer A {*equipped with amulet of healing}{*alonas grace consumed +1combat/+1def} (f)
-&gt;Warlord Spike {*lumberjack axe}{*equipped }
Doe Deer B(f) 5 hits poison  [NOT SCREENING, BEING SCREENED] 
-&gt;Champion C20A {*equipped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof (f) 2 hits poisoned
Pondsea C19A (f) 6 hits   [NOT SCREENING, BEING SCREENED] 
-&gt;Lancer Isabel {*equipped with +1 shield, Master craft ant armour for a +2 to Def}
Archer C16A {*equipped 1x Likkan herb, 1x stanch leaf, 1x bitter leaf, 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer C18A (gain +1 damage due to Spike's base popped special)
Uncroaked Archer A dusted
Uncroaked Archer B 3 hits

[Stack has +4 leadership bonus, +2 CW bonus]

Stack 2 -

War Hobby A(f)
-&gt; Champion Jab
Hobby T19A (f) 3 hits
-&gt; Champion Scimitar
Hobby T19B(f)
-&gt; Lancer Point
Hobby Lvl1 (f)
-&gt; Lancer Thrust
Warlord Krippen 2 hits
Sniper Shaft{*equipped 1x Likan herb, 1x stanch leaf}
Sniper Bolt 2 hits
Sniper Storm


[Stack has +4 leadership bonus, +2 CW bonus]

Stack 3 - vs bee stack 3

Flamethrower Ant A (f)
Flamethrower Ant B(f) 3 hits
Flamethrower Ant C (f)
Ant Soldier (f) 2 hits
Heavy Doe Deer B 3 hits
-&gt;Warlord Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea T15 7 hits   [NOT SCREENING] 
-&gt;Shadow {*equipped 1x Likkan herb}
Pondsea Lvl 2
-&gt;Moonsong (Equipped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equipped 1x juicy fruit}
Uncroaked Crossbow Darf B

[Stack has +2 leadership bonus, +2 CW bonus **elves have +3 leadership bonus]


Stack 4 - vs Bee stack 5

Ash {*Equipped with mythral armour (+1 to def)} (f)
Embar A (f)
Embar C19 (f)
Chimpoo
Piker Anne{equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb}
Piker C15A {equiped with shield and shortsword combo(+1 to def)}
Piker C15B{equiped with shield and shortsword combo(+1 to def)}
Uncroaked Darf Axeman {equipped with shield and shortsword combo(+1 to def)} (f)

[Stack has +2 CW bonus **pokedaemons have +3 leadership bonus]
_Wiz_
Re +1’d…….
Cyphermancer
 Save The Mounts By Screening Them Plan!
 
1. Doe Deer B, Pondsea C19A, Pondsea T15 ordered not to screen
2. Champion C20A and Lancer Isabel to screen for their mounts Doe Deer B, Pondsea C19A

- Krippen fires a blast at a Darter Bee in Bee stack 4
- Flamethrower Antz unleash breath weapon at Bee stack 3
- Ash and Embar unleash breath weapon at Bee stack 5

- Krippen’s snipers fire at Darter Bees in Bee stack 4
- Then Krippen Stack moves and melee attacks Stack 5


- Once Bee stack 5 croaked IF battle not over Archer C16A feeds a Likkan herb to the most damaged unit most likely Pondsea C19A
- Once Bee stack 5 croaked Champion C20A takes a Bitter leaf herb and feeds it to his mount Doe Deer B to cure the poison
- Once Bee stack 3 croaked IF battle not over Shadow uses a Likkan herb on her mount Pondsea T15

- Once Bee stack 5 croaked stack 1’s remaining archers fire at Darter Bees in Bee stack 4
- Once Bee stack 3 croaked stack 3’s remaining ranged units fire at at Darter Bees in Bee stack 4
- Once Bee stack 5 croaked stack 4’s remaining ranged units fire at Darter Bees in Bee stack 4

Krippen and his snipers cut down the darters. The Darters focus on Krippen stack. the bitter seed is given to Doe Deer B. The fire wipes out Bee 3 and Bee 5. as the last of the workers speed down to Krippen's stack. They are no match for Krippens stack and wiped out. Likkan Herb not used.

The heavy wolf takes another round of poison.


Combat Stacks



 
 Spoiler: Army 
Stack 1 - First line engaged with bee stack 5

Heavy Doe Deer A {*equipped with amulet of healing}{*alonas grace consumed +1combat/+1def} (f)
-&gt;Warlord Spike {*lumberjack axe}{*equipped }
Doe Deer B(f) 5 hits   [NOT SCREENING, BEING SCREENED] 
-&gt;Champion C20A {*equipped with Twin fang swords (+1 combat and damage and one is fiery), +1 armour (+1 to Def)}
Heavy Woof (f) 3 hits poisoned
Pondsea C19A (f) 6 hits   [NOT SCREENING, BEING SCREENED] 
-&gt;Lancer Isabel {*equipped with +1 shield, Master craft ant armour for a +2 to Def}
Archer C16A {*equipped 1x Likkan herb, 1x stanch leaf,  1x bitter leaf , 1x pennilice}(gain +1 damage due to Spike's base popped special)
Archer C18A (gain +1 damage due to Spike's base popped special)
Uncroaked Archer A dusted
Uncroaked Archer B 3 hits

[Stack has +4 leadership bonus, +2 CW bonus]

Stack 2 -

War Hobby A(f)
-&gt; Champion Jab
Hobby T19A (f) 6 hits
-&gt; Champion Scimitar
Hobby T19B(f)
-&gt; Lancer Point
Hobby Lvl1 (f)
-&gt; Lancer Thrust
Warlord Krippen 2 hits
Sniper Shaft{*equipped 1x Likan herb, 1x stanch leaf}
Sniper Bolt 2 hits
Sniper Storm


[Stack has +4 leadership bonus, +2 CW bonus]

Stack 3 - vs bee stack 3

Flamethrower Ant A (f) 6
Flamethrower Ant B(f) 7 hits
Flamethrower Ant C (f)
Ant Soldier (f) 2 hits
Heavy Doe Deer B 3 hits
-&gt;Warlord Bill {*Equipped with oversized axe of cutting, critical helm}
Pondsea T15 7 hits   [NOT SCREENING] 
-&gt;Shadow {*equipped 1x Likkan herb}
Pondsea Lvl 2
-&gt;Moonsong (Equipped with +1 robes (+1 to def), wand of lesser heal, wand of hoboken, wand of fiery blast}{*equipped 1x juicy fruit}
Uncroaked Crossbow Darf B

[Stack has +2 leadership bonus, +2 CW bonus **elves have +3 leadership bonus]


Stack 4 - vs Bee stack 5

Ash {*Equipped with mythral armour (+1 to def)} (f)
Embar A (f)
Embar C19 (f)
Chimpoo
Piker Anne{equiped with shield and shortsword combo(+1 to def)}{*equiped 1x Likan herb}
Piker C15A {equiped with shield and shortsword combo(+1 to def)}
Piker C15B{equiped with shield and shortsword combo(+1 to def)}
Uncroaked Darf Axeman {equipped with shield and shortsword combo(+1 to def)} (f)

[Stack has +2 CW bonus **pokedaemons have +3 leadership bonus]
 

 
 Spoiler: Bees 

Bee Stack 1 engaged with stack 1

Worker bee 1 croaked
Worker bee 2 croaked
Worker bee 3 croaked
Worker bee 4 croaked
Worker bee 5 croaked
Worker bee 6 croaked
Worker bee 7 croaked
Worker bee 8 croaked

Bee Stack 2 engaged with stack 2

Worker bee 9 croaked
Worker bee 10 5 croaked
Worker bee 11 croaked
Worker bee 12 croaked
Worker bee 13 croaked
Worker bee 14 croaked
Worker bee 15 croaked
Worker bee 16 croaked

Bee Stack 3 close to melee

Killer bee 1 croaked
Killer bee 2 croaked
Killer bee 3 croaked
Killer bee 4 croaked
Queen bee croaked
Killer bee 5 croaked
Killer bee 6 croaked
Killer bee 7 croaked



Bee Stack 4 hanging in air


Worker bee 17 croaked
Worker bee 18 croaked
Worker bee 19 3 croaked
Worker bee 20 croaked
Darter bee 3 croaked
Darter bee 4 croaked
Darter bee 5 croaked
Darter bee 6 croaked



Bee Stack 5 engaged with stack one and Four

Worker bee 21 Croaked
Worker bee 22 Croaked
Worker bee 23 croaked
Killer bee 8 croaked
Darter bee 1 croaked
Darter bee 2 croaked
Worker bee 24 croaked
Worker bee 25 croaked
 
WurmD
Heavy Woof has 12 hits total,

Stand ready with Wand of Heal as poison runs its course, Heal him at 11 damage
_Wiz_
Sure +1……,
WurmD
That's Moonsong

All others inspect bees for unconscious
Cyphermancer
The poison tics for three more rounds. Bring the heavy down to 6 hits.


None of the bees are alive. ( lots of overkill, fall damage, and other things)


What do you do?
_Wiz_
Claim the Bee bodies. (Are they uncroakable, harvestable for rations or resources/craft components, convertible to schmuckers?)

Search the hex for loot and forage in the hex.

If Bee hive unreachable to search send a stack up consisting of the antz and Chimpoo. (Their crawler and tree capable specials should let them climb up)
WurmD
 Units to search the Hive for goodies, Chimpoo and Antz Soldier to go to the nooks and crannies the rest can't reach 

Or that +1
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Claim the Bee bodies. (Are they uncroakable, harvestable for rations or resources/craft components, convertible to schmuckers?)

Search the hex for loot and forage in the hex.

If Bee hive unreachable to search send a stack up consisting of the antz and Chimpoo. (Their crawler and tree capable specials should let them climb up) 
 



You are unsure if the bees are uncroakable. The bees are harvestable for rations. The darters, killer and queen can be harvested for crafting materials. While the hex has no rations. Inside of the hive you find honey.
WurmD
Ooh, all commanders (in particular Moonsong) to appraise the honey as a consumable or crafting materials or shmucker conversion
Cyphermancer
 
 Originally Posted by WurmD 
 Ooh, all commanders (in particular Moonsong) to appraise the honey as a consumable or crafting materials or shmucker conversion 
 


There are two type of honey

Royal honey: 3 total

Normal honey: 38 total


Both can be used as rations
_Wiz_
Nice. By any chance does honey last longer than normal rations before going off?
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Nice. By any chance does honey last longer than normal rations before going off? 
 



Could be leave one and find out?
_Wiz_
First suggested excursion from the Bee hex;


Heavy Doe Deer A move to 03,05 collects the wagon then returns to 3,06 (-2 move)
Heavy Doe Deer B takes the wagon with the below units to  (02,07) (-1 move)[foraging for wild rations in hex]

Chief Warlord Spike (with lumberjack axe and healing amulet), Shadow, Moonsong, Ash, Lancer Isabel, Champion C20A, Archer C16A, Archer C18A (taking all farm rations, meat rations, wild rations and some honey rations aswell as the herbs)

Stack leaves wagon and travels 01,07 -&gt; 00,07 -&gt; -01,07 (-3 move) [foraging for wild rations along the way]

Stack attempts to tame Large silver badger (preferably using meat or honey rations) or if that fails battles it

Stack travels to 00,08 -&gt; 01,08 -&gt; 02,08 -&gt; 03,07 (-4 move) [foraging for wild rations along the way]

Stack attempts to tame doe deer using farm rations and wild rations (and possibly honey rations)
WurmD
Refined Plan:


 While wordlessly gesturing for Bill to borrow the Helm, Spike addresses Krippen
 "Krippen, can I borrow two of your snipers as backup while I go try to tame that Badger? Just because there is noone else with the Move (that wouldn't spook it)"  


1. Heavy Doe Deer A move to 03,05 collects the wagon then returns to 3,06 (-2 move)
2. Heavy Doe Deer B takes the wagon with the below units to (02,07) (-1 move)[foraging for wild rations in hex]

Chief Warlord Spike (with lumberjack axe and healing amulet  and critical helm ), Shadow, Moonsong, Ash, Lancer Isabel, Champion C20A,  Archer C16A, Archer C18A (taking all farm rations, meat rations, wild rations and some honey rations aswell as the herbs)

3. Stack leaves wagon and travels 01,07 -&gt; 00,07 -&gt; -01,07 (-3 move) [foraging for wild rations along the way]

Stack attempts to tame Large silver badger (preferably using meat or honey rations) or if that fails battles it

4. Stack travels to 00,08 -&gt; 01,08  {peek into 01.09}  -&gt; 02,08 -&gt; 03,07 (-4 move) [foraging for wild rations along the way]

Stack attempts to tame doe deer using farm rations and wild rations (and possibly honey rations)


EDIT: In the meanwhile, suggestion of Harley letter


  'Herring, we just found an untitanly amount of rations raiding that Bee's nest not to mention bee corpses. Would you inquire with Carrion if he thinks they are uncroakable (and if Yes if he's interested in coming over to get them in exchange for some uncroaking?) ⚡'  
meowcats734
Hi, is this game still taking new players? I was an Erfworld forumite back in the day and was surprised to see an Erfworld-themed game still running.
WurmD
Yes meowcats!

PM us your email so we invite you to the gchat where we discuss a bunch!

_--------------------

Add to Standing Orders

- When a Chief leaves Harley's hex, always takes a Hat linked to Harley

Wiz, SomeGuy , do you agree?
_Wiz_
Basically the same post now so +1 however suggest we wait until we manage to get any bee bodies back to Arkum before messaging Herring
meowcats734
Sorry if I'm breaking etiquette, I'm new—can I just ask questions of our host at will, or is there some kind of procedure to do so?
WurmD
Ask at will
But he ask that if more than 1 question, you number them, for easier reply
Cyphermancer
 
 Originally Posted by WurmD 
 Refined Plan:


 While wordlessly gesturing for Bill to borrow the Helm, Spike addresses Krippen
 "Krippen, can I borrow two of your snipers as backup while I go try to tame that Badger? Just because there is noone else with the Move (that wouldn't spook it)"  


1. Heavy Doe Deer A move to 03,05 collects the wagon then returns to 3,06 (-2 move)
2. Heavy Doe Deer B takes the wagon with the below units to (02,07) (-1 move)[foraging for wild rations in hex]

Chief Warlord Spike (with lumberjack axe and healing amulet  and critical helm ), Shadow, Moonsong, Ash, Lancer Isabel, Champion C20A,  Archer C16A, Archer C18A (taking all farm rations, meat rations, wild rations and some honey rations aswell as the herbs)

3. Stack leaves wagon and travels 01,07 -&gt; 00,07 -&gt; -01,07 (-3 move) [foraging for wild rations along the way]

Stack attempts to tame Large silver badger (preferably using meat or honey rations) or if that fails battles it 
 

Spike enters the hex with the silver badger along with his stack, finding no wild rations along the way.


Sitting among a pile of broken trees and the remains of a doe deer is a very large ( heavy) badger. It is chewing on a leg as spikes stack enters its view. It sniffs the air a few time seeming to perk up a little, but does not move from its spot.


What does spike do
meowcats734
(When Spike gets back with the rations we should ask the Katerpea if there's any synergy with the royal honey. Probably not, but would it hurt to ask?)

Since it's chewing on a leg, maybe start by having Spike offer a meat ration? Maybe close half the distance between them, set a ration down, and then back up?
meowcats734
Also, a few miscellaneous questions:
1. I remember one of the options for a building was some kind of natural ally enhancer—is that still an option, or has it been retconned?
2. What does being blinded actually do?

EDIT:

3. We found a mine at some point; what happened to it? I don't see it on the turn 20 update. (UPDATE: got taken off turn and we just took it back)

EDIT 2:

4. How does one make/break a natural ally contract? Does it cost juice/Schmuckers?
5. If you get 11 different types of pokedaemon, does the cost to pop new ones just reduce to zero?
WurmD
 
 Originally Posted by meowcats734 
 Since it's chewing on a leg, maybe start by having Spike offer a meat ration? Maybe close half the distance between them, set a ration down, and then back up? 
 

+1111111111@@@
Cyphermancer
 
 Originally Posted by meowcats734 
 (When Spike gets back with the rations we should ask the Katerpea if there's any synergy with the royal honey. Probably not, but would it hurt to ask?)

Since it's chewing on a leg, maybe start by having Spike offer a meat ration? Maybe close half the distance between them, set a ration down, and then back up? 
 



The badge keeps sniffing staring at spike as he nears. When spike drops the meat and backs up. The badger looks at the offered meat, his own meal and the distance. The badge keeps eating his leg when he finishes. He reaches down and graba a second one.
Cyphermancer
]Also, a few miscellaneous questions:
1. I remember one of the options for a building was some kind of natural ally enhancer—is that still an option, or has it been retconned?

It is still an option, but involves james to make it. You never got more info beyond it enhancing natural allies


2. What does being blinded actually do?

50% miss chance one melee attack, - 2 to defense, can't make AoO


EDIT:

3. We found a mine at some point; what happened to it? I don't see it on the turn 20 update. (UPDATE: got taken off turn and we just took it back)

Retaken this turn

EDIT 2:

4. How does one make/break a natural ally contract? Does it cost juice/Schmuckers?


Make 1000 smuckers,  breaking is free can be done by both parties you have a basic agreement with both tribes and no drawbacks


5. If you get 11 different types of pokedaemon, does the cost to pop new ones just reduce to zero?

There is a limit on how far if can be reduced. When new pops hit 200 the amount a new pokedamon reduced it by dropped to ten instead of fourty. So a new pokedamon added to the tribe will bring it to 180.
meowcats734
Thanks for the answers!

Thanks to time dilation, there shouldn’t be any penalty to simply waiting for it to finish, no? Why not wait until it’s done eating and then try again?

EDIT:

Alternatively, we could try setting out the honey and seeing if it is more interested in that (so that it doesn’t get full before we can try to tame it)

EDIT 2: Clarification request—does blind also debuff ranged attacks, or does the 50% miss chance only apply to melee attacks?
_Wiz_
+1 to setting out the honey. If it fills up on an entire doe deer I don’t think it’s going to be very interested in additional meat rations.
WurmD
Oooh honey = dessert after his meal ^_^

+1
meowcats734
A couple random questions:

1. Can heavies be put in carts?
2. Can carts move in heavy forest?
3. Does tribal leadership supplant WL bonus? Stack with it?

EDIT:

4. What happened to the unit who was holding onto the fiery twin sword? Did that just get put back in the treasury?

EDIT 2:

5. Can we create new pokedaemon tribes, like the shady elves did? Could we have a contract with multiple separate tribes, and if so, would popping for one tribe count both tribes for the pool of possible pokedaemons/discount, or just one?
Cyphermancer
Spikes moves forward placing som honey next to the meat. The baders eyes seem drawn to the honey. It starts to move down holding the half finished leg in his mouth. As he arrives at the offered rations. He plops down scoping up the honey and running it along the deer leg before taking another bite.  He quickly finishes the leg before putting the rest of the honey on the offered meat.

- 1 honey
- 1 meat

As he chews on the hunk. He watches the party. Seeming to judge them. Before locking eyes with Spike. He opens his mouth and speaks!

" Well what do you want you daft bugger?"
Cyphermancer
A couple random questions:

1. Can heavies be put in carts? Yes they each take up four spaces

2. Can carts move in heavy forest?

Yes with the same move penalties
3. Does tribal leadership supplant WL bonus? Stack with it?


One leadership bonus per stack, plus CW bonus.

EDIT:

4. What happened to the unit who was holding onto the fiery twin sword? Did that just get put back in the treasury?

I belive so.

EDIT 2:

5. Can we create new pokedaemon tribes, like the shady elves did? Could we have a contract with multiple separate tribes, and if so, would popping for one tribe count both tribes for the pool of possible pokedaemons/discount, or just one?


Starting a new tribe is the tribes decision. The two natural ally tribes. Each have loyalty to the side and as long as that trust isnt abused. The tribe will stick with its side for the most part. As for having new tribes started you would have to try it and find out the results.
_Wiz_
 ”Oh I’m sorry I didn’t realise you could speak…”  Spike replies with a slightly raised eyebrow.  ”We’re from the side of Arkum and were looking for powerful units to join the side.”  Spike informs getting straight down to business.   ”If you were to join the side we have plenty more rations like those and we will make sure that each turn you were well fed”  Spike offers making a pitch that would hopefully appeal to the hungry badger.
WurmD
+1

_______________
Cyphermancer
 
 Originally Posted by _Wiz_ 
  ”Oh I’m sorry I didn’t realise you could speak…”  Spike replies with a slightly raised eyebrow.  ”We’re from the side of Arkum and were looking for powerful units to join the side.”  Spike informs getting straight down to business.   ”If you were to join the side we have plenty more rations like those and we will make sure that each turn you were well fed”  Spike offers making a pitch that would hopefully appeal to the hungry badger. 
 


The badger slowly takes a bite of his meat and honey combo. Watching Spike closely. Then moves to watch the rest of the stack. Seeming to consider them.


" Arkum never heard of you, so not to big of a side im guessing. Guessing you must be new as well if you have forgotten your manners so quickly. Introduction first and a truce if we are going to talk." Still watching the stack. "Odd stack mates you have warlord. Shady elves are always a good choice for the forest, but only two both of them commanders and a pokedamon chief too. So either you are short on units or you  viewed me as a threat. To bring so many commanders. "
_Wiz_
 ”Spike, chief Warlord of the side of Arkum”  Spike replies with a curt nod of the head.  ”And you are?”  Spike then questions.

 ”Oh do you know of many sides then?”  Spike then asked with a raised eyebrow once again.

Spike then gave a slight shrug of his shoulders at the comment about the consistency oh his stack.

 ”Heavy units should always be treated with caution….”  Spike then declared.  ”However based on our scout reports I must admit I thought we were going to be dealing with a non-speaking predatory type feral…”  Spike revealed.  ”My choice of stack mates was partly due to convenience however I must admit the chance to gain some easy experience and level up my commanders was also pretty tempting…”  Spike admitted.

 ”How about we begin again. On behalf of the side of Arkum and Queen Harley Tesla, I Chief Warlord Spike send our kindest greetings”  Spike then declared formally.
WurmD
+1

_____________
Cyphermancer
 ”Spike, chief Warlord of the side of Arkum”  Spike replies with a curt nod of the head.  ”And you are?”

"Badgalor lord of the badgers" giving a little bow.


  Spike then questions.

 ”Oh do you know of many sides then?”  Spike then asked with a raised eyebrow once again.


"Been around for awhile seen sides rise and fall. Joined a few, destroyed a few. Learned alot in my time. If fact did you get that honey from that hive a few hexes away? Did you find any royal honey?"

Spike then gave a slight shrug of his shoulders at the comment about the consistency oh his stack.

 ”Heavy units should always be treated with caution….”  Spike then declared.  ”However based on our scout reports I must admit I thought we were going to be dealing with a non-speaking predatory type feral…”  Spike revealed.  ”My choice of stack mates was partly due to convenience however I must admit the chance to gain some easy experience and level up my commanders was also pretty tempting…”  Spike admitted.

 ”How about we begin again. On behalf of the side of Arkum and Queen Harley Tesla, I Chief Warlord Spike send our kindest greetings”  Spike then declared formally.

Badgalor gives spike a long look before speaking

" Alright chief warlord you came looking to add another heavy feral to your side. Honestly i'm not really intrested. Maybe if in a few turns after I have learned a bit about your side. More than willing to trade however...."

Giving Spike a toothy smile
_Wiz_
 "A pleasure!"  Spike replies with a respectful nod.

 "Lord of the badgers?"  Spike asks somewhat intrigued.  "Does that mean you have subjects? A sort of almost side?"  Spike questions.

 "We did and we did"  Spike then replies at the mention of the honey.  "Not much but we did find some..."  Spike then answers truthfully.

 "That is a shame though if you are as many turns old as you suggest then I am not too surpised"  Spike replies looking a little disapointed.  "Though if we are too coexist in the same area then we will likely need a NAP incase you run in to any unled units..."  Spike adds with a slight frown.

 "I take it you are interested in the royal honey then? What did you have in mind to trade?"  Spike then asks.
meowcats734
I suggest we try to trade for intel on Wistrum/Reimier/Empire of Motes first; it’s something we’re critically low on and if we try to buy it from the MK word could get back to those empires far more easily.
meowcats734
Also, some suggestions:
*Avoid bringing uncroaked units to unidentified ferals in case they are sapient and we aggro them
*Hail unidentified units in non stealth situations to test for sapience
*We made a promise of some kind to that one unit we gave the twin fang swords; we should try and see if they’re still alive. I’m going to see if I can dig up what that promise was.

EDIT: Seems like Jab died at some point, so we’re off the hook. Oops.

EDIT 2: Oh, and +1 to Wiz.
Cyphermancer
 "A pleasure!"  Spike replies with a respectful nod.

 "Lord of the badgers?"  Spike asks somewhat intrigued.  "Does that mean you have subjects? A sort of almost side?"  Spike questions.


" I have some helpers, you didnt think I was sitting here all alone did you?"

 "We did and we did"  Spike then replies at the mention of the honey.  "Not much but we did find some..."  Spike then answers truthfully.

 "That is a shame though if you are as many turns old as you suggest then I am not too surpised"  Spike replies looking a little disapointed.  "Though if we are too coexist in the same area then we will likely need a NAP incase you run in to any unled units..."  Spike adds with a slight frown.

 "I take it you are interested in the royal honey then? What did you have in mind to trade?"  Spike then asks.


" If you want to do a NAP we can I dont think its needed, but if it makes yout side feeling safer we can. As for the royal honey while its extra sweet, it would be a waste to trade it. I know of a few uses for it. That could be a help to your side. We could trade for that Infomation. I also have a few items I have found in my travels. I'm intrested mostly in rations, but magic items suited to ferals also work"
meowcats734
Perhaps we could offer the flameball we made a while back? Though it’s not useful for us, a source of light and fire might be useful to a species with no natural way to make either?
meowcats734
Actually, I might try my hand at writing a dialogue response. First time, so hopefully I don’t mess it up?

“We have a wide variety of rations—popped from farms, various meats, wild forage, and of course more honey. If you lack ways of making fire or light for cooking or warmth or exploring and desire one, we have an enchanted flame that never goes out, although it isn’t currently on our person. We could also share the distribution of nearby ferals our scouts have found,” Spike says. “Additionally, we are interested in anything you know about several nearby sides, if that is information you want to swap?”
WurmD
+1

________________
Cyphermancer
 
 Originally Posted by meowcats734 
 Actually, I might try my hand at writing a dialogue response. First time, so hopefully I don’t mess it up?

“We have a wide variety of rations—popped from farms, various meats, wild forage, and of course more honey. If you lack ways of making fire or light for cooking or warmth or exploring and desire one, we have an enchanted flame that never goes out, although it isn’t currently on our person. We could also share the distribution of nearby ferals our scouts have found,” Spike says. “Additionally, we are interested in anything you know about several nearby sides, if that is information you want to swap?” 
 



Badgalor pauses to consider spikes words glancing at Spikes stack again.
.
" Alright so here is what I can offer,

For the info about the royal honey I would take your flame stone and five units of honey. I know of three uses for the honey. As a teaser if you use the royal honey with an upgrade of a farm or with a casting of buildup on a farm. Part of the farms production can be changed to honey

As for info on nearby side. Tell me the side and for two rations or one honey I can give you an overview of the side if I know anything. We can discuss another price if I know more.

As for the items I have a magic sword, a magic bow, and a magical suit of armor. 10 rations for each. No idea what they do.
meowcats734
We have honey to spare and it's not like we have a better use for it, especially since we have no idea if it keeps; I say we go for it and try to pay for as much as possible in honey.

 "I find your deals quite acceptable. We would like the information on royal honey, an overview of the sides Winstrum as well as the Empire of Motes, and Reimier. Additionally, would you be willing to perform the same deal of two rations for one honey on the magical item trades?"  Spike says.

Harley takes the flame orb in the fireplace and sends it through the hat, assuming that whatever it's currently affixed to (I don't think it says) can be held without burning oneself.

That would be a total of -8 honey so far out of our 37 remaining, or -23 if we can purchase the items with honey.

EDIT:

After getting confirmation that we can swap rations for honey at the 2:1 ratio, my final suggestion is:

 "I find your deals quite acceptable. We would like the information on royal honey, an overview of the sides Winstrum as well as the Empire of Motes, and Reimier. Additionally, we would like to purchase all three items for five honey each,"  Spike says.


This takes us down 23 honey, but I think it's worth it to improve our relations with Badgalor, gather intel on relevant sides and items, and acquire more magical items.

EDIT 2:
Since it seems that the thing the flame orb is affixed to is the fireplace, I suggest we have Crud try to get it out and drop it into a bucket for easy carrying, or if that fails, have Harley try and remove and reattach it with juice.
WurmD
+1 to all, even the Crud edit

_______________

EDIT: At the Capital, Harley is struck by sudden inspiration and goes test (in her study, without prying eyes) sending her Hammer by hat with one of the hat pairs she has in the treasury

EDIT2: Add to standing orders:
Always bring Bob the Courtier or 1 Big mouth along with each *strong* stack, to take the middle slot with stack formation:
FFFF
BMB
. B
meowcats734
+1 to all

Oh, that's why people keep adding extra characters to their +1s.

EDIT:
Stop me if we want to focus on one thing at a time, but given the fact that this is a forum game, it would be a shame not to take advantage of parallelization:

I think we should scout down the roads, since they've all led to cities so far. Why not send Howie down to 14.-09 (leaving Howie at 14/18 move), straight down to 14.-01 (Howie down to 6 move, unless something interferes), and then if there's no bridge remaining across that river, send over a pondsea to 14.-01 following the old road (leaving the pondsea at 2.5 move), have Howie mount and cross the river (pondsea down to .5 move) and then have Howie keep following the road (pondsea to return next turn)?

EDIT 2:
We do have  two  pondseas in the capital; maybe just send the other one up with the flame orb (leaving it on 3 move)?
WurmD
I agree in general with Howie going off to deep scout

I'd like him to open the map parallel to the road until he crosses the river

We have 2 new scouts in Khelt, and 1 of them I'd like to be dedicated to the green scouting circle

Shall we send Scout K20A to pre-emptivly open the map and end in his starting hex position for next turn scouting? MAGENTA ARROW

 
meowcats734
+1 to scouting pattern and opening the map; it could cost two move if the river veers a bit, but that's not the end of the world. So updated Howie scouting plan: send Howie down to 15.-09 (leaving Howie at 13/18 move), straight down to 14.-01 (Howie down to 5 move, unless something interferes), and then if there's no bridge remaining across that river, send over a pondsea to 14.-01 following the old road (leaving the pondsea at 2.5 move), have Howie mount and cross the river (pondsea down to .5 move) and then have Howie keep following the road (pondsea to return next turn)? And if the river is in the way just go left to go around it?
_Wiz_
No to the Pondsea. It is needed to transport. Sparky for the Pokedaemon battle.
Cyphermancer
 
 Originally Posted by meowcats734 
 We have honey to spare and it's not like we have a better use for it, especially since we have no idea if it keeps; I say we go for it and try to pay for as much as possible in honey.

 "I find your deals quite acceptable. We would like the information on royal honey, an overview of the sides Winstrum as well as the Empire of Motes, and Reimier. Additionally, would you be willing to perform the same deal of two rations for one honey on the magical item trades?"  Spike says.

Harley takes the flame orb in the fireplace and sends it through the hat, assuming that whatever it's currently affixed to (I don't think it says) can be held without burning oneself.

That would be a total of -8 honey so far out of our 37 remaining, or -23 if we can purchase the items with honey.

EDIT:

After getting confirmation that we can swap rations for honey at the 2:1 ratio, my final suggestion is:

 "I find your deals quite acceptable. We would like the information on royal honey, an overview of the sides Winstrum as well as the Empire of Motes, and Reimier. Additionally, we would like to purchase all three items for five honey each,"  Spike says.


This takes us down 23 honey, but I think it's worth it to improve our relations with Badgalor, gather intel on relevant sides and items, and acquire more magical items.

EDIT 2:
Since it seems that the thing the flame orb is affixed to is the fireplace, I suggest we have Crud try to get it out and drop it into a bucket for easy carrying, or if that fails, have Harley try and remove and reattach it with juice. 
 


-23 honey for info and magic items.

Crud will use his remaing four move on fabricate. Making a nice folding stone box for the flame ball

- 4 move crud
- flame ball " to be brought to badgalor before end of turn.


Ok well royal honey first. You know about the farm upgrade. The second use is used by your ruler. If you are popping a warlord and your ruler eats the royal honey during the popping the warlord will be popped as an heir to the side. The third use is connected to your little friend over there. Pointing at Ash. If you have any bug type pokedamon the royal honey will cause an evolution.


Reimier: well there is a name I havnt heard in awhile. They were very active about five hundred turns ago, but went quiet all of a sudden. If they are active again I would watch myself thier core group is very high in level

Empire of motes: I was suprised they are around here, but if Reimier is active it makes sense. They had around ten cities last time I check. They are a desert based side. Thier ruler is a living cloth bound. As are most of the side. They also have several dollamancers that are part of the side and hired contractors.


Winstrum: really winstrum is in the area. They are a shut in side while they only have a few cities. Thier capital is level five. Thier ruler is a natural caster focused in thinkamancy last time I checked. The capital pops mostly natural casters. Gaining thier other units by upgrading base infantry, golems, taming and other effects.


Badgalor
 Then brings out a large sword, a long bow, and a suit of leather armor
meowcats734
 "Thank you for the information and trades, Badgalor. Might we ask why it makes sense that Reimier has made the Empire of Motes be active? Additionally, if you have information on the general direction and distance of these sides, would you be willing to share? And with the royal honey, do you know if its heir-creating effects would work on a courtier as well? Also, by "during the popping" do you mean any time while the popping is occurring, or does it have to be on the turn initiated or finishing? Finally, do you know if the farm upgrade can produce royal honey as well, and if honey has an expiration date?"  Spike asks, taking the magical items.

Re: scouting, pondsea:

The pokedaemon is conveniently close to Badgalor, and pokedaemon battles are a 1v1 anyway. How about  :

Sparky (assuming that's who we're sending? We should confirm 100% with Ash that that's what he meant) mounts Pondsea T15. Pondsea is loaded with box. Both go to -01.05 (Pondsea at 9/16 move). Sparky goes to 02.-05 (7/8 move) while the pondsea continues to -01.07 (3/16 move). Pondsea spends the turn with Badgalor (we might even find out what he meant about not being alone) while Sparky walks back to capital after the fight.

Might I suggest the following change to WurmD's scouting loop:
Scout K20A to 16.-08 (6/12 move), down to 15.-08 (5/12 move), over to 14.-08 (4/12 move), up to 14.-09 (3/12 move), and doubling back to 13.-10.

This gives us one more hex of completely unexplored terrain.

Then send Howie down to 15.-09 (leaving Howie at 13/18 move), straight down to 14.-01 (Howie down to 5 move, unless something interferes), and then if there's no bridge remaining across that river, send over pondsea C19A to 14.-01 following the old road (leaving the pondsea at 2.5 move), have Howie mount and cross the river (pondsea down to .5 move) and then have Howie keep following the road (pondsea to return next turn), and if the river is in the way just go left to go around it.
_Wiz_
+1 to the tally talk part of the suggestion.

No comment on the rest until I look at the map
WurmD
 +1 to
&gt; Scout K20A to 16.-08 (6/12 move), down to 15.-08 (5/12 move), over to 14.-08 (4/12 move), up to 14.-09 (3/12 move), and doubling back to 13.-10. 

Actually, we can open even more map like this:
 

Plus, Howie forages on already explored hexes
meowcats734
Cool, +1 to WurmD's scouting suggestion

EDIT:

While we have Badgalor here, two more suggestions:

"If you know anything about the city in -15.05 or the forest around -11.04, we'd be willing to trade for that information," Spike adds. (Although instead of what would likely be meaningless coordinates, Spike just describes it in terms of relative positioning and distance. I just can't be bothered to count how many hexes from here that is.)
_Wiz_
Spike orders Scout D to take the flame ball in the stone box and a message hat to meet up with them in (-01,07)  (-10 move)
meowcats734
+1 to this order (I was using outdated unit locations when I was making my plans...)
Cyphermancer
 
 Originally Posted by meowcats734 
  "Thank you for the information and trades, Badgalor. Might we ask why it makes sense that Reimier has made the Empire of Motes be active? Additionally, if you have information on the general direction and distance of these sides, would you be willing to share? And with the royal honey, do you know if its heir-creating effects would work on a courtier as well? Also, by "during the popping" do you mean any time while the popping is occurring, or does it have to be on the turn initiated or finishing? Finally, do you know if the farm upgrade can produce royal honey as well, and if honey has an expiration date?"  Spike asks, taking the magical items. 
 

"Reimier was on the path of taking over erfworld many turns ago. The empire use to be a vassel side of Reimier. As for direction Reimer capital was east of here. The empire is southwest while Winstrom is to the west. Taking the royal honey in addition to your ruler normal ration any time during the popping as long as its taken in the capital. Not sure how to make a farm produce royal honey I know its been tried,  but not sure. I know honey lasts awhile, but not sure how long."


Scout D arrives with the flamebox and a hat for spike.

" well good doing buisness with you"
meowcats734
Erm, which way is east/west?

Did Badgalor know if the heir creation works on a courtier?

 "Thanks to you as well. I hope we meet again."  Spike hands over the flame box.

I'm not entirely certain; how much move do the doe deers pulling the cart have?

EDIT:
There are three doe deers nearby, but I don't think there's a way to get them and get back to the capital this turn, and I'd rather have our stack of powerful units in the capital for defense (especially since that lets us use Moonsong's juice and bring back our epic loot). Instead of heading for the doe deers why don't we go:

Stack goes to 03.05 (-4 move)

Heavy Doe Deer A goes from 03.06 to 03.05 (4 move remaining), picks up the stack, then goes up to the farm (0 move remaining)
Heavy Doe Deer B goes from 02.07 to 03.05 (also 4 move remaining, B ended up with one more move than A thanks to some cart movement shenanigans) and then goes up to the farm

Heavy A and B get into one cart, stack gets into another, and Hobby Horses T19A and T19B run the cart back
Cyphermancer
 
 Originally Posted by meowcats734 
 Cool, +1 to WurmD's scouting suggestion

EDIT:

While we have Badgalor here, two more suggestions:

"If you know anything about the city in -15.05 or the forest around -11.04, we'd be willing to trade for that information," Spike adds. (Although instead of what would likely be meaningless coordinates, Spike just describes it in terms of relative positioning and distance. I just can't be bothered to count how many hexes from here that is.) 
 


Other than a logging camp and a frozen level 3 city. Nothing I can really tell you.
_Wiz_
Request a NAP with the Badger lord as we will be leaving the scout here for now.

 "It was a pleasure doing business with you, if you ever want to talk or trade again you can find Arkum to the North"  Spike declares as he secures his new items and prepares to move on.

(Don't worry meow cats I have it in hand to be able to get our units back)

Proceed with our original plan;


Stack travels to 00,08 -&gt; 01,08 -&gt; 02,08 -&gt; 03,07 (-4 move) [foraging for wild rations along the way]

Stack attempts to tame doe deer using farm rations and wild rations (and possibly honey rations)
meowcats734
+1 to all suggestions.

EDIT:

In parallel to the movement shenanigans, I'd like to suggest the following action:

 Limited Date-a Plan: 
 The casters from the Magic Kingdom which we’ve hired have expressed certain desires such as possessing more Schmuckers than they need to survive the turn, avoiding certain people, and attending entertainment which serves no tactical purpose. What if our common units have these desires as well? 
Proposal: For a duration of five turns, allocate a budget of one Schmucker per level per turn to every unit in Arkum, which they can spend as they desire. (Current total cost would be 91 Schmuckers per turn.) Purchasable items will include:
Luxury goods (Allocate one ration of honey to be divided up into one-Schmucker units)
With mutual agreement, switching orders with another unit with identical stats
When magic items are allocated, if no prior commitments are made to the magic item, claiming ownership of the item out of a pool of units of identical stats
Administration and cost-setting will be managed by a courtier, since it is the class most likely to gain experience from such a task. The current courtier assigned to this task will be Bob. All allocated Schmuckers should, if spent, eventually return to the side treasury, so any lost money is only temporary.
Subsequently, we hire James to monitor Duty (or Morale, if that is a stat which exists outside of the steadholder Special) over time in a random selection of our units in order to determine if recreating the conditions found within the Magic Kingdom enhances our own units’ sense of Duty.

and run it by all our chiefs.

EDIT 2:

Oh, before we go, did Badgalor know if courtiers can be made heirs with the royal jelly?
WurmD
 'Herring, we just found an untitanly amount of rations raiding that Bee's nest not to mention bee corpses. Would you inquire with Carrion if he thinks they are uncroakable (and if Yes if he's interested in coming over to get them in exchange for some uncroaking? [they are still in the field, if he says yes, we'll work to haul some back]) ⚡' 

Write this?
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Request a NAP with the Badger lord as we will be leaving the scout here for now.

Oh, before we go, did Badgalor know if courtiers can be made heirs with the royal jelly?

 "It was a pleasure doing business with you, if you ever want to talk or trade again you can find Arkum to the North"  Spike declares as he secures his new items and prepares to move on.

(Don't worry meow cats I have it in hand to be able to get our units back)

Proceed with our original plan;


Stack travels to 00,08 -&gt; 01,08 -&gt; 02,08 -&gt; 03,07 (-4 move) [foraging for wild rations along the way]

Stack attempts to tame doe deer using farm rations and wild rations (and possibly honey rations) 
 


Badgalor will take the NAP

"Courtiers have been rulers in the past so I would say probably"


You find two wild rations along the way.

It takes 5 wild rations and one honey ration to tame the three doe deer.  All are level 1

Doe deer 20A 11/14
Doe deer 20B 10/14
Doe deer 20C 11/14
meowcats734
I suggest that this turn we set production to a courtier and have Harley eat a royal jelly; we want the heir sitting in the capital being safe, which is what courtiers do best, and it's so much cheaper than popping a new warlord.
_Wiz_
 The ever evolving plan 

Heavy Doe Deer returns to Bee hex with Wagon (-1 move)

Archers and Spike mount up and return to Bee hex (-1 move)


Spike hands off lumber jack axe to Krippen.[aswell as rations and healing herbs]

Krippen mounted on Pondsea B moves with his stack to 04,07 --&gt; 05,06 (-2 move) [foraging for wild rations as they go]

Krippen leaves the mount and stack continues on to 06,06 --&gt; 07,05 (-2 move) [foraging for wild rations as they go]


Krippen attempts to tame yellow cat with rations if not capture

Krippen returns to mount 06,06 --&gt; 05,06 (-2 move)

Krippen mounts up and returns to Bee hex 04,07 --&gt; 03,06

Any Bee bodies that cannot be brought back are harvested for rations and crafting materials

Army returns to farm (carrying Bee bodies if possible***) (-4.5 move)

Heavy Hobby
-&gt;Kripen
-&gt;Krippen Champion

Hobby
-&gt; Krippen Champion
-&gt; Krippen Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Heavy Doe Deer
[Wagon]
-&gt;Spike
-&gt;piker
-&gt;piker
-&gt;piker
-&gt;Uncroaked Archer
-&gt;space for a body
-&gt;space for a body
-&gt;space for a body


Doe Deer
-&gt;Piker (promoted to lancer)
Pondsea
-&gt;Stabber (promoted to champion)

Heavy Doe Deer
-&gt;Bill

Pondsea
-&gt;Shadow

Pondsea
-&gt;Moonsong

Doe Deer
-&gt;Ash
Doe Deer
-&gt;Archer
Doe Deer
-&gt;Archer


Walking

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Woof
chimpoo
Embar
Embar
Uncroaked crossbow Darf
Uncroaked Darf Axeman


***If every unit can carry a body and we use the 3 empty wagon seats I estimate we could take 34 bodies (I sugest we priortise Killer and darter Bees to be brought back)
meowcats734
+1 to all with one suggestion: have one unit carrying a body walk throgh a hex boundary first, to see if it uses more move. If it does it's better we find out before having everyone use a bunch of extra move.
_Wiz_
(we have carried bodies before, it did not cost extra move... but sure no harm in being cautious)
Cyphermancer
 
 Originally Posted by _Wiz_ 
  The ever evolving plan 

Heavy Doe Deer returns to Bee hex with Wagon (-1 move)

Archers and Spike mount up and return to Bee hex (-1 move)


Spike hands off lumber jack axe to Krippen.[aswell as rations and healing herbs]

Krippen mounted on Pondsea B moves with his stack to 04,07 --&gt; 05,06 (-2 move) [foraging for wild rations as they go]

Krippen leaves the mount and stack continues on to 06,06 --&gt; 07,05 (-2 move) [foraging for wild rations as they go]


Krippen attempts to tame yellow cat with rations if not capture

Krippen returns to mount 06,06 --&gt; 05,06 (-2 move)

Krippen mounts up and returns to Bee hex 04,07 --&gt; 03,06

Any Bee bodies that cannot be brought back are harvested for rations and crafting materials

Army returns to farm (carrying Bee bodies if possible***) (-4.5 move)

Heavy Hobby
-&gt;Kripen
-&gt;Krippen Champion

Hobby
-&gt; Krippen Champion
-&gt; Krippen Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Hobby
-&gt;Krippen Lancer
-&gt;Sniper

Heavy Doe Deer
[Wagon]
-&gt;Spike
-&gt;piker
-&gt;piker
-&gt;piker
-&gt;Uncroaked Archer
-&gt;space for a body
-&gt;space for a body
-&gt;space for a body


Doe Deer
-&gt;Piker (promoted to lancer)
Pondsea
-&gt;Stabber (promoted to champion)

Heavy Doe Deer
-&gt;Bill

Pondsea
-&gt;Shadow

Pondsea
-&gt;Moonsong

Doe Deer
-&gt;Ash
Doe Deer
-&gt;Archer
Doe Deer
-&gt;Archer


Walking

Flamethrower Ant
Flamethrower Ant
Flamethrower Ant
Ant Soldier
Heavy Woof
chimpoo
Embar
Embar
Uncroaked crossbow Darf
Uncroaked Darf Axeman


***If every unit can carry a body and we use the 3 empty wagon seats I estimate we could take 34 bodies (I sugest we priortise Killer and darter Bees to be brought back) 
 



Krippen head out but has to knock out the cat and carrying it back

The queen and six of the worker bees are harvested. The queen is worth six rations while the bees are worth .5 each

+9 rations
+ one queens stinger
+1 yellow cat upkeep 35 shmuckers
+ 8 killer bees bodies
+6 darter bee bodies
+  19 worker bee bodies

As the mounts and heavy doe deer pulling the wagon all loss 2 move from being over loaded. The walking units all lose one move
Cyphermancer
Herring, we just found an untitanly amount of rations raiding that Bee's nest not to mention bee corpses. Would you inquire with Carrion if he thinks they are uncroakable (and if Yes if he's interested in coming over to get them in exchange for some uncroaking? [they are still in the field, if he says yes, we'll work to haul some back]) ⚡'

After a short while Harleys hat rumbles

"Master carrion says as far as he knows most bee can not be uncroaked there are some types that can be uncroaked. "
meowcats734
I'll leave it to the people who understand how movement works to handle this, but I suggest we add to standing orders "When attempting to tame, hail unknown feral units to test for sapience" so that we don't have a repeat of Badgalor.

I'm not entirely sure how to include an image, but WurmD suggested we send Scout K20A to 14.-09, 16.-10, 16.-09, 15.-09, and back to 13.-10. Could we process this in parallel with the bee stack movement shenanigans?
WurmD
  Knowledge check:  
1. How can a gem be produced from shmuckers?
2. How can a gem be divided in smaller gems?
3. Can a gem be divided into 1 shmucker gems?
meowcats734
Updated Proposal: Send to all our Chiefs (Spike, Ash, Shadow, Dee) the following message:

 "After interacting with the Magic Kingdom over these past twenty turns, I've come to realize our caster friends quite enjoy such things as luxury goods, entertainment, and interpersonal relationships. This raises the question: what if our own units want the same? In order to test this, I suggest allocating a bonus payment of one Schmucker per turn per level to every thinking unit on our Side for the next five turns. These Schmuckers can be spent on such things as luxury goods (we will start by dividing one ration of honey into a hundred equal portions, which can be purchased for two schmuckers each), switching orders or stacks with another unit in the same location with identical stats (with mutual agreement), claiming ownership of the item out of a pool of units of identical stats, and possibly more if we notice any gains in Loyalty or Morale. For the purpose of measuring these gains, I suggest we hire James to measure these values over the next five turns. The cost of this plan will be 91 Schmuckers per turn, although all spent Schmuckers will be returned to our side eventually, as we are the only possible way for them to spend their money. We are currently looking into ways to give physical 1-Schmucker tokens, as it may be easier for units to spend Schmuckers if they have physical tokens to exchange, but if it turns out to be impractical, the number of Schmuckers each unit has will be tracked by a courtier with pencil and paper, which might hopefully grant experience as it is an administrative-related task; this courtier will currently be Bob. Are there any objections or issues with this plan?" 

EDIT:

Also, ask Anna through Herring:

 "Do you think you could change one 100 Schmucker gem into 100 1 Schmucker gems? Would it be expensive in terms of juice? If so, we should call these smaller denominations of money "change", in honor of your discipline." 
WurmD
Let the chat happen in person + by hat with Dee


Refined to send to Herring (if the personal Knowledge check fails)


 ' Dear Herring, Do you know how can a gem be produced from shmuckers? And if a 1 shmucker gem can be produced?
How about dividing up an existing gem into 1s pieces (would this fall under a Changeamancer's capabilities? If Anna would be able to do this we'd even be able to call the smaller denominations "change", in honor of her discipline :D)
⚡ ' 

Yea?
meowcats734
Fair enough, +1 to both.

EDIT:

Since we were told by a master Croakamancer that most bees can't be uncroaked... why not just turn the whole lot into rations? If not, we should be able to carry 20 by giving the walking units one, the mounts with only one passenger one, and the 3 slots in the wagon remaining get one each. Disassemble 14 worker bees and then head back?
_Wiz_
Ok if walkers can carry bodies without issue and we have 3 empty seats that means we have 13 bodies that we can take.

Suggest we take 8 killer bees and 5 darter bees (aslong as no one is overloaded) and harvest the rest.
meowcats734
Yeah, sure. I think we could theoretically figure out a way to get more bodies back, but honestly, it seems not worth the effort. +1 to Wiz.

EDIT:

Might I ask of our gracious host what the terrain types in -04.-05, -02.-08, 07.03, and 07.02 are? They're not in the notes doc.
\
Cyphermancer
  Knowledge check:  
1. How can a gem be produced from shmuckers?
2. How can a gem be divided in smaller gems?
3. Can a gem be divided into 1 shmucker gems?


None of these are knowledge harley was born with, she does think magic is involved however.






[QUOTE=_Wiz_;25822155]Ok if walkers can carry bodies without issue and we have 3 empty seats that means we have 13 bodies that we can take.

Suggest we take 8 killer bees and 5 darter bees (aslong as no one is overloaded) and harvest the rest.

Harvest darter bee and 19 worker bees

+ 10 rations
+ 1 darter poison gland
Spike returns to the capital with no more problems
Cyphermancer
Dear Herring, Do you know how can a gem be produced from shmuckers? And if a 1 shmucker gem can be produced?
How about dividing up an existing gem into 1s pieces (would this fall under a Changeamancer's capabilities? If Anna would be able to do this we'd even be able to call the smaller denominations "change", in honor of her discipline :D)

After awhile harley hat rumbles



" I asked anna she says she might be able to do something,  but not sure it would work. I do know moneymancers can turn shmuckers into gems. Im sure they can do 1 shmucker gems not sure what they would charge."
Cyphermancer
 
 Originally Posted by meowcats734 
 Yeah, sure. I think we could theoretically figure out a way to get more bodies back, but honestly, it seems not worth the effort. +1 to Wiz.

EDIT:

Might I ask of our gracious host what the terrain types in -04.-05, -02.-08, 07.03, and 07.02 are? They're not in the notes doc.
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Repost this in a few days when Im home and habe labtop access
meowcats734
Now that we have our command units in the capital, I suggest we convene a meeting (Dee is looped in by hat) and suggest the following:

 
"After interacting with the Magic Kingdom over these past twenty turns, I've come to realize our caster friends quite enjoy such things as luxury goods, entertainment, and interpersonal relationships. This raises the question: what if our own units want the same? In order to test this, I suggest allocating a bonus payment of one Schmucker per turn per level to every thinking unit on our Side for the next five turns. These Schmuckers can be spent on such things as luxury goods (we will start by dividing one ration of honey into a hundred equal portions, which can be purchased for two schmuckers each), switching orders or stacks with another unit in the same location with identical stats (with mutual agreement), claiming ownership of an item out of a pool of units of identical stats, and possibly more if we notice any gains in Loyalty or Morale. For the purpose of measuring these gains, I suggest we hire James to measure these values over the next five turns. The cost of this plan will be 91 Schmuckers per turn, although all spent Schmuckers will be returned to our side eventually, as we are the only possible way for them to spend their money. We are currently looking into ways to give physical 1-Schmucker tokens, as it may be easier for units to spend Schmuckers if they have physical tokens to exchange, but if it turns out to be impractical, the number of Schmuckers each unit has will be tracked by a courtier with pencil and paper, which might hopefully grant experience as it is an administrative-related task; this courtier will currently be Bob. Potential gains include Loyalty and Morale bonuses, possible XP for courtiers, and eventually the possibility of exerting loyalty pressure on prisoners, attracting feral traders to a unique market, and opening a new market to the MK to improve relations with them. Current costs include the running 91 Schmuckers per turn, one honey per turn as a luxury good (since we have 14 honey remaining we have plenty of turns to work out another source of luxury goods) and potentially some number of Rands to hire Anna or a Moneymancer to create one-Schmucker tokens. Are there any objections or issues with this plan?" 

Additionally, I would like to ask Ash the following:

 "The ritual combat between Pokedaemons that you have—can this be activated between units of the same tribe, as a friendly competition? If so, would you or members of your tribe be interested in engaging in a Pokedaemon battle at night, for entertainment of both the watchers and participants? If things go well we could even ask James about making some kind of natural ally ground to synergize with the process... some kind of arena or gym, maybe?" 

(edited for grammar)

EDIT:

Question 1: We might want to look into giving people assigned buildings to house them in as well—do we have residential buildings in the capital? How many?

Question 2: Where are units currently sleeping?

EDIT 2:
Question 3: ...Do units sleep?

EDIT 3:
Question 4: Do units automatically know if there is another unit in their hex? Harley has felt a hex being "contested" before; was that from a unit just entering it?

EDIT 4:

Disregard order suggestions for now, turns out the command units aren't quite in the capital yet.
_Wiz_
 Suggestion 1 

Harley pays a vist to the Pokadaemons and request that the two Bigmouths use their Pay day special to produce some gems

 Suggestion 2 

Uncroaked Archery Warlord attempts to manage the mine

 Suggestion 3 

Dea and Uncroaked warlord Breach riding on Uncroaked warhobby with the 3 snipers, 3 uncroaked pikers and rock golem prisoner move 1 hex south to 10,-11 (-3 move)

All units board the wagons and the hobby horses pull them back to khelt (-6 move)

 Suggestion 4 

Dea casts Seize uncroaked on the Uncroaked Farstrider prisoner.
WurmD
 
 Originally Posted by _Wiz_ 
  Suggestion 1 

Harley pays a vist to the Pokadaemons and request that the two Bigmouths use their Pay day special to produce some gems

 Suggestion 2 

Uncroaked Archery Warlord attempts to manage the mine

 Suggestion 3 

Dea and Uncroaked warlord Breach riding on Uncroaked warhobby with the 3 snipers, 3 uncroaked pikers and rock golem prisoner move 1 hex south to 10,-11 (-3 move)

All units board the wagons and the hobby horses pull them back to khelt (-6 move)

 Suggestion 4 

Dea casts Seize uncroaked on the Uncroaked Farstrider prisoner. 
 

+1 to all


_________________
meowcats734
+1 to all as well
meowcats734
Movement plan for farm:

 
 Spoiler 

Status of all units at beginning and end of plan (initial move, movement loss, final location)
Hobby B (3.5 move) (-.5) (-.5) (-1.5) (in cap)
Pondsea B (3.5 mv) (-3) (-.5) (in cap)
Doe Deer T20B (3.5 mv) (-3) (-.5) (in cap)
War Hobby A (3.5 mv) (-1.5) (in cap)

Embar A, C19 (2.5 mv) (-1.5) (in cap)
Heavy Woof (2.5 MV) (-1.5) (in cap)
Pondsea T15, C19A (2.5 mv) (-1.5) (-1) (in cap)
Doe Deer T20A, T20C (2.5 mv) (-1.5) (-1) (in cap)

HobbyT19A, T19B (2mv) (-1.5) (in cap)
Doe Deer B (2mv) (-1.5) (in cap)

Shadow (1 mv) (in cap)
Bill (1 mv) (-1) (in cap)
Ash (1 mv) (-1) (in cap)
Spike (1 mv) (in cap)

MoonSong (0 mv) (in cap)
Isabel (0mv) (in cap)
Champion C20A (0mv) (in cap)
Sniper Shaft, Bolt, Storm (0 mv) (in cap)
Champion Jab, Scimintar (0 mv) (in cap)
Lancer Point, Thrust (0 mv) (in cap)
Heavy Doe Deer A, B (0 mv) (in cap)


Anne, C15A, C15B (1.5 mv) (-1.5) (in cap)
Krippen (2mv) (-1.5) (in cap)


Plan:
1. Anne, Pikers C15A, C15B, Krippen, Embars A, C19, Heavy Woof  to capital.
2. Doe Deer T20B, Pondsea B load up Heavy Doe Deer A, B, take them to capital, unload them, and return (-3 move on Pondsea B, Doe Deer T20B)
3. Doe Deer T20A, T20C load up Point, Thrust, Jab, Scimitar, Shaft, Bolt, Pondsea A, Doe Deer T20B and go to capital (-1.5 move on Doe Deer T20A, T20B)
4. Point, Thrust, Jab, Scimitar, Shaft, Bolt get off
5. Doe Deer T20A, T20C take wagon with Pondsea B, Doe Deer T20B to 02.01 (-1 move)
6. Pondsea A, Doe Deer T20B switch with Doe Deer T20A, T20C
7. Pondsea A, Doe Deer T20B take wagon with Doe Deer T20A, T20C to farm (-.5 move)
8. Hobby T19A, T19B take wagon with Pondsea T15, C19A, Doe Deer T20A, T20C, Pondsea B, Doe Deer T20B, Isabel, Champion C20A to capital (-1.5)
9. MoonSong, Spike on War Hobby A, War Hobby A to cap
10. Ash, Bill on Hobby B, to 02.01 (-.5)
11. Ash, Bill dismount, go to cap
12. Hobby B to farm (-.5)
13. Shadow on Hobby B
14. Hobby B to cap (-1.5)
 
WurmD
Very nice, lets do that
+1
meowcats734
Another suggestion, to build the road in 10.-09:
 
 Spoiler 

Initial move in first parentheses, move loss after that, final hex in last parenthese

Pondsea C17A (16 mv) (-7) (-4) (in cap)
Twin Horn lv 2 (14 mv) (-14) (in Khelt)
Twin Horn lv 2 ditto (14 mv) (-14) (in Khelt)
Twin Horn C16A, C19A (14 mv) (-12) (in Khelt)
Twin Horn C16A, C19A ditto (14 mv) (-6) (-6) (in Khelt)
1x Shady Elf lv 2 (8 mv) (-4) (-1) (in Khelt)
2x Shady Elf lv 2 (8 mv) (-4) (-3) (in Khelt)
2x Shady Elf lv 1 (8 mv) (-4) (-3) (in Khelt)
Shocorpion Subchief (8 mv) (-2) (in cap)


1. Give Bob Hat 2; Bob follows road to 09.-09
2. Twin Horn lv 2 dittoes itself
3. Twin Horn ditto, Twin Horn lv 2 take wagon with Twin Horn C16A, C19A, 4x Shady Elf, Shocorpion Subchief, Pondsea C17A to 09.-09 (-14 move). One level 2 Shady Elf walks beside the cart; each hex, the Shady Elf walking beside the cart switches out with another Level 2 Shady Elf.
4. Shocorpion Subchief mounts Pondsea C17A. Pondsea takes Shocorpion Subchief to 03.-06 (-7 move) to fight grey pokedaemon.
5. Shocorpion Subchief goes to 02.-06, then back to 03.-06. (-6 move)
6. Pondsea goes to capital with Shocorpion. (-4 move)
7. Back in hex 09.-09, Bob and Twin Horn lv 2 mount wagon, Twin Horn C16A, C19A are hitched, leading to the wagon containing Twin Horn lv 2, 5x Shady Elf, Bob, Twin Horn lv 2 ditto
8. Twin Horn C16A, C19A ditto themselves. Dittos go to 11.-10 (-6 move)
9. Twin Horn C16A, C19A pull cart to 10.-09. (-6 move)
10. Bob uses Foreman special to give 5x Shady Elf the Build Up! special, all Shady Elves build road (-4 move to Shady Elves)
11. Twin Horn C16A, C19A pull cart to 11.-10 (-6 move)
12. 2x Shady Elf walk to capital (-3 move)
13. Twin Horn C16A, C19A replace them in wagon
14. 2x Twin Horn Ditto are hitched to wagon, take wagon to Khelt (-6 move)
15. Bob gives Hat 2 to Dee
 


Dittoes end up being used but they all end up back in Khelt, which is where we'd want them to be in a fight anyway.

EDIT:
Had Bob bring a hat to Dee, since the one with Howie won't be usable forever (since he's going scouting)

EDIT 2:
Adjusted for the fact that mounts take up 2 spaces
WurmD
 
 Originally Posted by meowcats734 
 Another suggestion, to build the road in 10.-09:
 
 Spoiler 

Initial move in first parentheses, move loss after that, final hex in last parenthese

Pondsea C17A (16 mv) (-7) (-4) (in cap)
Twin Horn lv 2 (14 mv) (-14) (in Khelt)
Twin Horn lv 2 ditto (14 mv) (-14) (in Khelt)
Twin Horn C16A, C19A (14 mv) (-12) (in Khelt)
Twin Horn C16A, C19A ditto (14 mv) (-6) (-6) (in Khelt)
1x Shady Elf lv 2 (8 mv) (-4) (-1) (in Khelt)
2x Shady Elf lv 2 (8 mv) (-4) (-3) (in Khelt)
2x Shady Elf lv 1 (8 mv) (-4) (-3) (in Khelt)
Shocorpion Subchief (8 mv) (-2) (in cap)


1. Give Bob Hat 2; Bob follows road to 09.-09
2. Twin Horn lv 2 dittoes itself
3. Twin Horn ditto, Twin Horn lv 2 take wagon with Twin Horn C16A, C19A, 4x Shady Elf, Shocorpion Subchief, Pondsea C17A to 09.-09 (-14 move). One level 2 Shady Elf walks beside the cart; each hex, the Shady Elf walking beside the cart switches out with another Level 2 Shady Elf.
4. Shocorpion Subchief mounts Pondsea C17A. Pondsea takes Shocorpion Subchief to 03.-06 (-7 move) to fight grey pokedaemon.
5. Shocorpion Subchief goes to 02.-06, then back to 03.-06. (-6 move)
6. Pondsea goes to capital with Shocorpion. (-4 move)
7. Back in hex 09.-09, Bob and Twin Horn lv 2 mount wagon, Twin Horn C16A, C19A are hitched, leading to the wagon containing Twin Horn lv 2, 5x Shady Elf, Bob, Twin Horn lv 2 ditto
8. Twin Horn C16A, C19A ditto themselves. Dittos go to 11.-10 (-6 move)
9. Twin Horn C16A, C19A pull cart to 10.-09. (-6 move)
10. Bob uses Foreman special to give 5x Shady Elf the Build Up! special, all Shady Elves build road (-4 move to Shady Elves)
11. Twin Horn C16A, C19A pull cart to 11.-10 (-6 move)
12. 2x Shady Elf walk to capital (-3 move)
13. Twin Horn C16A, C19A replace them in wagon
14. 2x Twin Horn Ditto are hitched to wagon, take wagon to Khelt (-6 move)
15. Bob gives Hat 2 to Dee
 


Dittoes end up being used but they all end up back in Khelt, which is where we'd want them to be in a fight anyway.

EDIT:
Had Bob bring a hat to Dee, since the one with Howie won't be usable forever (since he's going scouting)

EDIT 2:
Adjusted for the fact that mounts take up 2 spaces 
 

Beautiful ^_^, lets do that too
+1
_Wiz_
A couple of revisions to the two plans;

1) Spike leaves his hat with Bill to enable communication with the farm and Spike picks up a new hat when he gets to Arkum

2) If Bob is going all the way to Khelt he takes the +1 staff of croakamancy focus and +1 robes along for Dea.
meowcats734
+1 to both of Wiz's suggestions.
Cyphermancer
 Suggestion 1 

Harley pays a vist to the Pokadaemons and request that the two Bigmouths use their Pay day special to produce some gems


X2 100 shmucker gems gained

 Suggestion 2 

Uncroaked Archery Warlord attempts to manage the mine

-4 move, but no effect on the mine.

 Suggestion 3 

Dea and Uncroaked warlord Breach riding on Uncroaked warhobby with the 3 snipers, 3 uncroaked pikers and rock golem prisoner move 1 hex south to 10,-11 (-3 move)

All units board the wagons and the hobby horses pull them back to khelt (-6 move)


All move back to capital

 Suggestion 4 

Dea casts Seize uncroaked on the Uncroaked Farstrider prisoner.


- 50 juice for dee( two castings)

Uncroaked farstrider ( 6 turns)

3(1d4)/4/8/16
Specials: uncroaked, knight, scout, sneak attack

 message from dee

" may I use my remaining juice on the lich bodies?"
meowcats734
I vote yes on the lich bodies, but also add:

 "Sure, but hold on a moment—we've got a +1 croakamancy focus coming your way. And since we've got a scrying shield right underground, why not conduct our nefarious experiments where any theoretical prying eyes can't see?" 
_Wiz_
+1 to that I had planned on that being next anyway
_Wiz_
Before Foreman Bob is sent out.

Harley approaches the Courtier with a curious look.  "Foreman Bob, please report on what buildings you know how to build and their functions" 
meowcats734
+1 to this suggestion.

EDIT:

Do we know of any Shockamancy-related buildings?
Cyphermancer
 
 Originally Posted by meowcats734 
 Movement plan for farm:

 
 Spoiler 

Status of all units at beginning and end of plan (initial move, movement loss, final location)
Hobby B (3.5 move) (-.5) (-.5) (-1.5) (in cap)
Pondsea B (3.5 mv) (-3) (-.5) (in cap)
Doe Deer T20B (3.5 mv) (-3) (-.5) (in cap)
War Hobby A (3.5 mv) (-1.5) (in cap)

Embar A, C19 (2.5 mv) (-1.5) (in cap)
Heavy Woof (2.5 MV) (-1.5) (in cap)
Pondsea T15, C19A (2.5 mv) (-1.5) (-1) (in cap)
Doe Deer T20A, T20C (2.5 mv) (-1.5) (-1) (in cap)

HobbyT19A, T19B (2mv) (-1.5) (in cap)
Doe Deer B (2mv) (-1.5) (in cap)

Shadow (1 mv) (in cap)
Bill (1 mv) (-1) (in cap)
Ash (1 mv) (-1) (in cap)
Spike (1 mv) (in cap)

MoonSong (0 mv) (in cap)
Isabel (0mv) (in cap)
Champion C20A (0mv) (in cap)
Sniper Shaft, Bolt, Storm (0 mv) (in cap)
Champion Jab, Scimintar (0 mv) (in cap)
Lancer Point, Thrust (0 mv) (in cap)
Heavy Doe Deer A, B (0 mv) (in cap)


Anne, C15A, C15B (1.5 mv) (-1.5) (in cap)
Krippen (2mv) (-1.5) (in cap)


Plan:
1. Anne, Pikers C15A, C15B, Krippen, Embars A, C19, Heavy Woof  to capital.
2. Doe Deer T20B, Pondsea B load up Heavy Doe Deer A, B, take them to capital, unload them, and return (-3 move on Pondsea B, Doe Deer T20B)
3. Doe Deer T20A, T20C load up Point, Thrust, Jab, Scimitar, Shaft, Bolt, Pondsea A, Doe Deer T20B and go to capital (-1.5 move on Doe Deer T20A, T20B)
4. Point, Thrust, Jab, Scimitar, Shaft, Bolt get off
5. Doe Deer T20A, T20C take wagon with Pondsea B, Doe Deer T20B to 02.01 (-1 move)
6. Pondsea A, Doe Deer T20B switch with Doe Deer T20A, T20C
7. Pondsea A, Doe Deer T20B take wagon with Doe Deer T20A, T20C to farm (-.5 move)
8. Hobby T19A, T19B take wagon with Pondsea T15, C19A, Doe Deer T20A, T20C, Pondsea B, Doe Deer T20B, Isabel, Champion C20A to capital (-1.5)
9. MoonSong, Spike on War Hobby A, War Hobby A to cap
10. Ash, Bill on Hobby B, to 02.01 (-.5)
11. Ash, Bill dismount, go to cap
12. Hobby B to farm (-.5)
13. Shadow on Hobby B
14. Hobby B to cap (-1.5)
 
 
 


All units arrive at the capital with no problems
Cyphermancer
 
 Originally Posted by WurmD 
 Beautiful ^_^, lets do that too
+1 
 


 
 Originally Posted by meowcats734 
 Another suggestion, to build the road in 10.-09:
 
 Spoiler 

Initial move in first parentheses, move loss after that, final hex in last parenthese

Pondsea C17A (16 mv) (-7) (-4) (in cap)
Twin Horn lv 2 (14 mv) (-14) (in Khelt)
Twin Horn lv 2 ditto (14 mv) (-14) (in Khelt)
Twin Horn C16A, C19A (14 mv) (-12) (in Khelt)
Twin Horn C16A, C19A ditto (14 mv) (-6) (-6) (in Khelt)
1x Shady Elf lv 2 (8 mv) (-4) (-1) (in Khelt)
2x Shady Elf lv 2 (8 mv) (-4) (-3) (in Khelt)
2x Shady Elf lv 1 (8 mv) (-4) (-3) (in Khelt)
Shocorpion Subchief (8 mv) (-2) (in cap)


1. Give Bob Hat 2; Bob follows road to 09.-09
2. Twin Horn lv 2 dittoes itself
3. Twin Horn ditto, Twin Horn lv 2 take wagon with Twin Horn C16A, C19A, 4x Shady Elf, Shocorpion Subchief, Pondsea C17A to 09.-09 (-14 move). One level 2 Shady Elf walks beside the cart; each hex, the Shady Elf walking beside the cart switches out with another Level 2 Shady Elf.
4. Shocorpion Subchief mounts Pondsea C17A. Pondsea takes Shocorpion Subchief to 03.-06 (-7 move) to fight grey pokedaemon.
5. Shocorpion Subchief goes to 02.-06, then back to 03.-06. (-6 move)
6. Pondsea goes to capital with Shocorpion. (-4 move)
7. Back in hex 09.-09, Bob and Twin Horn lv 2 mount wagon, Twin Horn C16A, C19A are hitched, leading to the wagon containing Twin Horn lv 2, 5x Shady Elf, Bob, Twin Horn lv 2 ditto
8. Twin Horn C16A, C19A ditto themselves. Dittos go to 11.-10 (-6 move)
9. Twin Horn C16A, C19A pull cart to 10.-09. (-6 move)
10. Bob uses Foreman special to give 5x Shady Elf the Build Up! special, all Shady Elves build road (-4 move to Shady Elves)
11. Twin Horn C16A, C19A pull cart to 11.-10 (-6 move)
12. 2x Shady Elf walk to capital (-3 move)
13. Twin Horn C16A, C19A replace them in wagon
14. 2x Twin Horn Ditto are hitched to wagon, take wagon to Khelt (-6 move)
15. Bob gives Hat 2 to Dee
 


Dittoes end up being used but they all end up back in Khelt, which is where we'd want them to be in a fight anyway.

EDIT:
Had Bob bring a hat, robes and staff to Dee, since the one with Howie won't be usable forever (since he's going scouting)

EDIT 2:
Adjusted for the fact that mounts take up 2 spaces 
 


Road is 1/3rd the way completed


Sparky heads off for his battle a short while later. Harley feels a new unit join the side followed by the lost pudgie

Areodactya
2[1d4]/2/10/20
Special: mount, fly
Upkeep 40

Currently has 8 move remaining
Cyphermancer
 "Sure, but hold on a moment—we've got a +1 croakamancy focus coming your way. And since we've got a scrying shield right underground, why not conduct our nefarious experiments where any theoretical prying eyes can't see?" 


 Dee replys after bob arrives with her new toys

" exciting news I think i can learn to make a natural croakamancy caster from this body. I will need to use more juice and maybe talk with Master Carrion. However it needs to be a natural caster before it is croaked."


 
 Originally Posted by _Wiz_ 
 Before Foreman Bob is sent out.

Harley approaches the Courtier with a curious look.  "Foreman Bob, please report on what buildings you know how to build and their functions"  
 

Bob diga in his pockets for several seconds before pulling out a note book covered in cramped handwriting.


" well right now could do a knights hall. It would give us two more knight types we could pop. Duel wielders, beserkers, dance fighters,  ect

I could also do a bank. It would let us turn shmuckers into gems. We can also store shuckers in the back and have a %10 return on our investment after ten turn, but we have no access to that money during that ten turns.


[QUOTE=meowcats734;25823652]+1 to this suggestion.

EDIT:

Do we know of any Shockamancy-related buildings?

No, but harley feels at master rank she can do something with the workshop
meowcats734
Might I ask what the fly special entails? (EDIT: Never mind, found it in the doc.)

Suggestion 1:

(to Dee)
 "Excellent news, hopefully we can get to the Weird Ratz corpse before it decays entirely." 

Suggestion 2:
Meet with all our chiefs currently in capital (Spike, Ash, Shadow) and deliver the following proposal, looping in Dee by hat:

"After interacting with the Magic Kingdom over these past twenty turns, I've come to realize our caster friends quite enjoy such things as luxury goods, entertainment, and interpersonal relationships. This raises the question: what if our own units want the same? In order to test this, I suggest allocating a bonus payment of one Schmucker per turn per level to every thinking unit on our Side for the next five turns. These Schmuckers can be spent on such things as luxury goods (we will start by dividing one ration of honey into a hundred equal portions, which can be purchased for two schmuckers each), switching orders or stacks with another unit in the same location with identical stats (with mutual agreement), claiming ownership of the item out of a pool of units of identical stats, and possibly more if we notice any gains in Loyalty or Morale. For the purpose of measuring these gains, I suggest we hire James to measure these values over the next five turns. The cost of this plan will be 91 Schmuckers per turn, although all spent Schmuckers will be returned to our side eventually, as we are the only possible way for them to spend their money. We are currently looking into ways to give physical 1-Schmucker tokens, as it may be easier for units to spend Schmuckers if they have physical tokens to exchange, but if it turns out to be impractical, the number of Schmuckers each unit has will be tracked by a courtier with pencil and paper, which might hopefully grant experience as it is an administrative-related task; this courtier will currently be Bob. Are there any objections or issues with this plan?"

Suggestion 3:
Store 300 juice in tower, spend 20 juice casting Preserve Body on the Weird Ratz corpse, use remaining 80 on research with Moonsong's 100 juice and Krippen's 4 Ki points on attempting to replicate Moonsong's Flash and Krippen's Sunburst, creating a permanent powerball bright enough to temporarily blind units which look in its direction.

EDIT:
Suggestion 4:
Aerodactya back to capital (it has exactly enough move)

EDIT 2:
Suggestion 5:
Set production in Arkum to a courtier and eat 1 royal jelly in order to pop an heir next turn, letting Harley go back in the field. Set production in farmstead to 2x farmhand. Set production in Khelt to 2x piker? (I could also see starting a trapsmith or making more scouts being reasonable. I think we have enough potential for archers by spamming money into shady elves and I don't really understand what stabbers are supposed to do.)

 EDIT 3:
Suggestion 6:
Scout D carrys 3 rations, goes to 09.09 (-8 move, down to 4/12). Shocorpion Level 2 in Khelt goes to 09.09 (-3 move, down to 5/8), picks up rations, returns (2/8). Rations are fed to the 3x knights. Scout ends turn in 12.-06 (-4 move). 

EDIT 4:
Suggestion 7: Ask our chiefs the following.
 "Since we seem to have the ability to pop an heir thanks to Badgalor's tip about royal jelly, I was wondering what your opinion on our next possible heir should be. We could try to pop a courtier heir—although we're slightly less certain it would work, there's no reason why it wouldn't. That would allow us to keep the heir in the capital safe while still gaining value. Alternatively, we could try to pop a warlord heir—it would take three more turns of production, but we could level a noble warlord through combat faster. Additionally, we are curious about thoughts on side morale for each heir type." 
WurmD
  Knowledge check
  Can the capital's Farm or garden rations be popped in Khelt's larder?


 To Herring

  'Herring, we have need of James (or another friendly date-a-mancer). Even if Juiceless, if willing to cast from the tower.
We have questions about a purple honey Royal Jelly we found in the hive (if by me eating it while popping a Courtier, the Courtier would pop as a Heir)
We would like to start measuring the loyalty of the side units every turn (to see how it progresses) [would that even cost Juice?]
And as always we have ferals to promote and Natural Allies to pop (Oh! You can tell him we got a new Poke!)
-H

PS: If James doesn't know, we'll need a Predictamancer to cast to know if Courtier Heir popping will be a success (and if that makes it easy we guarantee the hiring of the Predictamancer 100J for Tower Charging at least)'  

 
_Wiz_
(Refined some of the above)

With the army safely back in the capital Harley meets up with her commanders for an after action report.

 "Now that we have the Royal Honey we have a way to produce an heir that we can actually afford so we absolutely must use it!"  Harley declares with a nod to Spike.  "However spending 4 turns without being able to pop anything else in the capital is still somewhat of an investment...  Harley continues with a thoughtful look.

 "I would like all of your opinions on what our next possible heir should be. We could try to pop a courtier heir—although we're slightly less certain it would work, though there's no reason why it wouldn't. That would allow us to keep the heir in the capital in only a single turn. Alternatively, we could try to pop a warlord heir—it would take three more turns of production, but we could level a noble warlord through combat faster. Additionally, we are curious about thoughts on side morale for each heir type."  Harley questions before looking around her commanders.


If there are no objections from her commanders Harley pulls out a hat and begins writing a note to Master Herring.


  'Sorry to disturb you so late in the turn Herring but we have come across some royal honey that is supposed to allow you to pop an heir if consumed by the ruler during the popping process. We are considering popping a courtier as an heir. Do you know of any caster that would know for certain if that would be possible? Perhaps James as it came from a feral? We would ofcourse compensate them for their time. Failing that would you be able to find a Predictamancer that would be able to answer the question if I consumed royal honey this turn while popping a courtier would it pop as an heir next turn? We have tower juice for use if you are unable to find a caster with any juice left.

Thanks as always

Harley


'PS: Plus you can let Carrion know we have brought the Bee corpses to the Capital if he wants to inspect them, and we're always in need of uncroaking vs bodies (we still have several interesting bodies in the morgue)'  
meowcats734
+1'd, thanks for the edits!
WurmD
Add a PS


  'PS: Plus you can let Carrion know we have brought the Bee corpses to the Capital if he wants to inspect them, and we're always in need of uncroaking vs bodies (we still have several interesting bodies in the morgue)'  


________

Testing text size

Five  Five 
Four  Four 
Three  Three 
Two  Two 
One  One 
Zero.Five [SIZE=0.5]Zero.Five[/SIZE]
Zero  One Zero 
 O  O 
_Wiz_
Ok added that above

and +1 to flying the Aerodacta back to Arkum

Miscellaneous note: Howie to hand over the Reimer hat to Dea so he is not carrying it around
WurmD
 Veto flying Aerodactil to Arkum now

Waiting on "can the Farm's produce appear in Khelt" 

+1 to Aerodactil movement

Pudgie to continue his scouting run (when he goes out of thinkamancy range of Harley he is in Thinkamancy range of Dee) to be ready to do the same tomorrow

 
_Wiz_
+1 (and boy are we keeping the poor Titan busy)
Cyphermancer
With the army safely back in the capital Harley and the newest member of Ash tribe flying in. Harley meets up with her commanders for an after action report.

 "Now that we have the Royal Honey we have a way to produce an heir that we can actually afford so we absolutely must use it!"  Harley declares with a nod to Spike.  "However spending 4 turns without being able to pop anything else in the capital is still somewhat of an investment...  Harley continues with a thoughtful look.

 "I would like all of your opinions on what our next possible heir should be. We could try to pop a courtier heir—although we're slightly less certain it would work, though there's no reason why it wouldn't. That would allow us to keep the heir in the capital in only a single turn. Alternatively, we could try to pop a warlord heir—it would take three more turns of production, but we could level a noble warlord through combat faster. Additionally, we are curious about thoughts on side morale for each heir type."  Harley questions before looking around her commanders.


Spike looks around the table before speaking.


" i see no reason to hold off on popping an heir, both courtiers have been useful and brought alot to the side. I'm sure a courtier Heir would be just as useful if not more so. Also no reason we cant pop a warlord heir later or try to combat promote him like Bill. As long as we dont risk you both in the same battle it seems like a win win to me."

Spike seems more relaxed and Krippen has a smile on his face as well.



If there are no objections from her commanders Harley pulls out a hat and begins writing a note to Master Herring.


Sorry to disturb you so late in the turn Herring but we have come across some royal honey that is supposed to allow you to pop an heir if consumed by the ruler during the popping process. We are considering popping a courtier as an heir. Do you know of any caster that would know for certain if that would be possible? Perhaps James as it came from a feral? We would ofcourse compensate them for their time. Failing that would you be able to find a Predictamancer that would be able to answer the question if I consumed royal honey this turn while popping a courtier would it pop as an heir next turn? We have tower juice for use if you are unable to find a caster with any juice left.

Thanks as always

Harley


'PS: Plus you can let Carrion know we have brought the Bee corpses to the Capital if he wants to inspect them, and we're always in need of uncroaking vs bodies (we still have several interesting bodies in the morgue)'


" First off Master Carrion send his regard, but he is booked for the turn. Next turn he says he can make time. Offering 100 of his own juice and his full tower juice use. As long as you can provide an intresting heavy in trade, plus a few other bodies.

James is willing to stop by, he asked a florest friend of his. Who said the royal honey should work just fine on a Courtier pop.
Cyphermancer
[QUOTE=WurmD;25823864] Veto flying Aerodactil to Arkum now

Waiting on "can the Farm's produce appear in Khelt" 

+1 to Aerodactil movement

Pudgie to continue his scouting run (when he goes out of thinkamancy range of Harley he is in Thinkamancy range of Dee) to be ready to do the same tomorrow

 

Pudgie finishes his run not spotting anything new
meowcats734
Alright, remaining suggestions from earlier:
1. Set production in Arkum to a courtier and eat 1 royal jelly in order to pop an heir next turn, letting Harley go back in the field. Set production in farmstead to 2x farmhand. Set production in Khelt to 2x scout.


2. Share the Limited Date-a Plan with our chiefs to see what they think:

 
 Spoiler 
"After interacting with the Magic Kingdom over these past twenty turns, I've come to realize our caster friends quite enjoy such things as luxury goods, entertainment, and interpersonal relationships. This raises the question: what if our own units want the same? In order to test this, I suggest allocating a bonus payment of one Schmucker per turn per level to every thinking unit on our Side for the next five turns. These Schmuckers can be spent on such things as luxury goods (we will start by dividing one ration of honey into a hundred equal portions, which can be purchased for two schmuckers each), switching orders or stacks with another unit in the same location with identical stats (with mutual agreement), claiming ownership of the item out of a pool of units of identical stats, and possibly more if we notice any gains in Loyalty or Morale. For the purpose of measuring these gains, I suggest we hire James to measure these values over the next five turns. The cost of this plan will be 91 Schmuckers per turn, although all spent Schmuckers will be returned to our side eventually, as we are the only possible way for them to spend their money. We are currently looking into ways to give physical 1-Schmucker tokens, as it may be easier for units to spend Schmuckers if they have physical tokens to exchange, but if it turns out to be impractical, the number of Schmuckers each unit has will be tracked by a courtier with pencil and paper, which might hopefully grant experience as it is an administrative-related task; the courtier in charge of tracking Schmucker payments will be the courtier we are popping as heir next turn. Are there any objections or issues with this plan?"
 
WurmD
Excited, Harley quickly scribbles back to Herring


  ‘Thanks so much Herring, we’re popping an Heir titurn!! Send James over so we pay him
- ⚡’  

After a second she sends over another hastily written note


  'How much  should  we pay him? And how much is he willing to cast from his self Juice and tower Juice?'  
meowcats734
+1 to both suggestions

EDIT:
Could we have a difficulty estimate on
1. Increasing the juice input on a powerball from 30 to 100, trying to make a powerball bright enough to blind anyone who looks at it
2. Combining Fields Meddle and Taser to make stun batons to deal subdual damage
Something like "easy, medium, hard" would do, unless you have a better idea?

EDIT 2:

Also, would combining Fields Meddle and Taser yield a +1 electric enchantment, or a subdual damage weapon?
meowcats734
Updated research suggestion:

Harley stores 300 juice in tower, Moonsong stores 100 juice in tower, Harley stores  75 juice in hammer and uses remaining 25 juice on trying to make an underpowered powerball using a tiny amount of juice (say, 5) as practice for pushing the limits of the powerball spell. Then next turn, we use what we've learned from changing the parameters of powerball to make an overcharged powerball (an Overpowerball, if you will) which is bright enough to blind units that look at it. Current powerball scaling goes:

10 juice: candle
20 juice: torch
30 juice: lamp

which isn't very exact but definitely scales faster than linearly (two candles are definitely not the same size as a torch, three candles are definitely not the same size as a lamp). It shouldn't be out of reach to get something as bright as a floodlight that can blind units which look at it. From our previous research we also found that for some reason generating heat as well as light makes it more efficient (60 juice for a permanent torch-sized powerball, while 50 juice flameball is described as torch-sized), so if Harley feels that adding heat generation makes it more efficient she does so. (Maybe part of the spell is actively *suppressing* heat generation, so allowing the heat generation to occur makes it more efficient?)

If Harley manages to make a 5 juice powerball, she keeps going lower and lower until she runs out of juice. This underpowered powerball can be renamed "powerpoint," to reflect how small it is. When asked by our chiefs what we're doing, we can then give them a powerpoint presentation.
WurmD
 
 Originally Posted by meowcats734 
 Updated research suggestion:

Harley stores 300 juice in tower,  Harley stores  75 juice in hammer and uses remaining 25 juice on trying to make an underpowered powerball using a tiny amount of juice (say, 5) as practice for pushing the limits of the powerball spell.


If Harley manages to make a 5 juice powerball, she keeps going lower and lower until she runs out of juice. This underpowered powerball can be renamed "powerpoint," to reflect how small it is. When asked by our chiefs what we're doing, we can then give them a powerpoint presentation. 
 

+1 to this :)
____
_Wiz_
1. I’d prefer pikers over scouts in Khelt as I feel we really should be popping some kind of combat units but happy to go with the majority if they prefer scouts. Farmhands should be x4 as the farm production has been boosted by Bulm. And happy with the courtier heir for Arkum (tentative +1)
2. Not sure the dateamancer plan is worth the investment at this time.
3. I’m not sure we’re going to see any benefit from this but as long as we’re only spending 25 juice on the PowerPoint research I have no objections.
Cyphermancer
Excited, Harley quickly scribbles back to Herring

‘Thanks so much Herring, we’re popping an Heir titurn!! Send James over so we pay him
- ⚡’
After a second she sends over another hastily written note

'How much should we pay him? And how much is he willing to cast from his self Juice and tower Juice?'

"Well in the past you have paid him two rands per 100 juice. You might be able to work out a deal with rations or shmuckers."
Cyphermancer
Harley stores 300 juice in tower, Harley stores 75 juice in hammer and uses remaining 25 juice on trying to make an underpowered powerball using a tiny amount of juice (say, 5) as practice for pushing the limits of the powerball spell.


If Harley manages to make a 5 juice powerball, she keeps going lower and lower until she runs out of juice. This underpowered powerball can be renamed "powerpoint," to reflect how small it is. When asked by our chiefs what we're doing, we can then give them a powerpoint presentation.

Harley charges the tower and hammer.

Then moves to her power ball experiment. The first three tries fall to produce anything popping in her hand. Her fourth is a success producing a small orb that produces the light so dim its only visible in darkness ( think a glow in the dark sticker.) Harley then moves to try and make an even weaker powerball, but fails with her last five remaining juice.


James has arrived.
meowcats734
Re: 2 for Wiz

Doesn't hurt to at least ask our Chiefs about it.

Re: 1 for Wiz

I could see popping pikers in Khelt. If I recall correctly WurmD's argument was that we don't have a large enough scouting radius to have a decent shot at Khelt not getting randomly attacked, which seems like a reasonable worry. Any counter?

EDIT:

1. Based on Harley's experimentation with the powerpoint spell, how hard does Harley think overcharging the powerball spell to, say, 60 juice would be? (Three steps above lamp level. Maybe stagelight level, give or take—bright enough that you're blinded while looking in its direction?)

2. Would creating a bright enough powerball end up giving the blind effect to units that in its direction?

3. What about the difficulty compared to creating Fields Meddle Electric? And would the result of Fields Meddle Electric include status effects, or just a +1/would it be restricted to casting on +1 weapons?
WurmD
Harley goes and greets James enthusiastically " James! Welcome! Thanks so much for getting confirmation on the Royal Jelly, we're popping a Heir next turn! " She says happily

" Now, we have a never-ending demand for your talents! We have 13 ferals for Heavy promotions, starting with the Hobbies; In future turns, Shadow elves to be popped " she continues and wags her eyebrows smiling, all the while leading James up the stairs to her office

Reaching the privacy of her office Harley turns serious, " And parallel to all that I'd like to be able to gauge and monitor the loyalty/mood of all the unit in the Capital on a turnly basis.. Is this something you'd be willing to do (and would it cost Juice )?" she inquires expectantly
meowcats734
+1, with the caveat that given what we've seen of how shady elves are popped we may not want to wag our eyebrows at the Date-a-mancer while leading him to our office after talking about popping more shady elves.
_Wiz_
Sure +1…..,,,,,,
meowcats734
 
 Originally Posted by WurmD 
  +1 to
 

Actually, we can open even more map like this:
 

Plus, Howie forages on already explored hexes 
 

+1 to this scouting path, although it only seems to use one of the two scouts. As such, I propose that while K20A follows the purple path, K20B goes to 12.-12 (-6 move), 15.-14 (-3 move?) 16.-13 (-1 move?) and then back to 16.-11 (-2 move), reporting to K20A when they near. Then K20B can do a scouting loop in the plains outside the hills, although we should decide what the scouting loop's exact mechanics are once we have terrain data.
Cyphermancer
[QUOTE=WurmD;25824795]Harley goes and greets James enthusiastically " James! Welcome! Thanks so much for getting confirmation on the Royal Jelly, we're popping a Heir next turn! " She says happily

" Now, we have a never-ending demand for your talents! We have 13 ferals for Heavy promotions, starting with the Hobbies; In future turns, Shadow elves to be popped " she continues and wags her eyebrows smiling, all the while leading James up the stairs to her office

Reaching the privacy of her office Harley turns serious, " And parallel to all that I'd like to be able to gauge and monitor the loyalty/mood of all the unit in the Capital on a turnly basis.. Is this something you'd be willing to do (and would it cost Juice )?" she inquires expectantly


James looks around the office before picking up two glasses placing one in front of Harley and another in front of himself. He then pulls a flask out of his pocket poaring a small amount in both glasses before taking a seat.

" Well promoting heavies or popping is fine done both for you in the past. As for gauging loyalty of a side well I have a spell for that as well as a basic sense. Just walking around the capital observing everyone is very time consuming, but I could easily cast the spell for you. Only cost 50 juice so I could do that and one promotion. Four rands for my full juice, a little extra if you want me to use juice from the tower as well.
meowcats734
Suggestions:

1.  "Would you be willing to just take a look at, say, a piker, a shady elf, and a pokedaemon's loyalty, and then check back on them again for the next five turns? How much would you charge?" 
2.  "Two hobbies to heavies, please!"  (Harley takes 3 rations and 30 juice out from the tower to convert them into rands.)
3  "Oh, and while we're here, we found a yellow cat! Would you be willing to take a look and see if you know what it is?" 
Cyphermancer
 
 Originally Posted by meowcats734 
 +1 to this scouting path, although it only seems to use one of the two scouts. As such, I propose that while K20A follows the purple path, K20B goes to 12.-12 (-6 move), 15.-14 (-3 move?) 16.-13 (-1 move?) and then back to 16.-11 (-2 move), reporting to K20A when they near. Then K20B can do a scouting loop in the plains outside the hills, although we should decide what the scouting loop's exact mechanics are once we have terrain data. 
 



Scout K20A

16.-10: 3 chimpoos
15.-09: several birds( size of a crow)

Scout K20B
13.-12: 2 goats
15.-14: 3 hobbies
17.-14: ruins

Howie
17.-06 water takes 16.-06 instead.
15.-06 a pride of large cats yellow in color atleast 8
16.-03 two large horned animal four legs

Finds 3 field rations


Hexes
Blue: water
Light green: plaines
Darker green: light forest
Brown: hills
meowcats734
Ooh, ruins... new dialogue suggestion:

1. Harley to Krippen, separately from James/once James is done:  "Psst, we found some ruins up north! (describes location) Think that might be where you popped?" 
 Howie's at 6 move left; suggestion 2 has been born.

2. Howie to 14.-01 and check whether the bridge is still intact. (Unless we already know that?) If it is, proceed to 17.-01. 

EDIT: Bridge confirmed destroyed way back when. Thinking.

EDIT 2:

New suggestion.
2. Howie to 14.-04, 12.-03, 12.-02, 14.-01 to scout a few more tiles. Next turn a pondsea goes over and takes Howie over.
WurmD
+1 to Krippen


Add to standing orders:
At our own turn start, all living units in the Capital are to report to the Great Hall for breakfast
while not violating order to 'Always have a unit guarding portal, and a unit guarding garrison, and guarding prisoners'


this for morale and ease of inspection by date-a-mancer
Yes?
meowcats734
+1, sure, assuming we... have a great hall?

If not, "the largest building" probably suffices.
_Wiz_
-I'd suggest the following modifications

 " If we were to pay for your full juice for the next few turns would you be willing to check just a few units with your innate dateamancer senses say for an extra rand?"  Harley asks with a thoughtful look. " We would just want you to check maybe a single infantry unit, a single shady elf and a single pokadaemon just for a baseline value to see how they are doing..."  Harley explains.

&lt;If that is some thing James is willing to do&gt;

 "In that case we'd like two new heavies this turn if you please!"  Harley declares with a smile.

(I'd actually prefer to have 2 doe deer promoted to heavy, they have the forest capable special so more use if were venturing through heavy forest. Also using a hobby for a wagon puller means were not using their passenger special. 1 Heavy Hobby pulling a wagon and 1 light doe deer with a rider = 9 units transported. 1 Heavy doe deer pulling a wagon and 1 light hobby with a rider and a passenger = 10 units transported)

(Harley then uses 3 rations and 30 juice to make 3 rands)


[I'm not worried about the cat, we'll learn it's stats when we tame it next turn]



Question: Howie found rations? Are these just wild rations.


Note for facets: we still have an uncroaked farstrider in Khelt and Pudgie A in the mine with 17 move if we want to do any more scouting this turn


+1 to;

Harley to Krippen, separately from James/once James is done:  "Psst, we found some ruins up north! (describes location) Think that might be where you popped?" 
WurmD
Harley nods and takes the glass considering, " Tell you what, take 50J from the tower, do cast that, and work on two of our lvl1 Doe Deers, 5 Rands?"  she proposes remembering the Promote spell costs 100J/lvl, and 4 Rands should mean 200J, 1 Rand usually for 100J tower casting, so it should be 4.5 Rands, with the .5 being a free tip :)



After and if he accepts:
" Now, apart from any hiring, since Herring and Anna are already doing it, *and* we like you, how about you start coming over every dawn, to take our morning fast together?"  She half smiles raising her glass proposingly, to be clinked with his if he accepts,
(thinking he will understand he is being offered breakfast free of charge )



And after and if he accepts:
 "Oh! And I almost forgot! We got Honey! (Do you know how long It lasts?) Do you want to be paid partly in Honey?"  she prompts very curious on both ends
meowcats734
Ooh, good point on the heavy doe deers. +1 to doe deers promoting instead of hobbies and I'll retract the cat suggestion.

 Despite wanting more solid data on loyalty I think I'd rather cheap out and just ask for a sample size of one of each unit type... I'm gonna have to +1 Wiz on this one. 

Edit: If we're paying a Schmucker anyway I'm fine with using juice for the expensive option. +1 to WurmD's suggestion for loyalty measuring.

I like the breakfast idea, +1 to that and the honey question.
_Wiz_
+1 to wurms modification of my modification
Cyphermancer
 
 Originally Posted by WurmD 
 Harley nods and takes the glass considering, " Tell you what, take 50J from the tower, do cast that, and work on two of our lvl1 Doe Deers, 5 Rands?"  she proposes remembering the Promote spell costs 100J/lvl, and 4 Rands should mean 200J, 1 Rand usually for 100J tower casting, so it should be 4.5 Rands, with the .5 being a free tip :)



After and if he accepts:
" Now, apart from any hiring, since Herring and Anna are already doing it, *and* we like you, how about you start coming over every dawn, to take our morning fast together?"  She half smiles raising her glass proposingly, to be clinked with his if he accepts,
(thinking he will understand he is being offered breakfast free of charge )



And after and if he accepts:
 "Oh! And I almost forgot! We got Honey! (Do you know how long It lasts?) Do you want to be paid partly in Honey?"  she prompts very curious on both ends 
 

Sure thing shall we head down to the doe deer.

Heavy doe deer C , 100s “paid”, Move 6.5/14 (02.07)		(0 move remaining)

Heavy doe deer D,  100s “paid”, Move 6.5/14 (02.07)		 (0 move remaining)

Taken from the three you tamed this turn.

James then heads to the top of the tower

Harley makes three rands - 3 ration - 30 tower juice

James then casts


Seeming to examine the results of the spell. For a while before answering

Well if we gauge this on a scale of one to ten. With base start being five. Most of your side is sitting at a base five. This is your infantry and ferals mostly. Your knights are mostly at 6 with a few sitting seven. Dee is sitting at a 9 as is spike. Bill is a 7. Shadow and moon song are a 6. As are the rest of the tribe.  Krippen and his stack are a 7. Lastly the pokedamon's overall the tribe is sitting at a 2... with ash at a 3.

-4 rands and 1 honey
meowcats734
Suggestions:

SCOUTING:

1. Pudgie A goes to 06.-14 (-4 move), 06.-16 (-2 move), 09.-18 (-3 move), 13.-16 (-4 move), 13.-14 (-2 move), 11.-13 (-2 move). All hexes were painstakingly counted to be within 10 hexes of Dee. (Is there a better way to do this? I think Roll20 has some kind of "aura" feature that makes togglable circles around units but I can't even figure out how to click the units to open the menu.)

2. Uncroaked Farstrider goes down to meet Howie; in future turns the farstrider will act as support for Howie and an emergency distraction if Howie needs to bail. (If uncroaked can speak, the uncroaked reports to Howie on anything it saw.) (See WurmD's post for the path the uncroaked will take.)

3. Howie follows river to 14.01 doing a detailed look at the river to see if there are any points that he could ford across

DIALOGUE:

4.  "Are there any benefits to exceptionally high loyalty? We know of a unit that gains a Morale bonus to combat and defense when defending an owned site, for instance." 

5.  "Hmm, we were planning on making a natural ally grounds next turn... do you know if they are for one natural ally each, or if they work for both? Any suggestions to help raise Loyalty with our pokedaemon tribe? Maybe we could ask Ash what he would want in a natural ally grounds..." 

6. Call Ash and a bigmouth over.  "Ash, as a gesture of the friendship between our side and your tribe, we are planning on constructing a natural ally grounds next turn. Do you have any requests? For instance, if the ritual combat ability you have is something your tribe enjoys and wants to do for fun, maybe we could create some kind of gym or arena where pokedaemon can battle off-turn?" 
_Wiz_
I will let Wurm comment on the scout paths

+1 to all the dialogue
WurmD
 

+1 to Pudgie A movement, avoiding all spotted units, no sticking around waiting to be challenged

 

Harley sends the Uncroaked Farstrider to go join Howie (avoiding all enemies) and be commanded by Howie in all things, and writes a note:


 'Howie, this uncroaked is now your possession to do as you see fit. Prioritize your own life, if it dusts as a decoy for you that is a plus in my book. ⚡

PS: if you need me to command it at a distance while you're out of hex, just ask' 

 

After the uncroaked arrives, +1 to Howie move
_Wiz_
+1 to that yes indeed
meowcats734
Another suggestion: in a conversation separate from the current one going on, ask James,  "Psst! Did that spell happen to tell you who the lowest loyalty units on our side are?" 

Suggestion 2:

(to Ash, James)  "Would either of you happen to know what level pokedaemons evolve at? And could I confirm that you and your tribe actually want to evolve?" 
Cyphermancer
 
 Originally Posted by WurmD 
  

+1 to Pudgie A movement, avoiding all spotted units, no sticking around waiting to be challenged

 

Harley sends the Uncroaked Farstrider to go join Howie (avoiding all enemies) and be commanded by Howie in all things, and writes a note:



 

After the uncroaked arrives, +1 to Howie move 
 



hex
light green plaines
green light forest
dark green Heavy forest "only two of these spotted by pudgie


Scouting

07.-18 4 Hobbies
09.-18 3 Woofs
10.-18 Green Bear
12.-17 1 cow?
15.00 Pokedamon spotted some kind of starfish


1. Harley to Krippen, separately from James/once James is done: "Psst, we found some ruins up north! (describes location) Think that might be where you popped?"


" its to the North East. I dont think so I came from the North West"




4. "Are there any benefits to exceptionally high loyalty? We know of a unit that gains a Morale bonus to combat and defense when defending an owned site, for instance."


Several in fact resisting turnamancy in combat or when captured. Unlead squads are less likely to break when faced with morale check in combat. Such as rhymeamancy debuffs. There are some who think higher Loyalty can speed a units leveling and increases the chance of special pops.

5. "Hmm, we were planning on making a natural ally grounds next turn... do you know if they are for one natural ally each, or if they work for both? Any suggestions to help raise Loyalty with our pokedaemon tribe? Maybe we could ask Ash what he would want in a natural ally grounds..."


"One for each natural ally tribe. They have different needs. As for raising Loyalty there are a few things. First complete the deal you struck with them after. The tribe learned you were eating them... I also have a spell that can boost loyalty, However if a target learns that i'm casting it. It can lower Loyalty instead. A natural ally ground would also help. Give them a place to relax."

6. Call Ash and a bigmouth over. "Ash, as a gesture of the friendship between our side and your tribe, we are planning on constructing a natural ally grounds next turn. Do you have any requests? For instance, if the ritual combat ability you have is something your tribe enjoys and wants to do for fun, maybe we could create some kind of gym or arena where pokedaemon can battle off-turn?"


Ash speaks up having the bigmouth act as his mouth piece.

" We are unsure what a natural ally ground is. The ritual combat isn't a game to us. It is how we decide our place in the tribe. The others follow Ash because he is the strongest and founder of the tribe. To challenge Ash another must beat other members of the tribe first. "
meowcats734
Suggestions:

1.  "A natural ally grounds would be a building in our capital where your tribe could relax and pop new units, and it also increases the odds of popping special units. Any input you have on what you would want in such a place would be perfect. Maybe environments for different pokedaemons? An area for pokedaemon eggs? Are there any special plants or rooms you would want us to include? This is all for you and your tribe; tell us anything, and we'll see if it's possible." 

2. Have Howie keep an eye on the starfish pokedaemon off-turn, to see which direction it goes, although not to the point of compromising stealth.

3. (to James, separately so that Ash doesn't get the impression we're ignoring him)  "That loyalty analysis spell you just cast... can you cast it on other sides, too?" 
WurmD
+1

______________
Cyphermancer
the current one going on, ask James, "Psst! Did that spell happen to tell you who the lowest loyalty units on our side are?"


James give you a strange look

" i did the pokedamons to give you a complete list I need them in front of me when I cast"



Suggestion 2:

(to Ash, James) "Would either of you happen to know what level pokedaemons evolve at? And could I confirm that you and your tribe actually want to evolve?"


James
" Around four or five sometimes more. Bug types can be around three"

Ash will nod




Suggestions:

1.  "A natural ally grounds would be a building in our capital where your tribe could relax and pop new units, and it also increases the odds of popping special units. Any input you have on what you would want in such a place would be perfect. Maybe environments for different pokedaemons? An area for pokedaemon eggs? Are there any special plants or rooms you would want us to include? This is all for you and your tribe; tell us anything, and we'll see if it's possible." 

Ash shrugs before speaking to Bigmouth


" each of us have differnt needs, a place for the eggs would be nice. Let us think on it and we will let you know."

2. Have Howie keep an eye on the starfish pokedaemon off-turn, to see which direction it goes, although not to the point of compromising stealth.

Understood

3. (to James, separately so that Ash doesn't get the impression we're ignoring him)  "That loyalty analysis spell you just cast... can you cast it on other sides, too?" 

"If one of thier units are in the hex"
_Wiz_
 ”Thankyou James you’ve been very helpful as always”  Harley replies with a smile.  ”Now your more than welcome to stick around and Infact I’ve been thinking off putting on some entertainment after night has fallen…”  Harley then declares  ”If your busy though we will see you tomorrow for another set of promotions?”  Harley then asks.

Harley then pulls out a scroll and a quill and begins scribbling down a note.


  ’Evening Herring,

We’re going to have a large number of rations  to take to the bank next turn.

I believe Carrion has already sent his confirmation that he will be coming next turn and we have just spoke to James. Anna will be back to finish her blade and we would like to hire you for some hat magician work.

On top of that could you enquire whether the following casters will be free next turn.

Ding Dog -We’d like to get him to make a Natural Ally ground for the Pokedaemons and cast Build up on Arkum with the remainder of his juice. We estimate his price should be around 12 rands

Meta - We’d like to get him toto make a Natural Ally ground for the Shady elves. We believe his price should be 8 rands. We’d also like to ask if he would be willing to make a wagon from tower juice for another 3 rands.

Spi Glass - We’d like to hire him for a deep look. We believe his price is 2 rands.

May - We’d like to hire her to make some magical robes. We’re not sure of what options she has or the price.

 A few scribbled workings out can be seen below 

 ~40 rands (roughly how many we could get by trading in rations)


Ding Dog
-Pokedaemon natural ally grounds 8 rands
-Build up x2 4 rands

Meta
-Shady Natural ally grounds 8 rands
-Battke wagon from tower juice 3 rands

Anna
-Finish Arc blade 5 rands

James
- 2 x heavies 4 rands

Spi Glass
- Deep look on enemy city 2 rands

Carrion
- Uncroaking - most likely payment in bodies

Herring
- Crown for Harley ?? Rands

May
- Robes for Harley ?? Rands 

Could you please get the mentioned casters to confirm their availability and their prices.

A massive Thanks!

Harley


P.s we’ve decided to start putting on entertainment in Arkum on the off turn. It will be rather simple at first but you’re more than welcome to stop by.’ 
 End of turn actions 

Set popping orders as follows

Arkum: Courtier with royal honey
Homestead farm: 4x Farmhands (boosted)
Khelt: 2 x Scouts

Suggest we use the 2x 100s gems that the big mouth produced to pop another Pokedaemon (continuing to pop them should increase their loyalty)

Any units with the required move to do so train.

All mounts in Arkum are assigned to the Farrier.
All 100s+ units will be given rations next turn.

 [The End Turn] 
 After the turn ends and night begins 

Harley has Crud with the help of the uncroaked move a number of tables and chairs out to the courtyard, as well as set up a number of crude targets and mark out a simple track around the limits of the city using some of the wood from the storehouse as makeshift hurdles.

Harley then sends out an order for all her living units to meet in the courtyard.

Once the units have all gathered Harley steps out infront of the crowd.

 ”Soldiers of Arkum, dearest Shadys and Brave Pokedaemons we have had a great turn this turn”  Harley calls out with a smile.  ”The way you dealt with the swarm of bees is a testament to your skill and bravery and thanks to your courage in battle next turn we shall be able to pop a new heir!”  Harley declares before pausing.

 ”In recognition of this I have decided to put on Arkum’s first night of entertainment. It shall be a night of games. There will be mount racing and an archery contest. Every unit may enter and the winner of each event will have the chance to win a precious gem!”  Harley declares holding up a 50s gem in each hand.

Harley then opens the night allowing her units to compete in a couple of tournaments for fun. As well as the tournament itself the spectators are encouraged to place bets on who will win.
meowcats734
Very nice, +1 to all. We can certainly pop more than one pokedaemon but I'd rather wait until we have the natural ally grounds up with a space for eggs.

EDIT:
I'd like to add something that the pokedaemons aren't guaranteed to lose, since they have no knights and can't use archery. How about a gem hunt (find a gem hidden around the side)?
Cyphermancer
 ”Thankyou James you’ve been very helpful as always”  Harley replies with a smile.  ”Now your more than welcome to stick around and Infact I’ve been thinking off putting on some entertainment after night has fallen…”  Harley then declares  ”If your busy though we will see you tomorrow for another set of promotions?”  Harley then asks.

James gives Harley a winning smile

" I would be happy to join you"


Harley then pulls out a scroll and a quill and begins scribbling down a note.


  ’Evening Herring,

We’re going to have a large number of rations  to take to the bank next turn.

I believe Carrion has already sent his confirmation that he will be coming next turn and we have just spoke to James. Anna will be back to finish her blade and we would like to hire you for some hat magician work.

On top of that could you enquire whether the following casters will be free next turn.

Ding Dog -We’d like to get him to make a Natural Ally ground for the Pokedaemons and cast Build up on Arkum with the remainder of his juice. We estimate his price should be around 12 rands

Meta - We’d like to get him toto make a Natural Ally ground for the Shady elves. We believe his price should be 8 rands. We’d also like to ask if he would be willing to make a wagon from tower juice for another 3 rands.

Spi Glass - We’d like to hire him for a deep look. We believe his price is 2 rands.

May - We’d like to hire her to make some magical robes. We’re not sure of what options she has or the price.

 A few scribbled workings out can be seen below 



Could you please get the mentioned casters to confirm their availability and their prices.

A massive Thanks!

Harley


P.s we’ve decided to start putting on entertainment in Arkum on the off turn. It will be rather simple at first but you’re more than welcome to stop by.’ 




" All the casters agree to come.

Spi glass says it will be three rands

Both ding dogg and meta say they need a dateamancer to be part of the casting to make sure the building matches the tribe. May says she can do that, price will depend on quality of the robes. May said she would like to stop by after end of turn to ask about the robes.


The turn ends. Harley hears a horn of marking incoming enemy forces.....


[
meowcats734
We may have to put off the festivities.

Is this a natural magic thing, where it's just the world warning us "enemies are around," or is it "one hex over we hear enemy forces?"

Suggestion:

1.  "Spike, veto me if this sounds wrong. Scout Cotton, please write to Dee that enemies have been spotted near the capital. Whoever blew that horn, please make a more detailed report to the nearest command unit. If they happen to be the same person, please do the latter before the former." 

2. Piker C15A goes to Bulm, ready to update her on the situation and escort her to the portal if things go south. Ditto with Piker C15B and James.
_Wiz_
Alternate suggestion.

Harley silently orders all forces to prepare for battle (there is nothing wrong with being prepared even if it is a false alarm) and orders whoever blew the horn to report what was spotted to her in the tower or to the nearest speaking command unit. Harley meanwhile turns and begins striding towards the tower / up the tower. If there was going to be a battle she would certainly be needed there.

Harley then orders Scout Cotton to join her and hands them her hat. (Not sending Dea the message yet but now we have a unit on standby to send any messages we need)

Harley then sends out a couple of orders to make sure her guests are looked after. Piker C15A goes to Bulm, ready to update her on the situation and escort her to the portal if things go south. Ditto with Piker C15B and James.
WurmD
+1 to Wiz's

______________

Testing copy paste from Spreadsheet

Scout D lvl1, 1/1/5/12, 5/8xp, 12s (-01,07)
Scout G lvl1, 1/1/5/12, 4/8xp, 12s (-02,01)
Pudgie C16A, Pokedaemon "Pudgie" lvl2, 1/3/6/20, 9/24xp, 45s (-03,04)
Scout F lvl1, 1/1/5/12, 4/8xp, 12s (-06,03)
Scout J lvl1, 1/1/5/12, 1/8xp, 12s (-08,02)
Knight Farstrider Howie lvl2, 4/4/8/18, 18/24xp, 110s 'paid' (-14,01)
Uncroaked Knight Farstrider A lvl2, 4/4/8/18 (6 turns), (-14,01)
Scout E lvl1, 1/1/5/12, 4/8xp, 12s (00,-01)
Harley Tesla, Caster lvl4, 3(4)/3/9/9, 0/400J, 56/72xp, 150s 'paid' (C)
Shadow, Shady Elf Chief lvl3, 5(6)/5(6)/11/10, 34/48xp, 130s 'paid' (C)
Spike, Warlord lvl4, 7(8)/6(7)/13/9, 48/96xp, 150s 'paid' (C)
Soldier Antz A, Antz "Soldier" lvl1, 3/3/12/10, 2/8xp, 45s (C)
Doe Deer B lvl2, 2/2/9/14, 11/24xp, 40s (C)
Doe Deer T20A lvl2, 2/2/9/14, 0/8xp, 40s (C)
Heavy Doe Deer A lvl1, 4/4/12/14, 4/8xp, 100s 'paid' (C)
Heavy Doe Deer B lvl1, 4/4/12/14, 4/8xp, 100s 'paid' (C)
Heavy Doe Deer C lvl1, 4/4/12/14, 4/8xp, 100s 'paid' (C)
Heavy Doe Deer D lvl1, 4/4/12/14, 4/8xp, 100s 'paid' (C)
Heavy Woof A lvl1, 5/5/12/12, 4/8xp, 100s 'paid' (C)
Hobby Horse T19A lvl1, 1/2/8/14, 1/8xp, 35s (C)
Hobby Horse T19B lvl1, 1/2/8/14, 0/8xp, 35s (C)
Worker Antz A, Antz "Worker" lvl1, 1/2/10/10, 1/8xp, 35s (C)
Worker Antz A, Antz "Worker" lvl1, 1/2/10/10, 0/8xp, 35s (C)
Worker Antz A, Antz "Worker" lvl1, 1/2/10/10, 5/8xp, 35s (C)
Worker Antz A, Antz "Worker" lvl1, 1/2/10/10, 1/8xp, 35s (C)
Woof Soldier A lvl1, 2/2/8/,20s (C)
Woof Soldier B lvl1, 2/2/8/,20s (C)
Crud, Twoll lvl2, 5(6)/5/13/8, 15/24xp, 110s 'paid' (C)
Anne, Piker lvl2, 1/3/7/8, 11/24xp, 14s (C)
Piker C15A lvl1, 1/2/6/8, 2/8xp, 12s (C)
Piker C15B lvl1, 1/2/6/8, 2/8xp, 12s (C)
Scout Cotton lvl1, 1/1/5/12, 4/8xp, 12s (C)
Champion C20A lvl1, 5/4/8/8, 0/8xp, 100s 'paid' (C)
Lancer Isabel lvl1, 4/5/8/8, 6/8xp, 100s 'paid' (C)
Decayed Uncroaked Darf Axeman C19G, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19H, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19I, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19J, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19K, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19L, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19M, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19N, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19O, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19P, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Decayed Uncroaked Darf Axeman C19Q, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (C)
Areodactya A, Pokedaemon "Areodactya" lvl1, 2/2/10/20, 0/8xp, 40s (C)
Big Mouth T17A, Pokedaemon "Big Mouth" lvl1, 1/2/6/8, 2/8xp, 40s (C)
Big Mouth C19A, Pokedaemon "Big Mouth" lvl1, 1/2/6/8, 0/8xp, 40s (C)
Embar A, Pokedaemon "Embar" lvl1, 2/2/8/8, 2/8xp, 40s (C)
Embar C19, Pokedaemon "Embar" lvl1, 2/2/8/8, 0/8xp, 40s (C)
Pondsea A, Pokedaemon "Pondsea" lvl2, 3/2/8/18, 8/24xp, 45s (C)
Pondsea T15, Pokedaemon "Pondsea" lvl1, 3/2/8/18, 7/8xp, 40s (C)
Pondsea C19A, Pokedaemon "Pondsea" lvl1, 3/2/8/18, 0/8xp, 40s (C)
Rattika A, Pokedaemon "Rattika" lvl1, 1/2/5/10, 7/8xp, 40s (C)
Rattika T16, Pokedaemon "Rattika" lvl1, 1/2/5/10, 6/8xp, 40s (C)
Rattika C17, Pokedaemon "Rattika" lvl1, 1/2/5/10, 2/8xp, 40s (C)
Rattika C19, Pokedaemon "Rattika" lvl1, 1/2/5/10, 0/8xp, 40s (C)
Ash, Pokedaemon Chief "Embar" lvl3, 5/4(5)/11/9(11), 34/48xp, 12s (C)
Sparky, Pokedaemon Subchief "Shocorpion" lvl1, 4/4/10/8, 7/8xp, 100s 'paid' (C)
MoonSong, Shady Elf "Natural Caster" lvl2, 2(3)/2(3)/6/8, 0/100J, 18/24xp, 110s 'paid' (C)
Bulm Spin, Caster lvl1, ///, 100/100J,110s 'paid' (C)
Warlord Krippen lvl4, 7/6(8)/14/10, 65/96xp, 160s 'paid' (C)
Sniper Shaft lvl2, 5/4/9/8, 11/24xp, 110s 'paid' (C)
Sniper Bolt lvl2, 5/4/9/8, 11/24xp, 110s 'paid' (C)
Sniper Storm lvl1, 4/4/8/8, 0/8xp, 100s 'paid' (C)
Champion Jab lvl2, 6(7)/4/9/8, 9/24xp, 110s 'paid' (C)
Champion Scimitar lvl1, 5/4/8/8, 0/8xp, 100s 'paid' (C)
Lancer Point lvl2, 4(5)/6/9/8, 8/24xp, 110s 'paid' (C)
Lancer Thrust lvl1, 4/5/8/8, 0/8xp, 100s 'paid' (C)
Scout B lvl1, 1/1/5/12, 5/8xp, 12s (00,01)
Bill, Warlord lvl2, 5(6)/4(5)/11/9, 18/24xp, 140s 'paid' (F)
Uncroaked Flamethrower Antz A, Antz "Flamethrower" lvl1, 4/5/12/10 (25 turns), (F)
Uncroaked Flamethrower Antz B, Antz "Flamethrower" lvl1, 4/5/12/10 (25 turns), (F)
Uncroaked Flamethrower Antz C, Antz "Flamethrower" lvl1, 4/5/12/10 (25 turns), (F)
Chimpoo A lvl1, 3/1/5/10, 6/8xp, 35s (F)
Heavy Hobby A lvl2, 5/4/12/17, 9/24xp, 110s 'paid' (F)
Hobby Horse A lvl1, 1/2/8/14, 7/8xp, 35s (F)
Archer C16A lvl1, 1/1/6/8, 2/8xp, 14s (F)
Archer C18A lvl1, 1/1/6/8, 2/8xp, 14s (F)
Uncroaked Archer B lvl1, 1/1/6/8 (10 turns), (F)
Farmhand F19A lvl1, 0/1/6/4, 1/8xp, 12s (F)
Farmhand F19B lvl1, 0/1/6/4, 1/8xp, 12s (F)
Farmhand F19C lvl1, 0/1/6/4, 1/8xp, 12s (F)
Farmhand F19D lvl1, 0/1/6/4, 1/8xp, 12s (F)
Farmhand F20A lvl1, 0/1/6/4, 1/8xp, 12s (F)
Farmhand F20B lvl1, 0/1/6/4, 1/8xp, 12s (F)
Farmhand F20C lvl1, 0/1/6/4, 1/8xp, 12s (F)
Farmhand F20D lvl1, 0/1/6/4, 1/8xp, 12s (F)
Uncroaked Darf Axeman A, Darf "Axeman" lvl1, 2/3/8/6 (10 turns), (F)
Decayed Uncroaked Darf Axeman C19A, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (F)
Decayed Uncroaked Darf Axeman C19B, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (F)
Decayed Uncroaked Darf Axeman C19C, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (F)
Decayed Uncroaked Darf Axeman C19D, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (F)
Decayed Uncroaked Darf Axeman C19E, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (F)
Decayed Uncroaked Darf Axeman C19F, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (F)
Decayed Uncroaked Darf Axeman C19G, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (F)
Decayed Uncroaked Darf Axeman C19H, Darf "Axeman" lvl1, 2/3/8(4)/6 (5 turns), (F)
Uncroaked Crossbow Darf A, Darf "Crossbow" lvl1, 3/2/8/6 (7 turns), (F)
Scout C lvl1, 1/1/5/12, 6/8xp, 12s (04,01)
Scout K lvl1, 1/1/5/12, 1/8xp, 12s (04,04)
Foreman Bob, Courtier lvl1, 0/0/4/8, 1/8xp, 30s (M)
Green Bear A lvl1, 4/4/14/10, 7/8xp, 100s 'paid' (M)
Uncroaked Green Bear A lvl1, 4/4/14/10 (6 turns), (M)
Uncroaked Green Bear B lvl1, 4/4/14/10 (7 turns), (M)
Uncroaked Minertaur A lvl1, 6/5/12/8 (22 turns), (M)
Uncroaked Crossbow Darf C, Darf "Crossbow" lvl1, 3/2/8/6 (7 turns), (M)
Uncroaked Crossbow Darf A, Darf "Crossbow" lvl1, 3/2/8/6 (10 turns), (M)
Pudgie C17A, Pokedaemon "Pudgie" lvl1, 0/3/5/20, 6/8xp, 40s (M)
Pudgie A, Pokedaemon "Pudgie" lvl2, 1/3/6/20, 12/24xp, 45s (11,-13)
Dee Ceas, Caster lvl3, 3(4)/3(4)/8/8, 0/300J, 32/48xp, 130s 'paid' (K)
Uncroaked Warlord Breach lvl3, 7/6/12/8 (9 turns), (K)
Uncroaked Warlord A lvl2, 5(6)/4/11/8 (5 turns), (M)
Uncroaked Worker Ant A, Antz "Worker" lvl1, 1/2/10/10 (7 turns), (K)
Uncroaked Heavy Hobby A lvl1, 4/4/12/16 (18 turns), (K)
Hobby Horse T15B lvl1, 1/2/8/14, 5/8xp, 35s (K)
Hobby Horse T16A lvl1, 1/2/8/14, 3/8xp, 35s (K)
Uncroaked Hobby Horse B lvl1, 1/2/8/14 (18 turns), (K)
Uncroaked Hobby Horse E lvl1, 1/2/8/14 (18 turns), (K)
Archer C16B lvl1, 1/1/6/8, 4/8xp, 14s (K)
Uncroaked Piker K20A lvl1, 1/2/6/8 (11 turns), (K)
Uncroaked Piker K20B lvl1, 1/2/6/8 (11 turns), (K)
Uncroaked Piker K20C lvl1, 1/2/6/8 (11 turns), (K)
Uncroaked Piker K20D lvl1, 1/2/6/8 (11 turns), (K)
Knight Sniper C19A lvl1, 4/4/8/8, 6/8xp, 100s 'paid' (K)
Knight Sniper C19B lvl1, 4/4/8/8, 4/8xp, 100s 'paid' (K)
Knight Sniper C19C lvl1, 4/4/8/8, 3/8xp, 100s 'paid' (K)
Katerpea A, Pokedaemon "Katerpea" lvl2, 2/1/5/8, 5/15xp, 45s (K)
Pondsea C17A, Pokedaemon "Pondsea" lvl1, 3/2/8/18, 4/8xp, 40s (K)
Shocorpion A, Pokedaemon "Shocorpion" lvl2, 3/2/9/8, 13/24xp, 45s (K)
Twin Horn A, Pokedaemon "Twin Horn" lvl2, 3/2/9/14, 17/24xp, 45s (K)
Twin Horn C16A, Pokedaemon "Twin Horn" lvl1, 2/2/8/14, 5/8xp, 40s (K)
Twin Horn C19A, Pokedaemon "Twin Horn" lvl1, 2/2/8/14, 1/8xp, 40s (K)
Shady Elf C11A lvl2, 3/2/8/8, 8/24xp, 40s (K)
Shady Elf C11B lvl2, 3/2/8/8, 9/24xp, 40s (K)
Shady Elf C11C lvl2, 3/2/8/8, 8/24xp, 40s (K)
Shady Elf C16B lvl1, 2/2/7/8, 3/8xp, 35s (K)
Shady Elf C16B lvl1, 2/2/7/8, 2/8xp, 35s (K)
Shady Elf Sneak A, Shady Elf "Sneak" lvl1, 2/2/7/8, 2/8xp, 45s (K)
Scout K20A lvl1, 1/1/5/12, 4/8xp, 12s (13,-10)
Scout K20B lvl1, 1/1/5/12, 4/8xp, 12s (16,-11)
meowcats734
Sure, +1.

Extra characters for the forum Titans.
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Alternate suggestion.

Harley silently orders all forces to prepare for battle (there is nothing wrong with being prepared even if it is a false alarm) and orders whoever blew the horn to report what was spotted to her in the tower or to the nearest speaking command unit. Harley meanwhile turns and begins striding towards the tower / up the tower. If there was going to be a battle she would certainly be needed there.

Harley then orders Scout Cotton to join her and hands them her hat. (Not sending Dea the message yet but now we have a unit on standby to send any messages we need)

Harley then sends out a couple of orders to make sure her guests are looked after. Piker C15A goes to Bulm, ready to update her on the situation and escort her to the portal if things go south. Ditto with Piker C15B and James. 
 


Sniper bolt runs up to Harley

" your majesty a single Empire of motes scout in on the edge of the hex -01.-01. He is carrying a flag of truce and a scroll"
WurmD
 "Spike, you're up. Get your stack and go meet the scout." 
meowcats734
(objection retracted)

+1 to WurmD
Cyphermancer
[QUOTE=WurmD;25825980] "Spike, you're up. Get your stack and go meet the scout." 


Spike move out summoning the three pikers, lancer, champion, crud, and heavy wolf. With heavy doe deer mounts for himself and the knights.

After speaking to the scout. The scout crosses the hex offering his pinkie to the spike who accepts. The scout hands the scroll to spike. Spike writes a brief note before sending scroll to harley.


Spike

" the scout has a message from thier ruler. I have offered a truce with the scout until I tell him to leave the hex."




Scroll

"Greeting ruler of Arkum

I would like to talk of peace and trade between our two side. My side was blessed with a thinkamancer. Just focus on forming a connection with Empress Sivaria of the empire of motes and my caster will sense your intent and form a communication between us. If you wish to hire a thinkamancer from the MK that is also acceptable. If not simply inform my scout and I will assume you stand with Reimer. I hope to avoid this and gain another ally in the fight against Reimer.

Regards

Empress Sivaria
meowcats734
Suggestion:

Harley informs Spike of what she is about to do, asking him to veto her if it seems needlessly risky, then steps into the bottom of the tower (who knows, we may want a +2 casting bonus) and focuses on forming a connection with Empress Sivaria of the empire of motes.

 "Greetings, Empress Sivaria of the Empire of Motes. I am Queen Harley Tesla of Arkum. Although we have no interest in war with any side, we are happy to discuss mutual cooperation and non-aggression." 
_Wiz_
+1 ( time to make with the talky talky)
Cyphermancer
[QUOTE=meowcats734;25826102]Suggestion:

Harley informs Spike of what she is about to do, asking him to veto her if it seems needlessly risky, then steps into the bottom of the tower (who knows, we may want a +2 casting bonus) and focuses on forming a connection with Empress Sivaria of the empire of motes.

 "Greetings, Empress Sivaria of the Empire of Motes. I am Queen Harley Tesla of Arkum. Although we have no interest in war with any side, we are happy to discuss mutual cooperation and non-aggression." 

Harley feel the connection form with another mind, but only barely. Before a new image pops before her eyes.

A slim woman reclined on a combo of a couch and a throne. Gives Harley a wide smile after seeing her

Greeting Queen Harley so nice to meet a fellow female ruler. So few of us out there. Erfworld would be a more peaceful place with more women in charge, but I digress. I am at war with Reimer who is east of you. I would rather save my current forces and my reinforcement for my real enemy. I have a signamancer on contract so if we can come to some sort of deal. He will write it up and meet one of your casters in the MK. I was thinking 50 turns with a 30k pay out non agression pact. How does that sound?
_Wiz_
Harley feels a slight sense of disorientation for a moment as the new experience of joining a thinkagram occurs for the first time.

 ”Too true, too true…”  Harley replies with a slight smile as she greets the empress.  ”Though men do have their uses…”  she adds with a slight smirk.

 ”And I would rather not be drawn in to a fight that is not my own”  Harley agrees calmly.  ”I think you will find that I am entirely reasonable however”  Harley declares as she adopts a thoughtful look.  ”There are however a few points that must be addressed before I could sign.”  she then adds.

 ”Firstly the city to the west that you have claimed, Arkum had been in the processes of capturing it ourselves when your forces took the city you also captured some of our units including one of our casters. As a gesture of friendship we would greatly appreciate if any prisoners are released and returned to us”  Harley begins.

 ”Second any contract that we would sign we would like to be kept secret. We would rather not raise Reimer’s ire and I’m sure it would be advantageous for you aswell for it not to be known that your forces will not be kept busy”  Harley explains.

 ”Finally we would need the same agreement from Winstrum. A NAP would provide us little security if Winstrum could camp in one of your cities and use it as a base to attack us from”  Harley finishes.
WurmD
 
 Spoiler 
 Harley considers it for a moment  "That's refreshing, Thank you for your directness Empress Silveria, we're very amenable to such a NAP"  she says nodding respectfully.  "There is however one other pressing matter: the Hat-a-mancer your forces have captured at the forest city west from us, is my brother, Chief Caster Burtrum Tesla.."  she adds with a pregnant pause 
 



Harley feels a slight sense of disorientation for a moment as the new experience of joining a thinkagram occurs for the first time.

 ”Too true, too true…”  Harley replies with a slight smile as she greets the empress.  ”Though men do have their uses…”  she adds with a slight smirk.

 ”And I would rather not be drawn in to a fight that is not my own”  Harley agrees calmly.  ”I think you will find that I am entirely reasonable however”  Harley declares as she adopts a thoughtful look.  ”There are however a couple of points that must be addressed before I could sign.”  she then adds.

 ”Firstly, any contract that we would sign we think should be kept secret."  Harley states, thinking the Empress is savvy enough to know we would rather not raise Reimer’s ire and it would be advantageous for them to not be known that their forces would not be kept busy.

 ”And secondly, the city to the west that you have claimed, Arkum had been in the processes of capturing it ourselves. When your forces took the city you also captured some of our units. As a gesture of friendship we would greatly appreciate if any prisoners were released and returned to us,”  Harley finishes smiling serenely

As an afterthought, Harley adds with a raised eyebrow.  “As an Ally of the Empire of the Motes I presume that Winstrum will also be participating in the agreement?”  
_Wiz_
Sure +1 +1 +1
Cyphermancer
Harley feels a slight sense of disorientation for a moment as the new experience of joining a thinkagram occurs for the first time.

 ”Too true, too true…”  Harley replies with a slight smile as she greets the empress.  ”Though men do have their uses…”  she adds with a slight smirk.

She give you a smile " that they do, that they do."

 ”And I would rather not be drawn in to a fight that is not my own”  Harley agrees calmly.  ”I think you will find that I am entirely reasonable however”  Harley declares as she adopts a thoughtful look.  ”There are however a couple of points that must be addressed before I could sign.”  she then adds.

 ”Firstly, any contract that we would sign we think should be kept secret."  Harley states, thinking the Empress is savvy enough to know we would rather not raise Reimer’s ire and it would be advantageous for them to not be known that their forces would not be kept busy.

 ”And secondly, the city to the west that you have claimed, Arkum had been in the processes of capturing it ourselves. When your forces took the city you also captured some of our units. As a gesture of friendship we would greatly appreciate if any prisoners were released and returned to us,”  Harley finishes smiling serenely

As an afterthought, Harley adds with a raised eyebrow.  “As an Ally of the Empire of the Motes I presume that Winstrum will also be participating in the agreement?”  


" Well to the first keeping it secret is fine, with me no need to spread intel to my enemies.

As for the second part those prisoners were taken in a joint venture on a netural target. Let me think" taping her lower lip "we took a single warlord, two casters and four knights. We divide up the prisoners. One of the casters already joined the empire as well as the warlord. The other caster was given to winstrom and hasnt turned yet. Seemed even since we are handing that little forest city over to Winstrum. I could trade you a knight or two in exchange for the NAP.

As for Winstrum they are willing to talk about a NAP, but are conviced you wont sign one for some reason. I'm hoping seeing us sign one will convice them to sign as well. Well what do you think?"
WurmD
Harley nods thoughtfully  "It seems we'll have to discuss with Wistrum directly, at least to safeguard the return of Arkum units. Will you have your commander ask the prisoners to which side they belong to, and return the Arkum ones?" 
 "How best to contact Wistrum? And lets draft the NAP including the secrecy and safeguarding provisos"  Harley finishes
_Wiz_
Harley nods slightly as the empress agreed to the recommendation of keeping the contract a secret.  ”Yes my thoughts exactly…”  Harley replies.

 ”While the offer of knights is greatly appreciated it is the units from Arkum that I am most concerned about. Will you have one of your commanders ask the prisoners to which side they belong to, and return the ones from Arkum?"  Harley requests politely.  ”We know our hatamancer Burtrum survived the battle. I presume he was not the one who turned to your side?”  Harley then asks.

 ”Ah yes I believe Winstrum funded a mercenary force to attack our capital some turns back, which is certainly a point or two against them in our book so I can understand why they might not expect us to want to talk”  Harley replied calmly with a slightly melancholic look.  ”We certainly did not appreciate the action though at the very least it allowed us to level our army…”  Harley adds perking back up slightly.

 ”How close is your side with Winstrum? Do you think you could encourage them to return our units. It would certainly make us look more favourably towards them.”  Harley added.

 ”It looks as though we are going to have to talk to Winstrum directly. Do you know the best way to contact them?”  Harley then asks tilting her head to the side slightly.

 ”Now back to the matter at hand that of Arkum and the Empire of the Motes. Let us discuss details, were there any specific terms you were hoping for other than our two sides do not battle each other for the next 50 turns?”  Harley then asks.
meowcats734
+1 to all.

(EDIT: Suggestion retracted.)
_Wiz_
Ok the suggestion has gone.
Cyphermancer
Harley nods slightly as the empress agreed to the recommendation of keeping the contract a secret.  ”Yes my thoughts exactly…”  Harley replies.

 ”While the offer of knights is greatly appreciated it is the units from Arkum that I am most concerned about. Will you have one of your commanders ask the prisoners to which side they belong to, and return the ones from Arkum?"  Harley requests politely.  ”We know our hatamancer Burtrum survived the battle. I presume he was not the one who turned to your side?”  Harley then asks.


The Empress pausing to consider

"That isnt the name of the caster who joined us so I guess he is held by winstrum. One of the knights in our custody was a member of Arkum I belive a champion. If we come to an agreement I will release him and send him your way."

 ”Ah yes I believe Winstrum funded a mercenary force to attack our capital some turns back, which is certainly a point or two against them in our book so I can understand why they might not expect us to want to talk”  Harley replied calmly with a slightly melancholic look.  ”We certainly did not appreciate the action though at the very least it allowed us to level our army…”  Harley adds perking back up slightly.

" what makes you think that Winstrum funded such an attack? Do you have any proof?

 ”How close is your side with Winstrum? Do you think you could encourage them to return our units. It would certainly make us look more favourably towards them.”  Harley added.

" We are allies taking down Reimer is important. I can make the request."

 ”It looks as though we are going to have to talk to Winstrum directly. Do you know the best way to contact them?”  Harley then asks tilting her head to the side slightly.

"They have a thinkamancer capabilities when I speak with them about Burtrum. I can pass your name on to them and they can contact you."

 ”Now back to the matter at hand that of Arkum and the Empire of the Motes. Let us discuss details, were there any specific terms you were hoping for other than our two sides do not battle each other for the next 50 turns?”  Harley then asks.

"Battle is to vauge. How about our units will not attack yours and your units will do the same."
meowcats734
 "Circumstantial evidence. The terms you have outlined—neither of our units attack each other for the next fifty turns, and prisoners held from each others' sides are released—are quite acceptable. We did capture a scout from your side early on, but would be happy to return them as a gesture of goodwill." 

Edited so that we lose Scout Cotton but the deal is made more equitable.
WurmD
Refined


Harley slightly shrugs  "Circumstantial evidence only. The terms you have outlined — Empire of Motes units will not attack Arkum's and Arkum's units will do the same, and prisoners held from each others' sides are released — are quite acceptable. We did capture a scout from your side early on, but would be happy to return them as a gesture of goodwill."  she then adds
meowcats734
+1 to WurmD's refined suggestion.
_Wiz_
Refinement of the refinement.

 "Nothing concrete. Just the mutterings of a croaked man and the observations of some of the units he had under his command"  Harley replies with a shrug of her shoulders.  "And I do not know of any other reason why Winstrum would think we would not be interested in a NAP"  Harley adds slightly cocking her head to the side.

 "We would greatly appreciate it if you would make that request and please let them know we would like to talk aswell"  Harley adds

 "The terms you have outlined — Empire of Motes units will not attack Arkum's and Arkum's units will do the same. Empire of the motes will not enter any hexes claimed by Arkum* without explicit permission from Arkum. Arkum will not enter any hexes claimed by Empire of the Motes without explicit permission from Empire of the Motes.This contract will remain active for a duration of 50 turns and a 30k penalty for breach of contract, and prisoners held from each others' sides are released — are quite acceptable. We did capture a scout from your side after they croaked one of ours early on, but would be happy to return them as a gesture of goodwill."  Harley summarises.

*Claimed hex = city or resource site or structure
meowcats734
+1 to Wiz's refinement of WurmD's refinement of my suggestion.

EDIT:
 
Temporary veto to consider the possibility that this is a trap: what if EoM units screen for Winstrum units while not attacking us and stop us from hitting them without losing our side? We should make the NaP include a clause where units from both sides also cannot stack with or screen for units which have attacked the other this turn. Or would that fall under the definition of "attacking"? 

EDIT 2:

With Titan confirmation that this isn't a thing I retract my veto
Cyphermancer
Refinement of the refinement.

 "Nothing concrete. Just the mutterings of a croaked man and the observations of some of the units he had under his command"  Harley replies with a shrug of her shoulders.  "And I do not know of any other reason why Winstrum would think we would not be interested in a NAP"  Harley adds slightly cocking her head to the side.

 "We would greatly appreciate it if you would make that request and please let them know we would like to talk aswell"  Harley adds

 "The terms you have outlined — Empire of Motes units will not attack Arkum's and Arkum's units will do the same. Empire of the motes will not enter any hexes claimed by Arkum* without explicit permission from Arkum. Arkum will not enter any hexes claimed by Empire of the Motes without explicit permission from Empire of the Motes.This contract will remain active for a duration of 50 turns and a 30k penalty for breach of contract, and prisoners held from each others' sides are released — are quite acceptable. We did capture a scout from your side after they croaked one of ours early on, but would be happy to return them as a gesture of goodwill."  Harley summarises.

*Claimed hex = city or resource site or structure[/QUOTE]


" I'm sorry but that part about not entering hexes without premission wont work. Reimer could set up in your city and just send out raiding parties. You could build a bridge and block our way. You could build a hut along a road. We wouldnt be able to use road because your side built it. Heck a hidden scout who had built a blind could cost my side 30k!

Those idea are just off the top of my head with no magic involved, heck Reimer has a master class foolamancer the thing they could do and we wouldnt even be able to enter a hex to check if it was real. "
meowcats734
 "Then might we at least ask that if any side, feral, natural ally tribe, or otherwise unaligned unit attacks a unit from Arkum (designate this power the Aggressor), then as long as the Aggressor and units from Arkum are in combat, no unit from the Empire of Motes will stack with, lead, or otherwise provide beneficial effects to units of the Aggressor which are directly engaged in combat with Arkum? We would, of course, do the same for the Empire of Motes." 
WurmD
Then how about "Empire of Notes can't screen for attacker of Arkum and likewise?&lt;
meowcats734
Sure, I'm fine with that.

EDIT:

 "Then may we instead suggest a clause where units of Arkum cannot stack with or screen for units which are attacking those from the Empire of Motes, and units of the Empire of Motes cannot stack with or screen for units which are attacking those from Arkum? With the intent of ensuring the nonaggression pact is not abused to intentionally provoke the other side into an attack." 
WurmD
+1

___________
Cyphermancer
Sure, I'm fine with that.

EDIT:

 "Then may we instead suggest a clause where units of Arkum cannot stack with or screen for units which are attacking those from the Empire of Motes, and units of the Empire of Motes cannot stack with or screen for units which are attacking those from Arkum? With the intent of ensuring the nonaggression pact is not abused to intentionally provoke the other side into an attack." 



The empress pinches the top of her nose shaking her head. She mutters under her breath

" maybe winstrum was right."

She goes on with a normal voice.

" I'm not going to give Reimer such an obvious weakness to explot. They could use foolamancy to make it look like your units are there causing our units to destack if we are using mix side tactics. While my warlords might be able to figure it out in time, I doubt the unled stacks or golems would be able to.  I see no reason to cause complication for my forces.

I'm on the fence about this deal. Even the non agression pact can cause problems, because of foolamancy. I viewed it as less expensive to pay for the signamamcy agreement and the risk of a payout. Then the forces I would loss to take your capital. So it seems we can't come to a deal if this is a must for you."
WurmD
Harley herself keeps her expression as she slowly sighs..
 "Have it written. We will sign. Our representative in the MK is Caster Herring, he can liaise with the signamancer."  Harley finishes neutrally
_Wiz_
Harley takes a slow breath to centre herself and remain calm.  ”The extra clause was to eliminate exploits like that and better protect both parties…”  Harley explains calmly.  ”I’m sure if we put our heads together we could come up with something that is ironclad. Now I bow to your experience in the matter as I’m sure you’re far more knowledgeable in the underhanded tactics that Reimer might employ”  Harley continues with a respectful nod towards the empress.

 ”Now I Thankyou for your patience and understanding in advance but how about we try the following instead;

If a unit of the Empire of the Motes screens for a unit who is attacking Arkum (or a unit of Arkum) and the screener is hurt in Arkum’s attempt to attack the attacking unit, it will not trigger the penalty clause against Arkum.

And

If a unit of Arkum screens for a unit who is attacking the Empire of the Motes (or a unit of the Empire of the Motes) and the screener is hurt in the Empire of the Motes attempt to attack the attacking unit it will not trigger the penalty clause against Arkum.

Now I don’t see how that could be exploited and it actually protects you from having to pay a penalty in certain situations.

If that is acceptable to you have it written and we would be willing to sign the contract right away . Our representative in the MK is Caster Herring, he can liaise with the signamancer."  Harley finishes.
meowcats734
Another option:

 "The side of Arkum apologizes for our lack of consideration to how our offer would impact your ongoing fight against Reimier. Might we offer this deal in compensation:

For fifty turns, no unit of the side of Arkum will attack any unit of the Empire of Motes, or vice versa.
To prevent abuse through foolamancy, at the end of each of Arkum's turns, Arkum will send a list of hexes which have units from Arkum's side to the Empire of Motes, method pending.
As a gesture of goodwill, prisoners owned by both sides originally belonging to the other will be returned.
Penalty for breaking these terms will be 30k Schmuckers.
 

EDIT:

That being said I'm just going to +1 WurmD for now.
WurmD
*squint* -1 to Cat's suggestion
_Wiz_
-1 to the cat aswell
Cyphermancer
Harley herself keeps her expression as she slowly sighs..
 "Have it written. We will sign. Our representative in the MK is Caster Herring, he can liaise with the signamancer."  Harley finishes neutrally.


The Empress smiles,

 Excellent, glad we can come to an agreement. Once the agreement is in place I will release your knight. I can have a mount, deliver him close to the city and he can make his way on his own. If that works for you?  


A short time later after the call has ended. Harley Hat rumbles twice. A note from Herring and a magical contract.


Herring

Harley a signamancer deliver this contract to be delivered to you.


 
 Spoiler: The contract 



Signamancy agreement

Parties: Empire of Motes and Arkum

Length: 50 Turns

Penalty: 30,000 Shmuckers

Both parties agree to the following

[LIST][*] That Arkums units will not attack Empire of Motes units and Empire of Motes units will not attack Arkums units. For the duration of this agreement. [*] Both parties agree that prisoners in their custody that belong to another member of this agreement will be release and returned to their parent sides.[*] This agreement will not be shared with other sides. With Winstrum being told to facilitate them also signing an agreement.

Arkum
Unsigned

Empire of Motes
Empress Sivaria of the Empire of Motes

[LIST]



 
meowcats734
Assuming that the seeming contradiction in the last two terms is just "Winstrum is an exception" and not "a paradox in this signamancy means anyone signing this contract instantly dies..." I say we sign the contract, and then go on to talk to Winstrum, trying to focus on a thinkamancy connection.
_Wiz_
Sign the contract however the empress is supposed to talk to Winstrum about Burtrum and ask them to contact us rather than us contact them.
WurmD
+1 to just signing the contract and waiting for dusk to come
Cyphermancer
Sign the contract however the empress is supposed to talk to Winstrum about Burtrum and ask them to contact us rather than us contact them.


The call with the empress ends.

Harley feels the signamancy agreement pop into place as she signs.

Later as the EOM turn continues harley feels another unit enter the hex. As soon as he does harley feels a new knight join her service.

Sir Razor level 2 champion
6[1d6]/4/9/8, 14/24xp, 110s, Move 0/8
Specials: Cutter, Knight

Harley feels another think-a-gram coming in.
WurmD
Harley stills herself, breaths deep, and puts a small smile in place, and then accepts the call.
_Wiz_
+1 (I want to greet the Sir Razor aswell but we can do that after the thinkagram)
Cyphermancer
Harley stills herself, breaths deep, and puts a small smile in place, and then accepts the call.


A middle aged bald man with a short greying beard appears in Harley's mind.


" Queen Harley Tesla,

I am overlord Westen I was told you wish to speak with me about a NAP and a trade of prisioners?"
_Wiz_
 "Greetings Overlord Westen, its a pleasure to meet you"  Harley replies with a small smile and a slight nod. "As I am sure you are aware we have just signed a Non Aggression Pact with the Empire of the Motes and I believe it would be beneficial if we were to do the same, particularly if you were hoping to take a shortcut through our lands inorder to combat Reimer"  Harley explains.

 "Ah yes prisoners!"  Harley then declares.  "When Winstrum and the Empire of the Motes took the forest city to our west you inadvertantly took prisoner some Arkum units including our Hatamancer Burtum who had been attempting to do the same"  Harley explains calmly. "We would very much appreciate it if you could organise for these prisoners to be returned to us. Empress Sivaria has very kindly already done likewise and returned the Arkum unit that she had in her possession"  Harley continues.
WurmD
+1 to this, taking the pleasure out of it


 "Greetings Overlord Westen,  its a pleasure to meet you "  Harley replies with a small smile and a slight nod. "As I am sure you are aware we have just signed a Non Aggression Pact with the Empire of the Motes and I believe it would be beneficial if we were to do the same, particularly if you were hoping to take a shortcut through our lands inorder to combat Reimer"  Harley explains.

 "Ah yes prisoners!"  Harley then declares.  "When Winstrum and the Empire of the Motes took the forest city to our west you inadvertantly took prisoner some Arkum units including our Hatamancer Burtum who had been attempting to do the same"  Harley explains calmly. "We would very much appreciate it if you could organise for these prisoners to be returned to us. Empress Sivaria has very kindly already done likewise and returned the Arkum unit that she had in her possession"  Harley continues.[/QUOTE]
_Wiz_
lol sure we can get rid of the pleasure if you want
Cyphermancer
 "Greetings Overlord Westen, "  Harley replies with a small smile and a slight nod. "As I am sure you are aware we have just signed a Non Aggression Pact with the Empire of the Motes and I believe it would be beneficial if we were to do the same, particularly if you were hoping to take a shortcut through our lands inorder to combat Reimer"  Harley explains.

 "Ah yes prisoners!"  Harley then declares.  "When Winstrum and the Empire of the Motes took the forest city to our west you inadvertantly took prisoner some Arkum units including our Hatamancer Burtum who had been attempting to do the same"  Harley explains calmly. "We would very much appreciate it if you could organise for these prisoners to be returned to us. Empress Sivaria has very kindly already done likewise and returned the Arkum unit that she had in her possession"  Harley continues.

" Ah yes i was informed of your requests, I disagree with my fellow ruler about leaving your side behind our lines, but it is what it is. Now what are you offering in exchange for the caster and knight we have in our custody?"
WurmD
Harley puts on a slightly uncertain look " Well I don't know, is there even anything that could be worth a caster?" 

Harley waves that though off and continues humbly  "I think instead of that, we could simply try to mitigate the loss. How about we agree that Burtum would provide half his Juice to Wistrum for the next 50 turns?"  Harley proposes thinking and hoping that now that we had a NAP with the EoM Wistrum would actually want to have a NAP with us
meowcats734
-1 to that, I don't see why Winstrum would ever accept "we lose 50% of a caster's juice for 50 turns and 100% after that."

EDIT:

One possible line:

 "Burtrum is more than a caster—he is  family . For the safe return of my brother, Arkum will overturn its noninterventionist policies and join you in the war against Reimier." 

Reasoning:
*When caught between factions, pick a side and commit. I wouldn't be surprised if Reimier finds out about our NAP through their Overpowered Magic Core Group and becomes hostile anyway. They have a master class Foolamancer, which shares a discipline with Lookamancy; I'd be amazed if Mars didn't have some skills in that area. (Although I'm deliberately not looking up what Reim's Seven are to avoid metagaming.)
*We don't really have anything to offer Reimier anyway. The Empire of Motes wanted to cross our lands to strike at Reimier, but Reimier never expressed any interest in signing an NAP with us.
*The Empire of Motes and Winstrum have already used puppet states to attack Reimier, according to Reimier themself. Although I see no reason to bring up our knowledge of that information (which would reveal we've been talking to Reimier as well), there's precedent for this kind of deal working out.

That being said, I freely admit that this suggestion is also made just because I think it would be jolly good fun. Getting a third caster to play with, giving us a roleplay reason to fight Reimier, and getting in a battle with a side for the first time? Sounds like a good time to me.

EDIT:
Holding for Wiz
_Wiz_
Please hold I have a 3rd option coming up
_Wiz_
(My suggestion for a more neutral opening to begin negotiations)


 "Other than free and safe passage across our land and our ongoing appreciation and cooperation in all matters"  Harley begins with a slightly raised eyebrow.  "Which I might add you may find quite the boon" 
 "I guess we could offer you some form of compensation aswell as a sign of our gratitude for you being so reasonable"  Harley continues with a slight dip of the head towards the overlord.  "Before I make you an offer however it would be useful to know what Winstrum is in need of or what appeals to you?"  Harley asks earnestly.
meowcats734
+1 to Wiz's probe
Cyphermancer
[QUOTE=_Wiz_;25828568](My suggestion for a more neutral opening to begin negotiations)


 "Other than free and safe passage across our land and our ongoing appreciation and cooperation in all matters"  Harley begins with a slightly raised eyebrow.  "Which I might add you may find quite the boon" 
 "I guess we could offer you some form of compensation aswell as a sign of our gratitude for you being so reasonable"  Harley continues with a slight dip of the head towards the overlord.  "Before I make you an offer however it would be useful to know what Winstrum is in need of or what appeals to you?"  Harley asks earnestly.


The overlord strokes his beard in thought.

"Well a caster is a powerful unit, but we are pretty set on hat magic. We can use him of course, but we could trade for another caster. One that is more combat focused maybe. A high level warlord with an intresting special would also work, send him with a few knights.

Pause to think it over.

" another idea if your only intrested in juice from him. We could come to another deal. You could order him to join us and we could supply a quarter of his juice a turn to you in terms of work. He had a message hat with him you could send work order each turn and have a  unit pick it up whenever you wanted."
meowcats734
One suggestion.

Harley narrows her eyes.  "We are interested in uniting with our brother, not in hiring his spells. For the safe return of our brother we will go to war for you—though our side is small, adding two casters, two warlords, and the resources of an entire side to your war effort outmatches anything a single hat magician could do." 

Reasoning is still same as before.
_Wiz_
-1 to offering to go to war

(suggested initial offer)

A thoughtful look spreads across Harley's face as she listens to the overlord.  "An interesting idea with regards to the shared juice however we want Burtrum home rather than merely his juice"  Harley replies.  "It sounds as though what you are most interested in is increasing your combat potential am I correct?"  Harley then asks tilting her head to the side.  "I am afraid we can't offer you a more combat focussed caster but what we could offer is to supply you with shockamancy scrolls and other shockamancy related items that your units could use"  Harley offers.  " We could leave you with a hat and supply you with Shockamancy scrolls via the hat"  Harley explains.
WurmD
+1 to Wiz, it seems another probe still, not annoying or unreasonable
Cyphermancer
[QUOTE=_Wiz_;25828609]-1 to offering to go to war

(suggested initial offer)

A thoughtful look spreads across Harley's face as she listens to the overlord.  "An interesting idea with regards to the shared juice however we want Burtrum home rather than merely his juice"  Harley replies.  "It sounds as though what you are most interested in is increasing your combat potential am I correct?"  Harley then asks tilting her head to the side.  "I am afraid we can't offer you a more combat focussed caster but what we could offer is to supply you with shockamancy scrolls and other shockamancy related items that your units could use"  Harley offers.  " We could leave you with a hat and supply you with Shockamancy scrolls via the hat"  Harley explains.


" Tempting, but no. Scrolls even high end scrolls are not worth a caster. I could just sell Burtrums work in the mk and get the same result while retaining another caster. What if your shockamancer joins our army for the rest of the war. And provides half their juice in scrolls for fifty turns after the war. I'm guess having the shock join us outright is out of the question"
meowcats734
One possible suggestion (although I will wait for Wiz's opinion):

 "Although we'd rather not risk a caster in a campaign far from home, we make this offer in return. Our location between your side and Reimier puts us in an important position for the conveyance of troops, and Reimier could strike at you in the open terrain. So in exchange for the return of our brother, Arkum will open its gates and allow Winstrum to use its cities for fortification, in addition to signing a nonaggression pact." 

Reasoning:
*EoM can already get into our cities by just having a flier carry troops over, unless we can think of a way to stop them that doesn't involve attacking
*Therefore, we may as well try and get concessions for it
*We can still maintain neutrality if we get Reimier the same deal (NAP and open our gates to them; they duke it out in our city and pay for our stuff if they break it)
_Wiz_
(A few offers we could make, please peruse and consider)


 "I mean you could however I doubt it would be as efficient as having a dedicated and guaranteed supply."  Harley replies with a slight shrug.  "And as far as I am aware the Magic Kindgdom takes offence at sided casters trying to sell their services or products through the magic kingdom too much."  Harley continues.  "And it doesn't have to be just Shockamancy there are a few disciplines we could supply you with scrolls for"  Harley offers.

 "But how about I sweeten the pot a little in hopes that we could come to a deal"  Harley begins with a thoughtful look.



(Suggestion one)

 "Have you ever heard of Royal Honey? It's a rather unique consumable with a number of special properties one of which allows you to pop a new heir at no cost. If this is something you would be interested in we would be willing to add it to the deal..."  Harley offers.


(Suggestion two)

 "I believe Winstrum rather extensively uses golems is that correct? We have an associate who is a rather skilled dollamancers we would be willing to arrange for her to create one of her finest and most powerful golems for you at Arkum's expense ofcourse"  Harley offers.

(Suggestion three)

 "One of our cities has a section of it that cannot be scried. We would be willing to arrange to have a number of golems created and stationed there in secret and then at a time of your choosing we could turn them over to your side to do with as you will..."  Harley offers with a small smile.
meowcats734
I still think we should try using opening our gates to Winstrum as a deal sweetener, and possibly the  only  component of the deal, before they realize they can do that anyway. So a hesitant request to try mine first, unless you can think of a reason why Winstrum couldn't already enter our cities once they have an NAP?
WurmD
How about another probing question before offering the Honey?

 “Hm, you could try”  Harley says slightly pouting thinking the MK to likely object to sided casters selling their products through it  “since having our shockamancer join you in the battle lines is not really in the cards, how much would also increasing your defensive capabilities, by being allowed into our cities, be worth to you overlord?”  Harley asks hoping that would be a deal sweetener

Wait for Wiz to chime in, as he can -1 it


EDIT:
  Knowledge Check:  
-  Can a unit screen-against/block another unit that it is NAP-ed with?
meowcats734
+1 to WurmD's suggestion
_Wiz_
-1 unless we limit the amount of units that would be allowed inside the city at any one time as they could trigger the penalty and still take the city anyway
meowcats734
Hey, I'd be down for limiting the number of units allowed in the city.

EDIT:

Refinement of WurmD's suggestion:

“Hm, you could try” Harley says slightly pouting thinking the MK to likely object to sided casters selling their products through it “since having our shockamancer join you in the battle lines is not really in the cards, how much would also increasing your defensive capabilities, by us allowing, say, five stacks of your units into our cities be worth to you overlord?” Harley asks hoping that would be a deal sweetener
WurmD
Nah doesn't look appealing
meowcats734
Okay, new deal:

 "Although we'd rather not risk a caster in a campaign far from home, we make this offer in return. Our location between your side and Reimier puts us in an important position for the conveyance of troops, and Reimier could strike at you in the open terrain. So in exchange for the return of our brother, Arkum will open its gates and allow Winstrum to use its cities for fortification, in addition to signing a nonaggression pact. The penalty for breaking it would include the disbanding of any Winstrum units in Arkum's claimed sites in addition to the standard penalty. (Of course, your units outside our territory would be completely unaffected.)" 

EDIT:
Since it seems I'm not convincing Wiz I'll just go along with his idea. +1 to Wiz.
_Wiz_
I suggested 3 options which one are you +1 ing
WurmD
“ Hm, you could try”  Harley says slightly pouting thinking the MK to likely object to sided casters selling their products through it

“ Well, having our shockamancer join you in the battle lines is not really in the cards, but how about I sweeten the pot a little in hopes that we could come to a deal"  Harley begins with a thoughtful look.

" We have more disciplines we could procure scrolls and items for. Additionally, have you ever heard of Royal Honey? It's a rather unique consumable with a number of special properties one of which allows you to pop a new heir at no cost. If this is something you would be interested in we would be willing to add it to the deal..."  Harley offers.
meowcats734
+1 to WurmD's refinement of Wiz's suggestion
_Wiz_
I think it misses an opportunity to make a point compared to the original but sure +1
Cyphermancer
“ Hm, you could try”  Harley says slightly pouting thinking the MK to likely object to sided casters selling their products through it

“ Well, having our shockamancer join you in the battle lines is not really in the cards, but how about I sweeten the pot a little in hopes that we could come to a deal"  Harley begins with a thoughtful look.

" We have more disciplines we could procure scrolls and items for. Additionally, have you ever heard of Royal Honey? It's a rather unique consumable with a number of special properties one of which allows you to pop a new heir at no cost. If this is something you would be interested in we would be willing to add it to the deal..."  Harley offers.


"   To bad about the shockamancer. As for the royal honey i'm afraid that is not enough. While rare I have no use for it. Its useful to a young side or a side that has had a rough bit of luck. I understand you want your brother back, but unless your willing to offer something of real value to my side I don't see us coming to a deal. For your brother.   
meowcats734
 "Then if real value to your side is what you seek, how about a decisive edge against Reim in the area between your side and theirs? Arkum, being positioned in the middle of you and Reim, is a key area for transferring troops. Return Burtrum to us, and we will allow you to use our claimed sites for fortification, under the following terms:

*Units from Arkum will not attack units from Winstrum
*Units from Winstrum will not attack units from Arkum
*Units from Arkum will not stop units of Winstrum from entering and fortifying inside its claimed sites, and will make every reasonable effort to open the gates for Winstrum units when requested (if e.g. the gates are destroyed or under attack Arkum may be currently unable to open them)
*Contract lasts for 50 turns, penalty is 30k Schmuckers and disbandment of all units in the opposite side's claimed sites" 
WurmD
Harley nods slowly seemingly deep in though  "... we don't have a good answer right now, I need to meditate on this... May we speak again in the morrow?"  Harley questions absentmindedly still in thought
meowcats734
+1 to wurmd
_Wiz_
Question: Are Farmhands, labourers, trapsmiths or anything else we can pop considered rare?
WurmD
Who are you asking?
_Wiz_
The Titan…
Cyphermancer
]Harley nods slowly seemingly deep in though  "... we don't have a good answer right now, I need to meditate on this... May we speak again in the morrow?"  Harley questions absentmindedly still in thought


The overlord nodds

" I shall contact you after my turn begins"

Question: Are Farmhands, labourers, trapsmiths or anything else we can pop considered rare?


Harley has no idea.



Any other actions before I move on with winstrum and EOM turn?
meowcats734
None from me, other than that one pokedaemon pop.

EDIT:

Oh, right, Wiz's festivities.

EDIT 2:

Have Shadow see if shady elves get their bonus from shade at night.
_Wiz_
- At start of turn Turn / release Scout Cotton back to the Empire of the Motes

 To Herring 
 ”Master Herring, I am in need of your advice once again. Burtrum is being held by Winstrum and we are in need of something of value in order to trade to secure his return. Do you know if Farmhands, labourers or trapsmiths are considered rare? Do you know of anything we have or could acquire that might be valuable enough to help with the negotiations”   Harley asks.

 To Spike, Krippen, Shadow and Ash 
 ”We find ourselves in quite the situation, what are your thoughts regarding Winstrum, Burtrum and how we might get him back?”  Harley questions.


 To Champion Razor 

Harley rushes down to greet the wayward Champion.  ”Brave Knight Razor welcome home”  Harley declares with a wide smile.  ”You were popped under the reign of my father so I must imagine it is almost like returning to a different side but regardless you still have a home here and we are glad to have you back”  Harley declares.  ”I’m sure I will have much to speak with you about regarding my father, what the side used to be like, your assault on the barbarian city and your time in captivity but for the time being enjoy tonight!”  Harley declares.
meowcats734
+1 to all three of Wiz's suggestions
WurmD
-1 to Scout Cotton

 At start of turn, move Scout Cotton a particular route and then mentally order it to Turn / release Scout Cotton back to the Empire of the Motes

+1 to the rest
_Wiz_
 
 Originally Posted by WurmD 
 -1 to Scout Cotton

 At start of turn, move Scout Cotton a particular route and then mentally order it to Turn / release Scout Cotton back to the Empire of the Motes

+1 to the rest 
 

That was sort of what I meant
WurmD
Plus a PS to Herring?


  'PS: We need more roads! can you find out about Dittomancy prices? To Ditto Bob a lvl1 Courtier and use it to build 1 more hex of road. If not for the next turn, then the one after that (if it's not too expensive)'  



And the scouting orders for next turn in light green and magenta [magenta for new-popped scout]

 - Reconfirming with   Knowledge Check   or asking scout in Capital that Scouts have been able to scout over the hex boundary in Hill hexes with some success, and higher success than in Heavy Forest

 

  'PPS: Did you keep a way to contact the EoM hired signamancer? We want to send EoM the note

Dear Empress, Just an update: Your ally is proving difficult; won't accept giving back the hat-a-mancer even if we provide its full Juice equivalent in scrolls and castings of many disciplines plus a royal jelly'  
Cyphermancer
At start of turn Turn / release Scout Cotton back to the Empire of the Motes

 To Herring 
 ”Master Herring, I am in need of your advice once again. Burtrum is being held by Winstrum and we are in need of something of value in order to trade to secure his return. Do you know if Farmhands, labourers or trapsmiths are considered rare? Do you know of anything we have or could acquire that might be valuable enough to help with the negotiations”   Harley asks.


" never really paid attention to that kind of thing Harley. I could ask around, but it will draw attention. Unless I have a reason and might take some some spending capital for it."

 To Spike, Krippen, Shadow and Ash 
 ”We find ourselves in quite the situation, what are your thoughts regarding Winstrum, Burtrum and how we might get him back?”  Harley questions.


Krippen

Spike

" other than battle I see nothing we would be willing to give up for him. They might be willing to come to a deal if the battle with reimer goes poorly, but Burtum might be lost during that."

Krippen

" we could hire out our forces to them, but we would probably be front line and suffer heavy losses.

Ash sets a barrel on fire showing his feelings.

 To Champion Razor 

Harley rushes down to greet the wayward Champion.  ”Brave Knight Razor welcome home”  Harley declares with a wide smile.  ”You were popped under the reign of my father so I must imagine it is almost like returning to a different side but regardless you still have a home here and we are glad to have you back”  Harley declares.  ”I’m sure I will have much to speak with you about regarding my father, what the side used to be like, your assault on the barbarian city and your time in captivity but for the time being enjoy tonight!”  Harley declares.


Razor drops to one knee before speaking


At your service your majesty! Glad to be home.
Cyphermancer
Lots of movement is spotted by your scouts showing both EOM and Winstrum scouts moving in fron the west.


Night falls.

The festivities kick off. James does show up as does Herring.

The archery contest kicks off. All of the shadies take part. Krippens sniper also show up. Suprisely so does James.

After the first two rounds three contestants remain. Shadow,  Bolt and james... (using a tiny hand crossbow). Shadow wins the contest.

The horse race begins knights, warlords, pokedamon, and james. In the end a pondsea with a bigmouth rider is the winner, with james coming in 2nd on a doe deer.


- 2 50 shmucker gems.


James

" Very fun Harley. While your natural allies and barbarian hire have an outlet for the gems what would your own sided units do.



Working on start of turn 21 report.
meowcats734
Questions:
1. Is there a deadline on returning Scout Cotton?
2. Do we have to actually return him to the Empire of Motes' territory? Or could we theoretically just, like, place him inside of a hole he can't get out of and then turn him back?
3. If we got more prisoners from the Empire of Motes (e.g. by trading for them from Reim or something) would we still be obligated to turn them to EoM?
WurmD
Harley smiles satisfied with the successful celebrations  "Well James, that's part of why we want you to keep an eye on our units in the following turns. We were wondering about producing tokens to allow the sided units to trade amongst themselves and trade for luxury goods like honey, or un-allocated magical items. I hope it will have a positive impact on morale overall.. "  she trails off letting James chime in if he wants to, and if not for things to be tested in following turns
meowcats734
+1 to WurmD's suggestion
_Wiz_
A few suggested replies;

 To Herring 
 ' Unless you have a contact who might know that you can ask discretely then perhaps maybe not. On the subject of value however the Royal Honey that we found must hold significant value to some. Do you think you might be able to find a buyer for one portion of the honey?'  Harley responds



 To Spike, Krippen Shadow and Ash 

Harley slowly nods her head with a serious look on her face.  "That does unfortunately seem to be the case..."  Harley replies gravely.

 "It means a lot that you would be willing to do so Krippen but regardless of how much I want to be bring Burtrum home I am not willing to sacrifice you or your Knights, while your livery might not say it to me you are just as much a part of the side as Spike, Shadow or Ash. Arkum is your home for aslong as you want it to be and I will not send you away just to make a deal with Winstrum"  Harley declares as she places a hand over her chest.


 To the contest winners 
 "Congratulations a very impressive display you have more than earned these"  Harley declares with a smile as she presents the gems to the winners.


 To James 
 "That was quite the show you put on yourself James, I had no idea you were so skilled with a crossbow."  Harley compliments.  "Did you pop with it or is it custom made?"  Harley then asks in curiosity.

 "You were very close to cleaning up!"  Harley adds with a grin. "Perhaps I'll have to place a bet on you next time!"  Harley declares with a smirk.

 "Though they may not have enough straight away, I will allow and arrange for my units to be able to spend any personal funds that they obtain via the magic kingdom."   Harley replies.  "I also hope to add a few commodities to the side that they could purchase, simple things supplementary food, small items that kind of thing..."  Harley explains
meowcats734
Sure, +1 to all. There's some overlapping dialogue between yours and WurmD's but it's more or less the same.
_Wiz_
Wurm ninja’d me he posted while I was still typing
Cyphermancer
Questions:
1. Is there a deadline on returning Scout Cotton?

Cotton is a member of the side so not subject to the treaty, you did say you would send him back however.

2. Do we have to actually return him to the Empire of Motes' territory? Or could we theoretically just, like, place him inside of a hole he can't get out of and then turn him back?

try and find out.

3. If we got more prisoners from the Empire of Motes (e.g. by trading for them from Reim or something) would we still be obligated to turn them to EoM?

If they are prisoners yes.


Harley smiles satisfied with the successful celebrations  "Well James, that's part of why we want you to keep an eye on our units in the following turns. We were wondering about producing tokens to allow the sided units to trade amongst themselves and trade for luxury goods like honey, or un-allocated magical items. I hope it will have a positive impact on morale overall.. "  she trails off letting James chime in if he wants to, and if not for things to be tested in following turns.

 It will be interesting to see what happens. I wouldnt expect a huge jump, but we will see.  
 To Herring 
 ' Unless you have a contact who might know that you can ask discretely then perhaps maybe not. On the subject of value however the Royal Honey that we found must hold significant value to some. Do you think you might be able to find a buyer for one portion of the honey?'  Harley responds

" I can try there is an auction house, but its run by the Moneymancers.



 To Spike, Krippen Shadow and Ash 

Harley slowly nods her head with a serious look on her face.  "That does unfortunately seem to be the case..."  Harley replies gravely.

 "It means a lot that you would be willing to do so Krippen but regardless of how much I want to be bring Burtrum home I am not willing to sacrifice you or your Knights, while your livery might not say it to me you are just as much a part of the side as Spike, Shadow or Ash. Arkum is your home for aslong as you want it to be and I will not send you away just to make a deal with Winstrum"  Harley declares as she places a hand over her chest.


Both will nod at that. Krippen giving you a winning smile


 To the contest winners 
 "Congratulations a very impressive display you have more than earned these"  Harley declares with a smile as she presents the gems to the winners.

Shadow accepts it, while the big mouth just hands it over to Ash


 To James 
 "That was quite the show you put on yourself James, I had no idea you were so skilled with a crossbow."  Harley compliments.  "Did you pop with it or is it custom made?"  Harley then asks in curiosity.


 Little of both, popped with the special for it, and have upgraded it further. Practiced a bit of Flower power to give them just a bit of an edge. Sometimes it's just easier to put a feral to sleep rather than calm it.  
 "You were very close to cleaning up!"  Harley adds with a grin. "Perhaps I'll have to place a bet on you next time!"  Harley declares with a smirk.

 Yes great fun next time I may try a Pondsea mount. 
 "Though they may not have enough straight away, I will allow and arrange for my units to be able to spend any personal funds that they obtain via the magic kingdom."   Harley replies.  "I also hope to add a few commodities to the side that they could purchase, simple things supplementary food, small items that kind of thing..."  Harley explains


 Good to know 
meowcats734
Some new questions, hopefully I'm not overdoing it:

1. What are the requirements for turning a unit to a side? (Like, can we just order Scout Cotton to turn from in the capital?)
2. If a unit which is currently a prisoner turns to a different side, does it remain a prisoner? (E.g. can we free a unit by having it turn to a different side?)
Cyphermancer
   Turn 21!   


Arkums turn begins shortly after  dawn!

Xp added


Treasury at Beginning of last turn 3357
Spending last turn	1000
Treasury at End of Last Turn	2357
Income	5000
Upkeep	1830.5
Treasury	5526.5


 https://docs.google.com/document/d/1...GZA3Otg9o/edit 


Scouting

04.-12 3 goats
00.-08 blue dwagon
-07.-04 Winstrum scout
-08.01 EoM scout
-10.-03 cat sized birds
-07.04 Green Bear
-03.00 EoM scout
06.08 Spwder webs in trees
14.-13 4 hobby horses
16.-09 Crow sized birds
-03.07 3 woofs
06.07 Barbarian stack spotted. Archery warlord, 3 archers, 4 pikers

12.-15 herd of small deer like creatures


ands around old ratz nest have returned to normal

Message from tall tribe

"captured another one of those bug pokedamons do you want it?"

Message from howie

"pokedamon went north along the river"


Popped capital

Heir Ivy Tesla
1/1/4/8
Specials: Noble, Heir, Plant friend (3/3)
Upkeep 40 (because of noble special)

Plant friend: The plant friend may call the plants growing around them to help them. because of this connection to all things that grow the plant friend may only eat meat based rations and not use herb that need to be consumed.

 Aid growth : for two uses of their ability the plant friend may boost the growth of all plants in a hex.

 Defense of the wild  For one use of this ability the plant friend may call on nature to defend them. This ability grows in strength with more plants around them.

 Speak with plants  The plant friend my speak with the plants in a given hex this costs one use of their ability.

 Nature walk  The plant friend may gain the forest or swamp capable special for the turn as the plants in a given hex help the plant friends passage. this costs one use of their ability.


Pokedamon: 1 Areodactya (cant believe I roll this already)


Steadhold farm: 4 farmhands

Khelt: 2 scouts

crypts: 2 archers
meowcats734
DIALOGUE:

1. Harley skips over to Ivy Tesla and waves excitedly.  "Hi, hi, hi! Welcome to the world! We might not be in the same place often, just because if we both croak the side goes back to where you just came from, so I wanted to take this time to show you around!"  Harley takes Ivy on a tour of Arkum.

2. To Tall Stand Tribe:
 "For another 250 Schmuckers, I assume? We'd be glad to."  (little pricey for one pokedaemon but I'd rather have a working relation with the Tall Stand tribe and maybe buff the pokedaemons' morale a tad.)

3. To Herring:
 "We've found Burtrum, but the side holding him is demanding a caster, a high-level warlord with an interesting special and a set of knights, or our Shockamancer to join their army. We're not willing to turn Dee, we don't have a high-level warlord with an interesting special, and we're... iffy... about hopping onto the front lines of a war ourself. But if you can think of anything to help, it would be much appreciated." 

4. Also to Herring:
 "For now, though, we have business of the side to conduct. Would you be so kind as to run these to the bank for conversion into Rands?"  Arkum harvests 13 bee bodies for 6.5 bee rations. Harley hands over 19 farm rations, 25 bee rations, and 1 chimpoo ration, expecting 36 rands in return.

5. Also also to Herring:
 "And could you bring these two to the auction house?"  Harley hands over the last two royal honey units.

6. To Ash:
 "Did you end up with any requests for the natural ally grounds? Also, we found a pokedaemon whose signamancy looked like a starfish, but it moved and we're not quire sure where it's gone. Any tips for if we find one again?" 

7. When Herring returns:
 "We have three unidentified magic items—would you be willing to identify them for us?" 

8. And then also to Herring:
 "Could you please inform Ding Dong that we are interested in building a natural ally grounds this turn?" 

9. To Anna:
 "Welcome back, welcome back! I'm so excited to see the finished product! What do you need for the turn's work?" 

MOVEMENT:
Goals: tame green bear in -07.04, talk to living tree in -02.06, talk to barbarian stack in 06.07, enter the web area in 06.08, enter the holes in the ground in 10.04, get Howie and uncroaked farstrider across river.

Stack 2:
Ash
Sparky
Embar A
Embar C19
Champion C20A
Champion Razor
Lancer Isabel
Spike

Stack 3:
Krippen's Stack

Stack 4:
Moonsong
Shadow
Doe Deer B
Doe Deer T20A
Scout Cotton
Ivy
Bigmouth T17A

Spike brings the 3x 50s gems for possible exchange with the barbarian stack.

Spike manages Arkum (-4 move).

Stack 2 gets in the wagon. Heavy Hobby A is hitched to the wagon, and Heavy Hobby A takes the entire stack to 06.05 (-6.5 move.) Entire stack dismounts. Heavy Hobby A returns with empty wagon. (-6.5 move.)

Stack 3 gets in the wagon. Hobby T19A, T19B are hitched to the wagon, and take the stack to 06.05. Entire stack dismounts. Hobby T19A, T19B return with empty wagon. (-13 move.)

Stack 4 gets in the wagon. Heavy Doe Deer A is hitched to the wagon, and takes the stack to 03.01. Bill joins. Heavy Doe Deer A continues to 06.05. Entire stack dismounts. Heavy Doe Deer A returns with empty wagon. (-13 move.)

All units form a single stack with Krippen holding the lumberjack axe leading. 2x Doe Deer take wagon with Stack 2 inside and go to 06.07 to interact with barbarians (-2 move to all). Continue down to 06.08 to interact with webs (-1 move to all). Return to 06.05 (-3 move to all). Minimum move remaining in the stack is now 2.

2x Doe Deer take empty wagon to capital. If there is loot or bodies or we need to bring the barbarian stack back, they are put here. (-7.5 move, for a total of -13.5 lost out of 14.)

Scout Cotton starts doing whatever he has to to get to the Empire of Motes.

Stack 6:
Pondsea A
Pondsea C17A
Pondsea C19A
Pondsea T15
Hobby Horse B

Heavy Doe Deer B is hitched to the wagon. Stack 6 enters wagon. Heavy Doe Deer B takes wagon to 06.05 (-6.5 move).

Pondsea A, Pondsea C17A take Stack 2 to 09.03 and return with empty wagon (-6 move). Pondsea A, Pondsea C17A take Stack 3 to 09.03 and return with empty wagon. (-6 move.) Pondsea C19A, Hobby Horse B take Stack 4 to 09.03 (-6 move).

Pondsea T15 goes to 14.01 (-10 move), brings Howie to 15.00 where he crosses into 16.00 (-1 move to both), goes back to 14.01 (-1 move), brings the uncroaked farstrider to 15.00 where it goes to 16.00 (-1 move to both) and then goes to 09.02.

Stacks 2 through 5, which have a minimum of two move remaining, go into the hex with the holes, dropping to one move, and interact. Then they return to 09.03 with a minimum move of zero.

With the exception of Spike, who lost move from managing Arkum, Stack 2, which saved move by riding in the wagon through the forest, goes to 03.01 (-6 move, 0 remains.)

Stack 3 goes in the wagon. Pondsea A, Pondsea C17A take Stack 3 to 06.03 (-3 move, 3 remaining.) Heavy Doe Deer B goes to 06.03, is hitched to the wagon (leaving Pondsea A, Pondsea C17A behind) and takes wagon to 03.01. Heavy Woof A takes wagon containing Stack 2 to capital and back (-6 move). Heavy Doe Deer B takes wagon containing Stack 3 to capital.

Heavy Doe Deer C takes wagon to 06.03 (-4.5 move). Pondsea A, Pondsea C17A are hitched to wagon, take Heavy Doe Deer C to 07.03 (-1 move, 2 remaining). Heavy Doe Deer C is hitched to wagon, take Pondsea A, Pondsea C17A to 09.03 (-2 move). Heavy Doe Deer C takes Stack 4 back to capital (-7.5 move, 0 remaining).

Heavy Doe Deer D takes empty wagon to 09.03 (-7.5 move). Spike gets in wagon. Pondsea C19A, Hobby Horse B are hitched, take Heavy Doe Deer D and Spike to 09.02, Pondsea T15 gets in wagon (-1 move). Pondsea C19A, Hobby Horse B take both to 03.06 (-6 move, minimum of 1 remaining). Heavy Doe Deer D is hitched and takes remainder to capital.

Stack 1:
Areodactya A
-&gt; Ivy
Areodactya B
-&gt; Spike

Stack 1 takes rations to -07.04 (-8 move), attempts to tame green bear and leaves it alone if attempt fails. Proceeds to -02.-06 (-5 move) and Ivy tries to talk to the living tree. Stack 1 returns to capital (-7 move).

RESULTS:
*interact with green bear in -07.04, talk to living tree in -02.06, talk to barbarian stack in 06.07, enter the web area in 06.08, enter the holes in the ground in 10.04.
*Howie and uncroaked farstrider across river.
*Move of all mounts and all mentioned units almost entirely depleted.
WurmD
 

How's the signamancy of these decayed hexes? Has any improved?
meowcats734
+1 to WurmD's suggestion:

'PS: We need more roads! can you find out about Dittomancy prices? To Ditto Bob a lvl1 Courtier and use it to build 1 more hex of road. If not for the next turn, then the one after that (if it's not too expensive)'
WurmD
Plus a PS to Herring?

[QUOTE] 'PS: We need more roads! can you find out about Dittomancy prices? To Ditto Bob a lvl1 Courtier and use it to build 1 more hex of road. If not for the next turn, then the one after that' [/QUOTE


 - Reconfirming with   Knowledge Check   or asking scout in Capital that Scouts have been able to scout over the hex boundary in Hill hexes with some success, and higher success than in Heavy Forest


[QUOTE] 'PPS: Did you keep a way to contact the EoM hired signamancer? We want to send EoM the note

Dear Empress, Just an update: Your ally is proving difficult; won't accept giving back the hat-a-mancer even if we provide its full Juice equivalent in scrolls and castings of many disciplines plus a royal jelly (even after confirming they already have hat magic on the side)' [/QUOTE



I still want all of these :D
meowcats734
+1 to the first dialogue and the scouting suggestion, still iffy on the second dialogue.
_Wiz_
-1 on the PPS rather not leave a paper trail. If we want to speak EOM again we should be able to concentrate on wanting a thinkagram. I also think the actual wording needs to be refined.
Cyphermancer
 

How's the signamancy of these decayed hexes? Has any improved?

Looking better, but still not healed

[QUOTE] 'PS: We need more roads! can you find out about Dittomancy prices? To Ditto Bob a lvl1 Courtier and use it to build 1 more hex of road. If not for the next turn, then the one after that' 

" not someone I have on contact. I will ask around."



 - Reconfirming with   Knowledge Check   or asking scout in Capital that Scouts have been able to scout over the hex boundary in Hill hexes with some success, and higher success than in Heavy Forest.

The scouts are unsure and you have no knowledge of the subject.


Also: Herring, James, and anna have arrived.
_Wiz_
 To Ivy 

Harley begins the turn with a growing sense of apprehension and excitement as she paces back and fourth in the throne room with a growing sense of apprehension as she waits for the new heir to pop. Her waiting is soon rewarded however as with a loud *pop* a new unit appears standing infront of the Queen. The unit is red haired and has a rather unique look to her and Harley cannot help but grin.

 "Let me look at you my daughter!"  Harley declares with excitement as she grabs hold of Ivy as she holds her at arms length and carefully studies her.  "Whats your name princess?"  Harley asks slightly cocking her head to the side.  "I'm Queen Harley Tesla, ruler of the side of Arkum but I guess you can call me mother!"  Harley declares with an amused smile.  "Come let me give you a tour, we will need to meet with the Arkum council soon!"  Harley then declares as she links arms with Ivy and leads her around.

 The Arkum Council 


After a quick tour of the City Harley leads Ivy to the great hall where her commanders are gather.  "Members of the COuncil, Soldiers of Arkum may I introduce to you your new heir Princess Ivy Tesla!"  Harley declares as soon as they enter.

 "This is Spike, our Brave and faithful Chief warlord. This is Shadow Chieftan of the Shady Elf Nightshade Tribe and her Foolamancer Moonsong. This is Ash Chieftan of the Pokadaemons and this is Krippen a trusted Warlord we have on contract."  Harley introduces.  "Our Chief Caster Dea Ceas is currently in our second city Khelt but I am sure wou will have the oppertunity to meet her soon enough"  Harley then adds.

(Presuming the Casters are here)

 "This is Bulm Spin, a young but skilled Turnamancer we are sponsoring, This is Master Herring a dear friend who serves as the voice of Arkum in the magic kingdom and this is Anna Meta another friend from the magic kindgom and a skilled changemancer and James a rather charming Dateamancer who I should probably warn you about"  Harley continues with a smile.


 "Now this turn is shaping up to be another busy turn..."  Harley declares as she takes a seat.  "Both the Empire of the Motes have been spotted moving around the area and there are a number of interesting scout reports..."  Harley informs. [b]"However I believe first we should turn our attention to all things magical and to that end we will needs rands for payment.  "Master Herring we have 50 rations this turn that we would like converted to rands (that will give us 40 rands and 5 rations left over for taming), if you wouldnt mind paying another visit to the bank"  Harley requests with an apologetic smile.  "Also if you are able if you could place one unit of royal honey up for auction aswell that would be a great help"  Harley declares.


 
 Spoiler: Casters that were arranged last turn 
~40 rands (roughly how many we could get by trading in rations)


Ding Dog
-Pokedaemon natural ally grounds 8 rands
-Build up x2 4 rands

Meta
-Shady Natural ally grounds 8 rands
-Battke wagon from tower juice 3 rands

Anna
-Finish Arc blade 5 rands

James
- 2 x heavies 4 rands

Spi Glass
- Deep look on enemy city 2 rands

Carrion
- Uncroaking - most likely payment in bodies

Herring
- Crown for Harley ?? Rands

May
- Robes for Harley ?? Rands
 


+1 to the following (with the following add on)


2. To Tall Stand Tribe:
'For another 250 Schmuckers, I assume? We'd be glad to.  I will arrange for someone to stop by to collect the pokadaemon later in the turn.

Many Thanks

Queen Harley Tesla'
meowcats734
+1 to all with the caveat that I'm not even sure if those old decayed bodies are worth uncroaking? We also might want Lookamancy on the webs and holes hexes with James around to identify.
Cyphermancer
 To Ivy 

Harley begins the turn with a growing sense of apprehension and excitement as she paces back and fourth in the throne room with a growing sense of apprehension as she waits for the new heir to pop. Her waiting is soon rewarded however as with a loud *pop* a new unit appears standing infront of the Queen. The unit is red haired and has a rather unique look to her and Harley cannot help but grin.

 "Let me look at you my daughter!"  Harley declares with excitement as she grabs hold of Ivy as she holds her at arms length and carefully studies her.  "Whats your name princess?"  Harley asks slightly cocking her head to the side.  "I'm Queen Harley Tesla, ruler of the side of Arkum but I guess you can call me mother!"  Harley declares with an amused smile.  "Come let me give you a tour, we will need to meet with the Arkum council soon!"  Harley then declares as she links arms with Ivy and leads her around.


Giving Harley a big hug

" Ivy my name is Ivy Tesla mother!"

Pulling back seeming a bit shy

"Opps sorry your majesty"

Giving Harley a deep bow.

 The Arkum Council 


After a quick tour of the City Harley leads Ivy to the great hall where her commanders are gather.  "Members of the COuncil, Soldiers of Arkum may I introduce to you your new heir Princess Ivy Tesla!"  Harley declares as soon as they enter.

 "This is Spike, our Brave and faithful Chief warlord. This is Shadow Chieftan of the Shady Elf Nightshade Tribe and her Foolamancer Moonsong. This is Ash Chieftan of the Pokadaemons and this is Krippen a trusted Warlord we have on contract."  Harley introduces.  "Our Chief Caster Dea Ceas is currently in our second city Khelt but I am sure wou will have the oppertunity to meet her soon enough"  Harley then adds.


The varies commands greet the new heir to the side. Spike seeming to relax for the first time since he became chief warlord.

(Presuming the Casters are here)

 "This is Bulm Spin, a young but skilled Turnamancer we are sponsoring, This is Master Herring a dear friend who serves as the voice of Arkum in the magic kingdom and this is Anna Meta another friend from the magic kindgom and a skilled changemancer and James a rather charming Dateamancer who I should probably warn you about"  Harley continues with a smile.


The Barbarian Casters all wave and greet the young woman.


 "Now this turn is shaping up to be another busy turn..."  Harley declares as she takes a seat.  "Both the Empire of the Motes have been spotted moving around the area and there are a number of interesting scout reports..."  Harley informs. [b]"However I believe first we should turn our attention to all things magical and to that end we will needs rands for payment.  "Master Herring we have 50 rations this turn that we would like converted to rands (that will give us 40 rands and 5 rations left over for taming), if you wouldnt mind paying another visit to the bank"  Harley requests with an apologetic smile.  "Also if you are able if you could place one unit of royal honey up for auction aswell that would be a great help"  Harley declares.

Herring

" Shouldn't be a problem on the rations that is right at the limit of my cloak. As for the royal honey. The moneymancers take a cut. They hold an auction every seven turns for the items they collect. I think the next is in three turn. The moneymancers take a cut of 25%. Any caster can attend the auction, a side can also build an auction house in thier capital. So rulers can bid. If you have an auction house the cut is reduced to 5%. If there is nothing else I will head out.


 
 Spoiler: Casters that were arranged last turn 
~40 rands (roughly how many we could get by trading in rations)


Ding Dog
-Pokedaemon natural ally grounds 8 rands
-Build up x2 4 rands

Meta
-Shady Natural ally grounds 8 rands
-Battke wagon from tower juice 3 rands

Anna
-Finish Arc blade 5 rands

James
- 2 x heavies 4 rands

Spi Glass
- Deep look on enemy city 2 rands ( will be 3)

Carrion
- Uncroaking - most likely payment in bodies

Herring
- Crown for Harley ?? Rands

May
- Robes for Harley ?? Rands
 


+1 to the following (with the following add on)


2. To Tall Stand Tribe:
'For another 250 Schmuckers, I assume? We'd be glad to.  I will arrange for someone to stop by to collect the pokadaemon later in the turn.

Many Thanks

Queen Harley Tesla'


" 05. -07 250 schuckers in gem will be fine."
WurmD
-1 to the number of rations taken

lets move Dee to the Capital and forage on the way (minimum 2 Hill, 3 Heavy Forest, 4 Light Forest, 4 Grassy Plains hexes)
AND/OR lets harvest Bee bodies
so we don't have to take any Honey rations to be converted to Rands

The number of Rands actually spoken for is 35 (without May and Herring and Carrion)
meowcats734
+1 to bee bodies, I guess we could go foraging on the way to the capital but almost all of that route is through the elves’s territory which we can’t forage in.

Is there a move cost to foraging?
WurmD
+1 to
6. To Ash:
 "Did you end up with any requests for the natural ally grounds?" 

Lets do this in stages:

Harley writes down to Dee


  'Dee, time to come home, but first, lets see if we can get the uncroaked to use the hat you have, yes? (so they can later use it to send gems through the hat)
- ⚡'  

Dee then tests ordering an uncroaked piker send a scrap of paper through the hat (put paper into Hat and say the command word to send while tapping it with the hat-wand)
IF that fails, she tests ordering the uncroaked warlord to send a scrap of paper through the hat (put paper into Hat and say the command word to send while tapping it with the hat-wand)

 
 Spoiler: Stage 2, not to be done before Dee goes to the ruins and reports 

  'Archer Charlie Brown (C16B), I trust you to help the uncroaked send the mined gems through the hat, which is of paramount importance to the side.
Your Queen, Harley Tesla'  

- Archer C16B ordered to move to Mine like this (bringing the hat):
(this will allow a Green Bear to leave, and still have a full stack at Mine)

- Piker only has 8 Move and will fail to cross into the Mine hex
- Miner-taur ordered to pick up archer and bring it into Mine hex (this should consume the rest of the archer Move and double Move from the Miner-taur)
  Archer C16B (0 Move remaining)
  Miner-taur (5 Move remaining)
- Miner-taur ordered to mine
 
 






After the assembled casters are greeted
 "Herring did you find out about the dittomancers?"  :)
And still speaking to Herring but inviting the other casters to chime in by looking at them
 "And I'm curious about the culinary situation in the MK? Would Honey be appealing / be used while bartering between casters just like Rands?" 
_Wiz_
+1 to the dittomancer and honey question

And +1 to testing if uncroaked can use hats
WurmD
 
In parallel, in preparation to Hobby taming expedition:
Pudgie mentally ordered to thoroughly scout these hexes from the air, and taking special attention to wild rations to be foraged later, up to Ruins



Dee to go (escorted) to inspect the Rock creature prisoner (with the intent of attempting to turn it by being lucky)
She pauses as she inspects how the creature reacts to her and her stack



Plus plan to forage 7 Hills and 1 Plains hexes, attempt tame, visit Ruins, and come back to Khelt without needing tamed Hobbies
To be processed slowly, as we may wish to do stuff if not enough forage is found
 
_Wiz_
+1 to the pudgie scouting the ruins

+1 to Dea trying to turn the rock golem (aslong as she isn’t expending any resources)
_Wiz_
(Seems the others want to keep the honey and Harvest the Bee bodies for rations instead so harvest all Bee’s then give all rations to Herring except honey)

 To Herring 
 ”Thankyou Herring, Really appreciate it”  Harley replies as she orders the remaining bodies to be harvested and the rations brought to Herring.

 ”When you get back we should have some caster work for you”  Harley then adds.


 After Rand run 

-Have Anna finish the Arc Blade - 5 Rands


 After Ding and Meta arrive 

-Have Ding and James work on Pokadaemon Natural ally ground - 8 rands

-Have Meta and James work on Shady Elf Natural Ally ground - 8 rands
WurmD
+1 to dialogue

but

Offer Ding and Meta if they are partial to honey and wish to be partially paid in it
_Wiz_
ok sure lets be a honey salesman +1
WurmD
  Knowledge Check  
 - Forest city hex actually counts as Forest city for purposes of Forest capable Stealth bonus? (we have the example of Khelt in hill hex for comparison)
Cyphermancer
After the assembled casters are greeted
"Herring did you find out about the dittomancers?" :)
And still speaking to Herring but inviting the other casters to chime in by looking at them
"And I'm curious about the culinary situation in the MK? Would Honey be appealing / be used while bartering between casters just like Rands?"


Herring

" To the matter of dittomancers. They are in high demand in the MK. I found one who is will to cast at three rand to ditto a level one." As for honey. Some might be interested. I know a changeamancer who runs a brewery/ pub in the mk who might want some.




 
In parallel, in preparation to Hobby taming expedition:
Pudgie mentally ordered to thoroughly scout these hexes from the air, and taking special attention to wild rations to be foraged later, up to Ruins

Pudgie spots no wild rations

Spotting no other units besides the hobbies horses.

The ruins

The pudgie circles the hex. Several wreaked building throughout, but spotting no active enemies.


Dee to go (escorted) to inspect the Rock creature prisoner (with the intent of attempting to turn it by being lucky)




She pauses as she inspects how the creature reacts to her and her stack

The creature has no eyes, but faces dee from where it sits chained to the ground. No other reaction. " what is she doing to try and tame it?"
meowcats734
Suggestions:

1. Send Dee a 50s gem through the mine. Dee shows it to the rock entity and says,  "Even though you pillaged our mine, there's no reason we can't come to an agreement. Could we interest you in some of the gems created from that mine?" 

The entity may not be sapient, but if it isn't it's not like it'll know we even said anything.

2. (to Herring)  "Would this Dittomancer be willing to ditto a consumable item? Say, a royal honey?" 


Question:


  The first three tries fall to produce anything popping in her hand. Her fourth is a success producing a small orb that produces the light so dim its only visible in darkness ( think a glow in the dark sticker.) Harley then moves to try and make an even weaker powerball, but fails with her last five remaining juice. 

Can Harley consistently cast the 5-juice powerball after the research session last turn?
Cyphermancer
Harvesting 5 darter bees and 8 Killer bees gaining the following.

+13 rations
+5 poison glands
+8 bee stingers
 This gives you 56 rations not including honey. Herring takes 50 rations ( leaving 3 farm and 3 bee (meat) rations and the royal honey

Returning a short while later Herring gives Harley 40 rands,  small ticket, and a contract.

" the contact shows you as the owner of the honey, the ticket is if you want to go to the auction. Its in three turn (Turn 24) at mid day in the mk.



The first three tries fall to produce anything popping in her hand. Her fourth is a success producing a small orb that produces the light so dim its only visible in darkness ( think a glow in the dark sticker.) Harley then moves to try and make an even weaker powerball, but fails with her last five remaining juice.

Can Harley consistently cast the 5-juice powerball after the research session last turn?

Harley does not belive so.
meowcats734
 
 Originally Posted by _Wiz_ 
  After Rand run 

-Have Anna finish the Arc Blade - 5 Rands


 After Ding and Meta arrive 

-Have Ding and James work on Pokadaemon Natural ally ground - 8 rands

-Have Meta and James work on Shady Elf Natural Ally ground - 8 rands 
 

+1 to this as a next action, with the (already +1'd) request to ask Ash what he and the other pokedaemons thought of for the natural ally ground in between.
WurmD
with the already +1'ed  'asking Anna, Ding and Meta'   "Are you partial to Honey?"  smiling curious  "Would you wish to be partially paid in Honey rations?" 


Also, +1'ing

 1. Send Dee a 50s gem through the hat. Dee shows it to the rock entity and says,  "Even though you pillaged our mine, there's no reason we can't come to an agreement. Could we interest you in some of the gems created from that mine?"  
Cyphermancer
After Rand run

-Have Anna finish the Arc Blade - 5 Rands


After Ding and Meta arrive

-Have Ding and James work on Pokadaemon Natural ally ground - 8 rands

-Have Meta and James work on Shady Elf Natural Ally ground - 8 rands


Anna heads to the workshop return a short time later


Anna return handing Harley a one handed hilt. The hilt is a mix of four different colors. Red, green, blue, and white.

The Arc blade has has four different mode when on. Each mode does four damage and has a chance to inflict an effect on a critical hit.

( this weapon will deal four damage no matter who wields it and can be used with a shield.

Fire: sets a target on fire dealing ongoing fire damage for two rounds

Acid: sicken a living target reducing it combat Stat by 2 for three rounds

Cold: chills a target reducing thier speed/ defense for three rounds.

Shock: stuns a living target for one round.

" now that I know what I'm doing I could make one with 400 juice"

After Anna leaves Meta and Ding enter

Each will charge 6 rands with james cast 100 juice into the building for four rands total.

Ding and James head for the open space. James brings Ash with as they cast. James seems to use Ash as a focus the building rises out of the stone looking like a cross between a Pokémon center, daycare, and cave. Ash seems very excited and heads inside with the other pokedamon.

Natural ally ground "pokedamon"

The building saves all members of the tribe so the pokedamon can not be lost.

If the chief or sub chief is in the  natural ally ground and more than five new eggs are added. One of the pokedamon may be chosen rather than it be random.

Small chance to gain a free pop each turn as long as two pokedamons end turn in the natural ally ground.

Small boost to morale for each turn a pokedamon ends in natural ally ground.


Meta and James move to the next site taking shadow with. When finish a shadowy forest Glen is grown into its place.


Natural ally ground " shady elves"

Small boost to morale for each turn a Shady Elf ends in the natural ally ground.

The city that contains a this building counts as a forest hex for the Shady special.

Small chance to gain a free pop each turn as long as two shady elfs end turn in the natural ally ground.

Increases the chance of knights or natural caster to pop.

All three caster seem pleased with their work.

-21 rands " all three turn down your offer of honey"
meowcats734
Process the tame attempt of the rock entity with a gem?

Suggestions:

1. (to James/Ding/Meta)  "These are perfect, honestly! Do you know if the chance for a free pop increases if there are more units in the capital? Or if we construct more in the same city?" 

2. When given something that sets a stat instead of modifying it, assign it to the person with the lowest existing damage. I say we grant the arc blade to Ivy.

3. (to James)  "Before you leave... what can you tell us about Blue Dwagons?" 

Alternatively, we can assign by someone who we expect will frequently use and hit with such a weapon, but... the flat damage is actually barely an upgrade to most of our combat units. Maybe one of the random pikers?

Question:

What is the move cost of the tile type the blue dwagon is in (00.-08)?
WurmD
  -- Flashback to breakfast in the Great Hall at Turn start (before Meta and Ding arrived) --   
As everyone is enjoying their meal and chatting, Harley smiles ambling down the tables as she observes her newest daughter fraternising with the pikers, in particular the stoic piker Anne.

She reaches James seat and leans on the back of his seat, and puts a hand in his shoulder as she gets close to whisper in his ear with a smile in her voice  "(I hope you're enjoying yourself)"  

(Harley pauses to let James react)

 "(Everyone in the Capital is here, let me know later if this moment is enough to keep a pulse on the side's units)" 




Then +1 to
2. (to James/Ding/Meta) "These are perfect, honestly! Do you know if the chance for a free pop increases if there are more units in the capital?"

3. (to James) "Before you leave... what can you tell us about Blue Dwagons?"





 "Ding, like Herring mentioned, care to cast 1 Build Up on the Capital as we upgrade it?"  Harley asks excited  "Ivy! Come! You'll be the one leading the upgrade, make this Capital your own"  she says fiercely trusting her new pop to use her Aid growth ability while she orders the upgrade
meowcats734
Sure, +1 to all WurmD's suggestions.
WurmD
 "Herring, would you figure out if the Ditto is able to ditto the Royal Jelly?"  Harley smirks amused at her pun, and thinks that if the Ditto needs to inspect the item, it likely is visible in the Auction House, and in any case Herring would know to ask for the last unit to show if needed
meowcats734
+1 to this as well
_Wiz_
(James was on the spreadsheet the farm ration had already been assigned)
_Wiz_
(consolidating some of our agreed next actions for processing0)

 To Anna 


Accepting the hilt of the weapon Harley takes a firm grip of the handle as she steps back and activates the blade. A large grin spreads across Harley's face as the weapon hums to life.  "Anna this is a amazing are you sure your not part shockamancer"  Harley declares as she cycles through the weapon modes.  "And the fact that it can be used with a shield makes it all the better!"  Harley declares with enthusiasm.  "Its a little expensive juice wise but could you imagine an infantry force equipped with these babies and enchanted shields, they would be a force to be reckoned with but their upkeep would be so much lower than a force of knights..."  Harley thinks to herself  "Ofcourse we'd need to acquire a lot more flame steel right?"  Harley then thinks aloud.


 To James/Ding/Meta 
 "These are perfect, honestly! Do you know if the chance for a free pop increases if there are more units in the capital? Or if we construct more in the same city?"  Harley questions with a thoughtful look


 To Ding 
 "Ding, like Herring mentioned, are you able to cast 1 Build Up on the Capital as we upgrade it?"  Harley asks excited  "Ivy! Come! You'll be the one leading the upgrade, make this Capital your own"  she says fiercely trusting her new pop to use her Aid growth ability while she orders the upgrade.

-Ivy to order the Upgrade of the City
-Ivy to use her Plant Friend Aid growth special during the upgrade process
-Ding to cast Build up during the upgrade process.


  To James 
 "Before you leave... what can you tell us about Blue Dwagons? Our scouts have spotted one in a nearby mountain hex"  Harley questions


 Meanwhile in Khelt 


 Harley sends Dea a 50s gem through the hat. Dea shows it to the rock entity and says,  "Even though you pillaged our mine, there's no reason we can't come to an agreement. Could we interest you in some of the gems created from that mine?"  Dea offers.



(With regards to the Dittomancer I think were falling down the old trap of harassing a caster with multiple questions and were not going to end up hiring them)
Cyphermancer
  -- Flashback to breakfast in the Great Hall at Turn start (before Meta and Ding arrived) --   
As everyone is enjoying their meal and chatting, Harley smiles ambling down the tables as she observes her newest daughter fraternising with the pikers, in particular the stoic piker Anne.

She reaches James seat and leans on the back of his seat, and puts a hand in his shoulder as she gets close to whisper in his ear with a smile in her voice  "(I hope you're enjoying yourself)"  

(Harley pauses to let James react)

Giving Harley a warm smile

" As long as I have the right company"

 "(Everyone in the Capital is here, let me know later if this moment is enough to keep a pulse on the side's units)" 

" yes, thus works. No real changes, I sense morale is on the rise if only a bit however."


( none of the Casters are willing to take payment in honey)


James

2. (to James/Ding/Meta) "These are perfect, honestly! Do you know if the chance for a free pop increases if there are more units in the capital?"




No the amount has no affect, but the type of pokedamon does.

3. (to James) "Before you leave... what can you tell us about Blue Dwagons?"

" depends if it's armored or not ( you were to far away to tell if its armored. Has a Breath attack lighting based. Lots of hits. Flying, mount and heavy special. Very dangerous. "







 "Ding, like Herring mentioned, care to cast 1 Build Up on the Capital as we upgrade it?"  Harley asks excited  "Ivy! Come! You'll be the one leading the upgrade, make this Capital your own"  she says fiercely trusting her new pop to use her Aid growth ability while she orders the upgrade

"A single cast will reduce the cost by 500 shmuckers be willing to do it for 2 rands. As long as you do it soon."



Herring, would you figure out if the Ditto is able to ditto the Royal Jelly?" Harley smirks amused at her pun, and thinks that if the Ditto needs to inspect the item, it likely is visible in the Auction House, and in any case Herring would know to ask for the last unit to show if needed.

Herring takes off his hat sending a message. His hat buzzing a few minutes later. Handing Harley the message

" Dittoing rations doesn't work. While you can Ditto food for taste and eat it. The effects don't carry over. Just like a ditto unit won't grant xp. A ration won't fill you up and won't pay your upkeep. As for the magic effects of royal honey I have no idea I can try, but won't be held accountable if it doesn't work.
WurmD
Confirmation +1 for all Wiz's, namely Dee in Khelt that wasn't processed yet
_Wiz_
 "Two rands is fine!"  Harley agrees with a smile  "And were ready now!" 
 "Ivy! Come! You'll be the one leading the upgrade, make this Capital your own"  she says fiercely trusting her new pop to use her Aid growth ability while she orders the upgrade.

-Ivy to order the Upgrade of the City
-Ivy to use her Plant Friend Aid growth special during the upgrade process
-Ding to cast Build up during the upgrade process.
WurmD
+1 gogogofofof
Cyphermancer
Ivy cast's the Garden and Herb Garden glowing slightly. ( the Yield for next turn will be boosted)

As the city changes Digg cast into the growing city.

- 2 Rand
- 3500 shmuckers

u] Capital City Arkum 00.00 [/u]

lvl3 (40000 to upgrade to lvl4)
 City Zone upgrades: 4/6 (Walls lv2, Tower lv2)
 Building Slots:  8/12 (Administration center, Workshop, Garden[Orchard], Farrier, Garden [Herb Garden], crude archery tower, natural ally ground (pokedaemons), natural ally ground (shady elf))
Tower lvl2 400J capacity
Income 2000/ 3000 "Managed"
Building income
Garden: 5 rations (11) "Managed"
Herb Garden: (2) Stantch Leaf, (1) Bitter leaf, (1) Pennilice, (4) Likkan, (1) Juicy Fruit, (1) Alonas Grace
Production: 1 heir Courtier Ivy
Production capacity:
 
 Spoiler 

Scouts (6/turn)
Pikers (6/turn)
Stabbers (3/turn)
Archers (3/turn)
Laborers (3/turn)
Courtier (2/turn)
Hobby horse (2/turn)
War hobby horse (1/Turns)
Knight "champion" (1/Turns)
Knight "Lancer" (1/Turns)
Knight "Sniper" (1/Turns)
Knight "Far strider" (1/Turns)
Heavy "Twoll" (1/Turn)
Warlord (1 per 3 turns)
Riding hawk (1 per 2 turns)
Heir ( 10 turns)
 

 Tower:  lvl2, 400/400 (Raw juice: 0) 
 Spoiler 

 Caster Bonus:  Spells cast while in the tower are cast at caster lvl+2
 Arrow slits:  The tower is lined with enough arrow slots to allow 16 archers to fire at once. (4N,4E,4S,4W)
 Workshop  (1 building slot used. Provides a bonus to crafting and spell research.)
Dee's Room (provides no bonus)
Bulm's room (provides no bonus)
Krippen's room (provides no bonus)
Spike's room (provides no bonus)
 

 Garrison: lvl0  
 Spoiler 

Basic Barracks (provides no bonus)
Basic Stables (allows the popping of hobby horses and war hobby horses. 0 building slot used)
Basic library (provides no bonus)
Throne Room (provides no bonus)
 

 City Zone:  
 Spoiler 

Dwellings (provides no bonus)
Storehouse (provides no bonus)
Larder (provides no bonus)
Administration center (allows popping of courtiers with random special) (1 building slot used)
Farrier (may assign up to 16 mounts here at end of turn to half their upkeep) (1 building slot used)
Garden (pops 5 rations a turn) (1 building slot used)
Herb Garden (pops 10 herbs a turn) (1 building slot used)
 

Natural Ally Ground (Pokedaemons) (1 building slot used)
Natural Ally Ground (Shady Elf) (1 building slot used)


 Walls:  lvl2 (100 hp walls) (2 gates 50hp)
 Dungeons:  lvl0
Portal room:
Cells: 1 (crude cavern, low security) Capacity 1/2


Riding hawk

2[1d4]/2/8/20 upkeep 50
Special: mount, flying
WurmD
Woohoo! ^_^

1. What's the upkeep of the Riding Hawk (edit in the post?)

2. In what location were the Natural Ally Grounds built? Garrison or City Zone? (edit it in please? ^_^)


 "Anna, Ding, James, great work today! And we'll definitely, if you're willing, will want you back next turn, for items, construction and promotions for sure! Do any of you want us to save a honey for part of the payment tomorrow?"  asks Harley for the final time, thinking if no one wants it, no use paying for Ding to Build Up farm to get it (but if they do, when asked before hand, then it would be worth it)
Cyphermancer
 To Anna 


Accepting the hilt of the weapon Harley takes a firm grip of the handle as she steps back and activates the blade. A large grin spreads across Harley's face as the weapon hums to life.  "Anna this is a amazing are you sure your not part shockamancer"  Harley declares as she cycles through the weapon modes.  "And the fact that it can be used with a shield makes it all the better!"  Harley declares with enthusiasm.  "Its a little expensive juice wise but could you imagine an infantry force equipped with these babies and enchanted shields, they would be a force to be reckoned with but their upkeep would be so much lower than a force of knights..."  Harley thinks to herself  "Ofcourse we'd need to acquire a lot more flame steel right?"  Harley then thinks aloud.


Anna looks pleased with the praise

" yes while expensive, it is a a great weapon. I learned alot making it.


 Meanwhile in Khelt 


 Harley sends Dea a 50s gem through the hat. Dea shows it to the rock entity and says,  "Even though you pillaged our mine, there's no reason we can't come to an agreement. Could we interest you in some of the gems created from that mine?"  Dea offers.

" it doesn't seem to like gems wouldnt take them, didn't respond to me."


(With regards to the Dittomancer I think were falling down the old trap of harassing a caster with multiple questions and were not going to end up hiring them)



"Anna, Ding, James, great work today! And we'll definitely, if you're willing, will want you back next turn, for items, construction and promotions for sure! Do any of you want us to save a honey for part of the payment tomorrow?" asks Harley for the final time, thinking if no one wants it, no use paying for Ding to Build Up farm to get it (but if they do, when asked before hand, then it would be worth it)


They don't seem interested.

Herring

" I might be able to find someone interested in honey. Do you want shmuckers or rands?
meowcats734
Suggestions:

1. (to James)  "Hmm... how dangerous is a blue dwagon, exactly? Could, say, three stacks of knights, pokedaemons, and shady elves with some warlords and a Shockamancer subdue one?" 

2. (to Herring)  "I think Rands would suit us better; we hire quite extensively from the magic kingdom." 

3. (to Herring)  "Do you know a variant of the 'invalid archery target' spell that would work on breath weapons? Or a spell that makes you an invalid target for melee attacks?" 

4. (if the answers to both of the above are no)  "Would you be so kind as to let us know about any mass electricity resistance spells that are available this turn?" 
WurmD
+1 to

 
 Originally Posted by meowcats734 
 Suggestions:

2. (to Herring)  "I think Rands would suit us better; we hire quite extensively from the magic kingdom."  
 


1. (to James)  "Hmm... how dangerous are we talking about here? How many hits would an Armored Blue have? And would it have 6DR?" 


3. (to Herring) Harley slowly grins eyes far off and asks  "Herring, just as you made us immune to ranged attacks before, could you make us immune to melee attacks? How many attacks until the spell would fade do you think?" 
meowcats734
+1 to WurmD's modifications
Cyphermancer
[QUOTE=WurmD;25831746]+1 to



1. (to James)  "Hmm... how dangerous are we talking about here? How many hits would an Armored Blue have? And would it have 6DR?" 


"I don't know it's stats I do know that armored dragons are more powerful than a normal dwagon. Do you have enough flying mounts to catch it. Dwagons are not dumb and will avoid to many enemies."

2. (to Herring) "I think Rands would suit us better; we hire quite extensively from the magic kingdom."

Understood.


3. (to Herring) Harley slowly grins eyes far off and asks  "Herring, just as you made us immune to ranged attacks before, could you make us immune to melee attacks? How many attacks until the spell would fade do you think?" 

" the spell should be good for three or four attacks, less if there is a critical."
meowcats734
Suggestion:

Five questions for James:

1.  "Could we ground a dwagon by damaging its wings enough?" 

2.  "Are blue dwagons immune to electric attacks?" 

3.  "Do you happen to know if Winged Antz have the mount special?" 

4.  "Could enough units dogpiling onto a dwagon weigh it down to the ground? For instance, eight Winged Antz?" 

5.  "If you could use juice from the tower's store of 370... do you think you could make a scroll that could give us a chance of taming a dwagon?" 

And a question for both James and Herring:

5.  "Would it be possible to make a scroll that breaks the rule of only pokedaemons being able to engage in their ritual combat, instead enabling two other units to engage in ritual combat to determine whether one turns to the other or not?" 
WurmD
Pulling James for a walk Harley prefaces " James, sorry if I become a chore, but I just can't  turn off my curiosity, churning through all the unlikely possibilities"  she says holding his arm

" I'll be sure to make it up to you later"  she says with a subtle smile and then begins asking questions calmly while they stroll through the city, letting him answer in between each one


 
 Originally Posted by meowcats734 
 Suggestion:

Five questions for James:

1.  "Do you think we could ground a dwagon by damaging its wings enough?" 

2.  "Do you know if blue dwagons are immune to electric attacks?" 

3.  "Do you happen to know if Winged Antz have the mount special?" 

4.  "Could you imagine enough units dogpiling onto a dwagon to weigh it down to the ground? For instance, eight Winged Antz?" 

5.  "How much Juice would a date-a-mancer need, to have a chance of taming a dwagon?"  
 

Refined
meowcats734
+1 to WurmD's refinement
WurmD
Can we get the stats of the Sneak Knight Shady?


The two lvl1 Twinhorns pop their dittos, and they are hitched to a wagon

Dee tests/confirms that with the 8 stack on the wagon, putting a archer body in it does or does not encumber the pulling Twinhorns
meowcats734
+1 to both question/suggestions
WurmD
" Herring, we should get ourselves one of those boxes Master Carrion has to transport corpses (it's bigger than your cape right?), would you figure out how and how much? " Harley asks thinking of all the trouble they've been having to transport the bodies back after battles
meowcats734
+1 to that as well
Cyphermancer
Pulling James for a walk Harley prefaces "James, sorry if I become a chore, but I just can't turn off my curiosity, churning through all the unlikely possibilities" she says holding his arm

"I'll be sure to make it up to you later" she says with a subtle smile and then begins asking questions calmly while they stroll through the city, letting him answer in between each one


" I will think of a few ways for you to make it up to me. We can discuss them over dinner some time"


Suggestion:

Five questions for James:

1. "Do you think we could ground a dwagon by damaging its wings enough?"

Damage maybe, better to use a spell designed to damage limbs maybe or a way to remove its special?

2. "Do you know if blue dwagons are immune to electric attacks?"

Yes, yes they are.

3. "Do you happen to know if Winged Antz have the mount special?"

I don't belive they do.

4. "Could you imagine enough units dogpiling onto a dwagon to weigh it down to the ground? For instance, eight Winged Antz?"


No idea.

5. "How much Juice would a date-a-mancer need, to have a chance of taming a dwagon?"


That's a good question. If captured a level one could do it at some point. Wild I wouldn't do it with out being an adept and level 3 at the very least.
Cyphermancer
Can we get the stats of the Sneak Knight Shady?

4[1d6]/4/8/8
Upkeep 100
Special: Knight, Shady, archery, Sneak attack

The two lvl1 Twinhorns pop their dittos, and they are hitched to a wagon

Dee tests/confirms that with the 8 stack on the wagon, putting a archer body in it does or does not encumber the pulling Twinhorns


It does encumber the team




" Herring, we should get ourselves one of those boxes Master Carrion has to transport corpses (it's bigger than your cape right?), would you figure out how and how much? " Harley asks thinking of all the trouble they've been having to transport the bodies back after battles.


Herring sends a message and gets one back.


7 rands: ration box/bag/Cloak can hold 50 rations or similar sized items.

15 rands: can hold eight bodies or two heavies

25 rands: 16 bodies, 4 heavies, or one dwagon :)
meowcats734
Suggestion:

1. (to Herring)  "Can you ask if a captive can be safely stored inside that box? And is it for sale this turn?" 

Assuming so, I say we start saving up for being able to have Harley make enough rands to buy that box. For starters, we need more rations, so let's go on the run up north in Khelt.
Goal: Have a full stack investigate birds, explore ruins, tame hobby horses, and return.

Stack 1:
Sniper C19A (8 move) (0 remaining)
Sniper C19B (8 move) (0 remaining)
Dee (8 move)
Twinhorn A (14 move)
Twinhorn C16A (14 move) (2 remaining)
Twinhorn C19A (14 move) (2 remaining)
Sniper C19B
Archer C16B

Twinhorn C16A, C19A ditto self, hitch to cart
Stack 1 enters cart
Dittos pull stack to 16.-09 (-12 move).
Stack investigates birds.
Dittos pull stack to 16.-10 (-2 move). Dittos remain in 16.-10.
Twinhorn A dittos twice. New dittos pull cart to ruins (-8 move).
Ruins are explored.
Twinhorn A dittos pull cart to horses (-6 move.)
Horses are tamed, or at least we try to.
Twinhorn A dittos are left behind.
Sniper C19A, Sniper C19B are hitched to cart and take cart to 13.-12 (-8 move.)
Twinhorn C16A, C19A are hitched to cart and take cart to 12.-10 (-12 move.)
WurmD
+1 to
1. (to Herring) " Can you ask if a captive can be safely stored inside that box? And is it for sale this turn?"
 
  -- Knowledge Check at Capital --  
Can a Cutter deal subdual damage while bypassing DR?
_Wiz_
Wait your plan has us hitching snipers to the wagon. Previously we have only done quadruped ferals
_Wiz_
(I don't trust there's not going to be something dangerous in the ruins and I think the suggested stack is a poor formation, I suggest the following alternative plan)

Bill manages farm -4 move
Heavy Doe Deer A takes Wagon to Farm -1.5 move
Bill and 2 farmhands board wagon
Heavy Doe Deer A takes Wagon back to Arkum -1,5 move
Bill manages Arkum gardens - 4 move

Bill, Shadow, Moonsong, Sparky, Champion Razor, Champion C20A board wagon (taking rations, herbs and an aditionial 2 grappling hooks)
Heavy Doe A pulls wagon to 04,-02 and drops off units -2 move
Heavy Doe Deer A pulls empty wagon back to Arkum -2 move
Pondsea C17A and C19A board wagon
Heavy Doe A pulls wagon to 04,-02 and drops off units -2 move
Heavy Doe Deer A leaves wagon and returns to Arkum -2 move

Pondsea C17A and C19A hitched to wagon
Pondsea pull wagon to Arkum -15 move

Dea, Bill, Moonsong, Shadow, Twinhorn A, Shady Elf Sneak C18A, Champion Razor, Champion C20A

Sparky and Shocorpion pull wagon to  13,-12 -4 move

Twinhorn A creates 2 Dittos pull wagon to 14,-13 -4 move

Stack then tames hobbys and we reassess the plan from there based on how much move the hobbys have

(The idea would be to hit the ruins next and the crows last)
Cyphermancer
. (to Herring) "Can you ask if a captive can be safely stored inside that box? And is it for sale this turn?"

No and yes

-- Knowledge Check at Capital --
Can a Cutter deal subdual damage while bypassing DR?

No same with Krippin ki abilities
meowcats734
Sure, +1 to Wiz.
WurmD
Noooo, -1 to Wiz

Alter it to
1. Ask Ding to come make Road 2 Rands
2. take Ding along
3. Pause on unfinished road Hex and build another 1/3
4. First stack not to contain Bill nor X, but contain Breach and lvl1 Twinhorn
meowcats734
I'm fine with these alterations? Definite +1 to the ding dong modifications. I don't really have much of an opinion on the stack composition; I'll leave that to y'all.

EDIT:

Why don't we go with WurmD's modifications to Wiz's plan, and send up Spike's kit for Breach to use for the ruins run?
_Wiz_
 "Ding if your willing we have one more job for you before you go, we have one third of a hill hex that needs a road finished off"  Harley declares.  "We'd give you a wagon ride there and back"  Harley adds.


(Assuming he says the price is 2 rands we accept)

 Refined plan 
 Step 1 Farm and Garden management 

Bill manages farm -4 move
Heavy Doe Deer A takes Wagon to Farm -1.5 move
Bill and 2 farmhands board wagon
Heavy Doe Deer A takes Wagon back to Arkum -1,5 move
Bill manages Arkum gardens - 4 move

 Step 2 the journey begins and lets claim a Katerpie 

Bill, Shadow, Moonsong, Sparky, Champion Razor, Champion C20A board wagon, Ding (taking rations, herbs and an additional 2 grappling hooks, MW Antz armour, Oversized axe of cutting, critical helm, Arc Blade, +1 Shield and 250s in gems )
Heavy Doe A pulls wagon to 04,-02 and drops off units -2 move
Heavy Doe Deer A pulls empty wagon back to Arkum -2 move
Pondsea C17A and C19A board wagon
Heavy Doe A pulls wagon to 04,-02 and drops off units -2 move
Heavy Doe Deer A leaves wagon and returns to Arkum -2 move

Pondsea C17A and C19A hitched to wagon -3
Pondsea pull wagon to 05,-07
Pay the woody elves for the Katerpie and Sparky challenges the Katerpie to a duel

 Step 3 the journey continues and lets build a road 

Pondsea pulls wagon to 10,-09 -6 move

Ding works on road

 Step 4 on to Khelt 

Pondsea pull wagon to Khelt -6 move

 Step 5 lets tames some horses 

Dea, Bill, Moonsong, Shadow, Twinhorn A, Shady Elf Sneak C18A, Champion Razor, Champion C20A board Wagon 1

Sparky and Shocorpion pull wagon 1 to 13,-12 -4 move

Twinhorn A creates 2 Dittos pull wagon to 14,-13 -4 move

Twinhorn C16A, Twinhorn C19A, Breach, Shady Elf x5 Board wagon 2

Twinhorns ditto and dittos pull wagon to 13,-13 -14 move
Scout K21A walks to 13,-13 -7 move


Stack then tames hobbys and we reassess the plan from there based on how much move the hobbys have

***Foraging in all forest hexes that we pass through that are not considered Woodsy elf territory.


FYI when we did eventually get to ruins For exploration Stacks will be

 Aerial Scouting 

Pudgie A

 Advanced Scout 

Scout K21B


 Expendable trap springers 

Twinhorn A ditto 1
Twinhorn A ditto 2
Twinhorn C19A ditto
Twinhorn C16A ditto

 Stealth Stack 

Shadow
Moonsong
Shady Elf Sneak
Shady Elf
Shady Elf
Shady Elf
Shady Elf
Shady Elf

 Combat Stack 

Breach
Bill
Champion Razor
Champion C20A
Dea
Twinhorn A
Twinhorn C19A
Twinhorn C16A


If it looks like combat restack into the following stacks;

 Stack 1 

Breach
Champion C20A
Twinhorn C19A
Shady Elf
Shady Elf
Shady Elf
Shady Elf
Dea

 Stack 2 


Bill
Champion Razor
Twinhorn A
Twinhorn C16A
Shadow
Moonsong
Shady Elf
Shady Elf Sneak
meowcats734
+1 to all, other than

Expendable trap springers

Twinhorn A ditto 1
Twinhorn A ditto 2
Twinhorn C19A
Twinhorn C16A

which I'm going to assume was a typo leaving out the dittos for the last two twinhorns. This devotes a lot more resources than the original plan but I'm fine with it.


EDIT:

This was since fixed, +1 to all
WurmD
+1






Harley, looking at the map pondering the Blue Dwagon, remembers the Darfs she let go a few turns ago, and wonders if they are Okay. She thus pens a small missive and slips sends it to the Darf's hat


  'Darf Flin,

Did you get reunited with your tribe successfully?

Best,
Queen Harley Tesla ⚡'  
meowcats734
+1 to WurmD's note
WurmD
This was +1'ed by both and missed


Harley writes down to Dee


  'Dee, lets see if we can get the uncroaked to use the hat you have, yes? (so they can later use it to send gems through the hat)
- ⚡'  

Dee then tests ordering an uncroaked piker send a scrap of paper through the hat (put paper into Hat and say the command word to send while tapping it with the hat-wand)
IF that fails, she tests ordering the uncroaked warlord to send a scrap of paper through the hat (put paper into Hat and say the command word to send while tapping it with the hat-wand)
Cyphermancer
[QUOTE=WurmD;25832806]This was +1'ed by both and missed


Harley writes down to Dee


Dee then tests ordering an uncroaked piker send a scrap of paper through the hat (put paper into Hat and say the command word to send while tapping it with the hat-wand)
IF that fails, she tests ordering the uncroaked warlord to send a scrap of paper through the hat (put paper into Hat and say the command word to send while tapping it with the hat-wand)

Both uncroaked fail to use the hats due to not being able to speak.
_Wiz_
Following note added to the above post

***Foraging in all forest hexes that we pass through that are not considered Woodsy elf territory.
meowcats734
+1 to that
Cyphermancer
"Ding if your willing we have one more job for you before you go, we have one third of a hill hex that needs a road finished off"[/b] Harley declares.  "We'd give you a wagon ride there and back"  Harley adds.

" Do able, but in the future I would prefer to know you want me to work outside of the city before hand.


(Assuming he says the price is 2 rands we accept)

 Refined plan 
 Step 1 Farm and Garden management 

Bill manages farm -4 move
Heavy Doe Deer A takes Wagon to Farm -1.5 move
Bill and 2 farmhands board wagon
Heavy Doe Deer A takes Wagon back to Arkum -1,5 move
Bill manages Arkum gardens - 4 move

 Step 2 the journey begins and lets claim a Katerpie 

Bill, Shadow, Moonsong, Sparky, Champion Razor, Champion C20A board wagon, Ding (taking rations, herbs and an additional 2 grappling hooks, MW Antz armour, Oversized axe of cutting, critical helm, Arc Blade, +1 Shield and 250s in gems )
Heavy Doe A pulls wagon to 04,-02 and drops off units -2 move
Heavy Doe Deer A pulls empty wagon back to Arkum -2 move
Pondsea C17A and C19A board wagon
Heavy Doe A pulls wagon to 04,-02 and drops off units -2 move
Heavy Doe Deer A leaves wagon and returns to Arkum -2 move

Pondsea C17A and C19A hitched to wagon -3
Pondsea pull wagon to 05,-07
Fing 6 wild rations along the way
Pay the woody elves for the Katerpie and Sparky challenges the Katerpie to a duel


Sparky and Katerpie duel

Sparky takes the fight in two round blasting the bug twice

Level 1 Katerpie

1/1/4/8
Specials: string shot, bug
currently has 2 xp

-250 shmucker



 Step 3 the journey continues and lets build a road 

Pondsea pulls wagon to 10,-09 -6 move

Ding works on road

Ding takes a look at the 1/3 completed road, before huffing. Looking back and forth seeming to eye the distances before nodding. Before looking at Bill. "I think I will take Harley up on that offer of honey."

Then he start casting, the road extends up and down the hills, before reaching the 2/3rd mark and just keeps going all the way to the boundary edge.

Looking back to Bill " that will be two rand and a honey.


-2 rand and one honey?





 Step 4 on to Khelt 

Pondsea pull wagon to Khelt -6 move

 Step 5 lets tames some horses 

Dea, Bill, Moonsong, Shadow, Twinhorn A, Shady Elf Sneak C18A, Champion Razor, Champion C20A board Wagon 1

Sparky and Shocorpion pull wagon 1 to 13,-12 -4 move

Twinhorn A creates 1 Dittos pull wagon to 14,-13 -4 move

Twinhorn C16A, Twinhorn C19A, Breach, Shady Elf x5 Board wagon 2

Twinhorns ditto, dittos, and Twinhorn C19A pull wagon to 13,-13 -14 move
Scout K21A walks to 13,-13 -7 move


Stack then tames hobbys and we reassess the plan from there based on how much move the hobbys have

***Foraging in all forest hexes that we pass through that are not considered Woodsy elf territory.


All four Hobbies are tamed by bill using all six wild rations and one farm ration

Hobby horse level 2
9 xp
1/2/8/18 (6 move remaining)

Hobby horse level 1x3

4 move remaining
meowcats734
Dialogue suggestion:
Bill says:  "Thank you kindly for your services, Ding. The honey and rands are waiting at the capital." 

Movement suggestion:

Due to how low movement the hobbies have I think we have to leave C16A, C19A out of the ruin exploration.

Twinhorn C16A and Twinhorn C19A stay in 13,-13.

Breach, Shady Elf x5 go to 14,-13 (-1 move).

Dea, Bill, Moonsong, Shadow, Twinhorn A, Shady Elf Sneak C18A, Champion Razor, Champion C20A go in wagon. Twinhorn A ditto, level 2 hobby pull wagon to 17.-14 (-6/-3 move).

Breach, Shady Elf x5 go to 17.-14. (-3 move)

Ruins are investigated.

Dea, Bill, Moonsong, Shadow, Twinhorn A, Shady Elf Sneak C18A, Champion Razor, Champion C20A are pulled back to 13.-14 by a fresh Twinhorn A ditto and the level 2 hobby (-6/-3 move).

Breach, Shady Elf x5 walk to 13.-13 (-4 move).

Twinhorn C16A, C19A pull cart with Breach, Shady Elf x5 to 13.-11. Pondseas go to 13.-11 and pull cart with full stack back.

Back in 14.-13, two level 1 hobbies are hitched to a cart containing Bill, hobby horse level 2, Twinhorn A, Shady Elf Sneak C18A, Champion Razor, Dee, Moonsong, and Shadow and pull it to 13.-12. (-4 move). The third level 1 hobby takes Champion C20A to 13.-12. Champion C20A, Champion Razor, Twinhorn A walk back to Khelt (-6 move). Three level 1 hobbies take the slots in the cart.

Shocorpions take stack back to Khelt.
_Wiz_
+1 to Bill says:  "Thank you kindly for your services, Ding. The honey and rands are waiting at the capital." 


Ok Not a perfect plan buts lets us get everything back to khelt except 2 hobbys which we leave right outside and we also go crow hunting

 step 1 to the ruins 

Wagon 2  (Breach, 5x shady elves, 2x twinhorn ditto riding) pulled to 14,-13 -2 move


Both wagons pulled to ruins Wagon 1 (Dea, Bill, Moonsong, Shadow, Shady Elf Sneak C18A, Champion Razor, Champion C20A**, )Wagon 2 (Breach, 5x shady elves, 2x twinhorn ditto riding) -6 move (**Champion C20A walks for 1 hex while hobby is dropped off -1 move)

Take 1 lvl 1 hobby and drop off at 15,-14

Scout K21B walks to the ruins -4 move

Expore ruins

 Step 2 back to the mounts 

Return to 15, -14 Wagon 1 (Dea, Bill, Moonsong, Shadow, Shady Elf Sneak C18A, Champion Razor, Champion C20A, Shaddy elf)Wagon 2 (Breach, 5x shady elves, 2x twinhorn ditto riding) -4 move

Pop New Twinhorn Ditto A

Twinhorn ditto and Tamed Hobby A pull wagon 1 to 14,-13 -2 /-1 move Wagon 1 (Dea, Bill, Moonsong, Shady Elf Sneak C18A, Shady Elf, Champion C20A, Shaddy elf, Twinhorn A) Wagon 2 (Breach, Shadow, 4x shady elfs, 2x twinhorn ditto riding) (1 Champion Razor walking)

Switch Hobbys

Twinhorn ditto and Tamed Hobby B pull wagon 1 to 14,-12 Wagon 1 ( Moonsong, Shady Elf Sneak C18A, ,Twinhorn A, 3x shady elfs, Hobby )  -2 /-1 move (Breach,Bill,Shadow,Dea,Champion Razor,Champion C20A, walking -1 move

Twinhorn A Ditto returns to 14,-13 - 1move

Twinhorn A Ditto and Tamed hobby C pulls wagon 2 to 14-12 Wagon 2 ( 2x shady elves, Twinhorn C16A, Twinhorn C19A,2x hobbys ) -2 /-1 move )

 Step 3 Hunt some birds 

Shadow, Moonsong, Shady Elf Sneak, 5x shady elves move to 16,-09 -4 move

Stealth in and hunt birds

 Step 4 back to Khelt 

Shadow, Moonsong, Shady Elf Sneak, 5x shady elves return to 14,-12 - 4 move


TwinHorn A ditto and Tamed hobby lv2 pull wagon 1 to 13,-12 (-6 / -3 move) Wagon 1 (Moonsong, Shadow, Shady Elf Sneak C18A, 2x shady elves, Twinhorn A, hobby )


Tamed hobby B and Tamed Hobby C pull wagon 2 to 13,-12 - 3 move (Champion C20A, 3x shady elves,Breach,Bill,Twinhorn C16A, Twinhorn C19A, ) (Dea, Champion Razor -3 move)


Hobby A and Lvl 2 Hobby pull wagon 1 to 12,-11 -3 move (Dea, Moonsong, Shadow, Shady Elf Sneak C18A, Champion Razor,Twinhorn A, 2 x shaddy elfs )


Sparky and Shocorpion pull wagon 2 back to khelt Wagon 2 (Champion C20A, ,Bill,Twinhorn C16A, Twinhorn C19A, hobby horse x2) -4 move Dea,Champion Razor,Champion C20A,Breach walking for the first hex then switching with the hobby horses

Minertaur mines in mine hex -4 move

Minertaur moves to 12,-11 -2 move

Minertaur pushes wagon 1 to khelt -2 move (leaving 2 hobbies in 12,-11)
meowcats734
Sure, this is fine with me as well. +1.
WurmD
-1

There is honey right here

Plus we ask him for more Spike thinking both Harley and Dee can produce 6rands more
meowcats734
Huh? I don't think we brought any honey.

Also, Ding just expressed a desire to be alerted ahead of time when we commission work out of the capital. I think we just let him go for the turn.
_Wiz_
I agree with Last, we just got some bonus casting out of ding let’s not push our luck.
WurmD
&gt; (taking rations, herbs and an additional 2 grappling hooks

Ah, we should have brought honey too

There is no luck to push, one respectfully asks


Change the dialogue suggestion:
Bill is mightily impressed and starts with an " Of course "  ducking his head apologetically. " Great work Master Ding, the Rands and Honey are back at the Capital"  he continues  "And not wanting to push at all,   if you're willing,  there is always more to do " Spike says pointing out the next hex gently with no expectations, while boarding the wagon, thinking both Harley and Dee can produce 6 more Rands before the second planned bank run

+1 to the rest
_Wiz_
We’ve already asked Ding to do more than we had originally planned AND he did extra off his own back. I don’t want to piss off our only dirtamancer contact by demanding even more. Infact Harley should be really grateful once he passes back through the capital.
WurmD
Good communication is the soul of living in society

As long as it is respectfully put, communication is not to be suppressed, one should not refrain from asking questions for fear of upsetting the other - that's what putting things in a respectable manner is for.

Refraining from speaking for fear of upsetting the other - that way lies misunderstandings, and a degradation of living in society

&gt; there is more to do if you're willing,
If you feel this is not respectful, please help me rephrase it. He can always just say "no thanks"
_Wiz_
Uuuughhhhhhhhhhhhhhh

Fine +1
Cyphermancer
[QUOTE=WurmD;25832968]&gt; (taking rations, herbs and an additional 2 grappling hooks

Ah, we should have brought honey too

There is no luck to push, one respectfully asks


Change the dialogue suggestion:
Spike is mightily impressed and starts with an " Of course "  ducking his head apologetically. " Great work Master Ding, the Rands and Honey are back at the Capital"  he continues  "And not wanting to push at all,   if you're willing,  there is always more to do " Spike says pointing out the next hex gently with no expectations, while boarding the wagon, thinking both Harley and Dee can produce 6 more Rands before the second planned bank run

+1 to the rest


Ding frowns
" No the rest of my juice is slotted for another project."
meowcats734
 
 Originally Posted by _Wiz_ 
 Ok Not a perfect plan buts lets us get everything back to khelt except 2 hobbys which we leave right outside and we also go crow hunting

 step 1 to the ruins 

Wagon 2  (Breach, 5x shady elves, 2x twinhorn ditto riding) pulled to 14,-13 -2 move


Both wagons pulled to ruins Wagon 1 (Dea, Bill, Moonsong, Shadow, Shady Elf Sneak C18A, Champion Razor, Champion C20A**, )Wagon 2 (Breach, 5x shady elves, 2x twinhorn ditto riding) -6 move (**Champion C20A walks for 1 hex while hobby is dropped off -1 move)

Take 1 lvl 1 hobby and drop off at 15,-14

Scout K21B walks to the ruins -4 move

Expore ruins

 Step 2 back to the mounts 

Return to 15, -14 Wagon 1 (Dea, Bill, Moonsong, Shadow, Shady Elf Sneak C18A, Champion Razor, Champion C20A, Shaddy elf)Wagon 2 (Breach, 5x shady elves, 2x twinhorn ditto riding) -4 move

Pop New Twinhorn Ditto A

Twinhorn ditto and Tamed Hobby A pull wagon 1 to 14,-13 -2 /-1 move Wagon 1 (Dea, Bill, Moonsong, Shady Elf Sneak C18A, Shady Elf, Champion C20A, Shaddy elf, Twinhorn A) Wagon 2 (Breach, Shadow, 4x shady elfs, 2x twinhorn ditto riding) (1 Champion Razor walking)

Switch Hobbys

Twinhorn ditto and Tamed Hobby B pull wagon 1 to 14,-12 Wagon 1 ( Moonsong, Shady Elf Sneak C18A, ,Twinhorn A, 3x shady elfs, Hobby )  -2 /-1 move (Breach,Bill,Shadow,Dea,Champion Razor,Champion C20A, walking -1 move

Twinhorn A Ditto returns to 14,-13 - 1move

Twinhorn A Ditto and Tamed hobby C pulls wagon 2 to 14-12 Wagon 2 ( 2x shady elves, Twinhorn C16A, Twinhorn C19A,2x hobbys ) -2 /-1 move )

 Step 3 Hunt some birds 

Shadow, Moonsong, Shady Elf Sneak, 5x shady elves move to 16,-09 -4 move

Stealth in and hunt birds

 Step 4 back to Khelt 

Shadow, Moonsong, Shady Elf Sneak, 5x shady elves return to 14,-12 - 4 move


TwinHorn A ditto and Tamed hobby lv2 pull wagon 1 to 13,-12 (-6 / -3 move) Wagon 1 (Moonsong, Shadow, Shady Elf Sneak C18A, 2x shady elves, Twinhorn A, hobby )


Tamed hobby B and Tamed Hobby C pull wagon 2 to 13,-12 - 3 move (Champion C20A, 3x shady elves,Breach,Bill,Twinhorn C16A, Twinhorn C19A, ) (Dea, Champion Razor -3 move)


Hobby A and Lvl 2 Hobby pull wagon 1 to 12,-11 -3 move (Dea, Moonsong, Shadow, Shady Elf Sneak C18A, Champion Razor,Twinhorn A, 2 x shaddy elfs )


Sparky and Shocorpion pull wagon 2 back to khelt Wagon 2 (Champion C20A, ,Bill,Twinhorn C16A, Twinhorn C19A, hobby horse x2) -4 move Dea,Champion Razor,Champion C20A,Breach walking for the first hex then switching with the hobby horses

Minertaur mines in mine hex -4 move

Minertaur moves to 12,-11 -2 move

Minertaur pushes wagon 1 to khelt -2 move (leaving 2 hobbies in 12,-11) 
 

Proceed with this plan?
WurmD
yup +1 by me and Cat

And "Explore the ruins" is vague

Hopefully you pause there

Likely we'll
 - Sneak in front, Pudgie in sight range in back, rest at hex border
_Wiz_
Yes I was expecting to be given details on the ruins once we reached there.
Cyphermancer
Wagon 2 (Breach, 5x shady elves, 2x twinhorn ditto riding) pulled to 14,-13 -2 move


Both wagons pulled to ruins Wagon 1 (Dea, Bill, Moonsong, Shadow, Shady Elf Sneak C18A, Champion Razor, Champion C20A**, )Wagon 2 (Breach, 5x shady elves, 2x twinhorn ditto riding) -6 move (**Champion C20A walks for 1 hex while hobby is dropped off -1 move)

Take 1 lvl 1 hobby and drop off at 15,-14

Scout K21B walks to the ruins -4 move

Expore ruins

The hex appears to be a burned out wreaked city. Looking around dee and Bill can see three points to search beyond just digging in collapsed buildings. A mostly intact warehouse looking structure, a small workshop or blacksmith, and a tunnel leading underground.
WurmD
Sneak moves towards warehouse door, Dee monitors Sneak through Pudgie, keeping him in view
meowcats734
+1 to WurmD.

Question: does Dee/Harley sense the site can be claimed?
_Wiz_
- I presume we don't feel as though the hex can be claimed?
- Does the hex feel as though its contested?

Bill orders the Wagon's to be unhitched while the pudgie takes flight and keeps watch from above.

Once wagons are unhitched stacks form up for exploring as below.

-Combat stack and dittos remains with the wagons at the hex boundary.

-Scout K21B taking a grappling hook cautiously sneaks forwards towards the warehouse checking for traps along the way.
-Stealth stack follows along at distance attempting to remain hidden but within bow range

-If no traps or enemies encountered scout checks for any windows / doors/ holes in the wall it can see through in to the warehouse
-Dea monitors what is going on via Pudgie sight


As a reminder this is how our stacks are arranged
 
 Spoiler 
When exploring

 Aerial Scouting 

Pudgie A

[u]Advanced Scout[/u[

Scout K21B [grappling hook]


 Ditto Stack 

Twinhorn A ditto 1
Twinhorn C19A ditto
Twinhorn C16A ditto

 Stealth Stack 

Shadow
Moonsong
Shady Elf Sneak [grappling hook]
Shady Elf{Likan herb}{stanch leaf herb}
Shady Elf{Likan herb}{stanch leaf herb}
Shady Elf{Likan herb}{pennilice herb}
Shady Elf{Likan herb}
Shady Elf [Arc Blade, +1 shield] = carrying but not yet weilding

 Combat Stack 

Breach [oversized axe of cutting, MW Antz armour]
Bill {Likan herb}
Champion Razor [Critical Helm]{Likan herb}
Champion C20A{Likan herb}
Dea{Likan herb}{rest of the herbs}
Twinhorn A
Twinhorn C19A
Twinhorn C16A


If it looks like combat restack into the following stacks;

 Stack 1 

Breach
Champion C20A
Twinhorn C19A
Shady Elf
Shady Elf
Shady Elf
Shady Elf
Dea

 Stack 2 


Bill
Champion Razor
Twinhorn A
Twinhorn C16A
Shadow
Moonsong
Shady Elf
Shady Elf Sneak
 
meowcats734
Sure, this is fine. +1 to this over WurmD's suggestion.
Cyphermancer
I presume we don't feel as though the hex can be claimed?
- Does the hex feel as though its contested?

You can't claim the hex and doesn't feel like it is a city. The hex feels contested.


Bill orders the Wagon's to be unhitched while the pudgie takes flight and keeps watch from above.

Once wagons are unhitched stacks form up for exploring as below.

-Combat stack and dittos remains with the wagons at the hex boundary.

-Scout K21B taking a grappling hook cautiously sneaks forwards towards the warehouse checking for traps along the way.
-Stealth stack follows along at distance attempting to remain hidden but within bow range

-If no traps or enemies encountered scout checks for any windows / doors/ holes in the wall it can see through in to the warehouse
-Dea monitors what is going on via Pudgie sight


The warehouse has no windows but plenty of holes in the walls and roof. The building looks very unstable. Looking inside, the Scout sees several old boxes.


As a reminder this is how our stacks are arranged
When exploring

 Aerial Scouting 

Pudgie A

[u]Advanced Scout[/u[

Scout K21B [grappling hook]


 Ditto Stack 

Twinhorn A ditto 1
Twinhorn C19A ditto
Twinhorn C16A ditto

 Stealth Stack 

Shadow
Moonsong
Shady Elf Sneak [grappling hook]
Shady Elf{Likan herb}{stanch leaf herb}
Shady Elf{Likan herb}{stanch leaf herb}
Shady Elf{Likan herb}{pennilice herb}
Shady Elf{Likan herb}
Shady Elf [Arc Blade, +1 shield] = carrying but not yet weilding

 Combat Stack 

Breach [oversized axe of cutting, MW Antz armour]
Bill {Likan herb}
Champion Razor [Critical Helm]{Likan herb}
Champion C20A{Likan herb}
Dea{Likan herb}{rest of the herbs}
Twinhorn A
Twinhorn C19A
Twinhorn C16A


If it looks like combat restack into the following stacks;

 Stack 1 

Breach
Champion C20A
Twinhorn C19A
Shady Elf
Shady Elf
Shady Elf
Shady Elf
Dea

 Stack 2 


Bill
Champion Razor
Twinhorn A
Twinhorn C16A
Shadow
Moonsong
Shady Elf
Shady Elf Sneak
WurmD
Scout continues with the same care and trap checking, moving inside, exploring all the nooks of the warehouse, and finally checking the boxes

Scout Stack moves so they can continue to have line of sight
_Wiz_
+1 (why must you make me type extra characters)

***though now that I think about it not sure what the books Wurm is referring to.
Cyphermancer
Scout continues with the same care and trap checking, moving inside, exploring all the nooks of the warehouse, and finally checking the boxes

Scout Stack moves so they can continue to have line of sight.


The Scout carefully moves through the warehouse. Checking out each corner, but not finding anything. The floor fall out from the scout a few times, but he manages to avoid falling in.

As the scout approaches the boxes he pauses to check for traps. Not finding anything, he breaks open the first box looking inside, before moving on and reaching the 2nd box. Then the part of the roof falls striking the scout dealing two hits and the scout steps back.

Looking back the scout yells.

" the first box has old torn cloth inside. What me to continue?"
_Wiz_
-Order the scout to leave the building
-Give him a Likkan herb for his wounds
-Pudgie to circle to check if anything is attracted by the noise

-If coast clear

-Send in Twinhorn Ditto C16A to carefully push out the remaining boxes
meowcats734
+1 to this action set

EDIT:

Can Dee sense corpses with croakamancy?
WurmD
Is Dee wielding the croakamancy focus giving an extra 1 bonus in leadership to Breach in her stack?
Cyphermancer
-Order the scout to leave the building



The scout managed to get out of the building with no further injury.


-Give him a Likkan herb for his wounds

Fully healed -1 Likkan


-Pudgie to circle to check if anything is attracted by the noise

-If coast clear

No enemies spoted

-Send in Twinhorn Ditto C16A to carefully push out the remaining boxes


The twin horn enters following the same path as the scout and pushes the box out. As it nears the 3rd box the floor splits a part flying up and hitting it in the face -3 hits ( this is the last box)



Can Dee sense corpses with croakamancy?

No

Is Dee wielding the croakamancy focus giving an extra 1 bonus in leadership to Breach in her stack?

No it's based on character level not caster level.
meowcats734
Have Scout K21B open up the second box. Have the ditto push out the third box. Pudgie keeps watching for incoming threats.

Note to self: consider bringing someone with damage resistance for future ruin explorations. This repeated chip damage would get entirely nullified.
WurmD
Sure? +1
_____
Cyphermancer
Have Scout K21B open up the second box. Have the ditto push out the third box. Pudgie keeps watching for incoming threats.

Note to self: consider bringing someone with damage resistance for future ruin explorations. This repeated chip damage would get entirely nullified.


The scout opens the box looking inside

6 ingots of unknown metal

The twin horn reaches the third box and tries to push it out, but is unable to
meowcats734
Have Scout K21B pack them into the cart, and then have the twin horn ditto get out of the warehouse while K21B opens the third crate.
WurmD
+1 :excited:
________________
Cyphermancer
[QUOTE=meowcats734;25833546]Have Scout K21B pack them into the cart, and then have the twin horn ditto get out of the warehouse while K21B opens the third crate.


The scout reaches the crate with no further problems. He struggles to open it, but pops the top taking out the contents. Two mw lances are inside. He carries them out with no problems


Next?
meowcats734
Have the ditto of Twinhorn A poke into the workshop; if nothing obliterates it, have Scout K21B look inside and report on its contents.
WurmD
Nananah,

Scout first looking for traps (he found several in warehouse)

Scout Stack repositions to keep him in sight, likewise for Pudgie
meowcats734
I mean, sure, +1 to WurmD, but


 The Scout carefully moves through the warehouse. Checking out each corner, but not finding anything. The floor fall out from the scout a few times, but he manages to avoid falling in.

As the scout approaches the boxes he pauses to check for traps. Not finding anything... 

sounds sort of like the opposite of the scout finding several traps.
Cyphermancer
The scout heads into the workshop looking around there are several tools on the all decayed and rusted. In the back he finds a chest.
meowcats734
Next time, we're bringing a ten-foot pole.

Keeping an eye out on the ceiling and floor for pitfalls, Scout K21B walks towards the chest, checking for traps, and then tries to tug on it. Does Scout K21B think it can be moved by hand?

EDIT:

Hey, now that I think about it, if the floor was collapsing... was there anything it was collapsing  into ? One of the Shady sneaks looks into the warehouse from outside to see if there's anything visible through the holes in the floor.
WurmD
Sure thing +1
Cyphermancer
Next time, we're bringing a ten-foot pole.

Keeping an eye out on the ceiling and floor for pitfalls, Scout K21B walks towards the chest, checking for traps, and then tries to tug on it. Does Scout K21B think it can be moved by hand?

The scout looks at the chest not spotting any traps, giving the chest a tug. The chest doesn't move. It appears to be bolted to the floor.


EDIT:

Hey, now that I think about it, if the floor was collapsing... was there anything it was collapsing  into ? One of the Shady sneaks looks into the warehouse from outside to see if there's anything visible through the holes in the floor.


Just rotted floor and small holes.
meowcats734
Suggestion: give Scout K21A Breach's Axe of Cutting, and have them use it to cut the lock off the chest.
WurmD
How about, try to open chest first
XD
_Wiz_
Combine those two options;

-Scout attempts to carefully open the chest (positioning himself behind the chest to hopefully avoid any traps if triggered)
-IF chest locked Scout goes and fetches Breach's oversized axe of cutting and attempts to cut open the lock
WurmD
+1
____________
Cyphermancer
[
-Scout attempts to carefully open the chest (positioning himself behind the chest to hopefully avoid any traps if triggered)
-IF chest locked Scout goes and fetches Breach's oversized axe of cutting and attempts to cut open the lock


The chest is locked it was made by those who are croaked :)

Moving to smash the lock The Scout slams the axe into the chest cutting the lock as a thin spike rises out of the floor right into the scout dealing 5 hits. Inside the chest is a set of mw tools
_Wiz_
Scouts have 5 hits.... Does he collapse from the Damage?

IF so

Send in Shady Elf Sneak to retrieve the scout and administer another dose of Likkan herb.

THEN

retrieve the MW tools

Question 1: What do MW tools actually do?

Question 2: Anything Else of note in the workshop?
Cyphermancer
[QUOTE=_Wiz_;25833815]Scouts have 5 hits.... Does he collapse from the Damage?

IF so

Send in Shady Elf Sneak to retrieve the scout and administer another dose of Likkan herb.

Scout is back on his feet with 3 hits

THEN

retrieve the MW tools

Question 1: What do MW tools actually do?

Question 2: Anything Else of note in the workshop?[

Sneak gives the likkan to the scout. The mw tools increase the chance of a critical success when crafting an item. Granting the item a bonus ability. These tools are used in mundane construction. So only cloud could use them right now. They also reduce the cost to use fabricate to three move rather than four.


Nothing else of note.
meowcats734
Test if Harley can send the powerball by hat from the capital. If not, the shady elf with the Arc blade tests the fire setting to see if it provides enough light to see when active. If not, Dee creates a 20 juice temporary powerball for light and gives it to the stealth stack, which carefully begins exploring the tunnel.

As a side note, does the interior of a tunnel count as natural shade for the stealth ability?

EDIT:

Stack composition:
Back:
Shadow
Moonsong
Shady Elf Sneak [grappling hook]
Shady Elf{Likan herb}{stanch leaf herb}
Front:
Shady Elf{Likan herb}{stanch leaf herb}
Shady Elf{Likan herb}{pennilice herb}
Shady Elf{Likan herb}
Shady Elf [Arc Blade, +1 shield]
_Wiz_
Can we get a more detailed description of the tunnel?

How big is it? Does it look natural? Man made? Dug out by ferals? Does it look like it’s collapsing? Is it illuminated? Pitch black?


Question: Can Shadys see in the dark / poor light?
Cyphermancer
 
 Originally Posted by _Wiz_ 
 Can we get a more detailed description of the tunnel?

How big is it? Does it look natural? Man made? Dug out by ferals? Does it look like it’s collapsing? Is it illuminated? Pitch black?


Question: Can Shadys see in the dark / poor light? 
 


The tunnel is wide enough that a single stack can enter at a time. It looks man/erf made. Looks to be in OK repair. Pitch black. The shadys have no problem with darkness thier special works in forests and now the capital. Because of the NAG
meowcats734
Since shadies can see in the dark, updated suggestion:

Stealth stack stacks up, Moonsong casts shadow blend. Stealth stack carefully enters the tunnel, composition as follows:

Back:
Shadow
Moonsong
Shady Elf{Likan herb}
Shady Elf{Likan herb}{stanch leaf herb}
Front:
Shady Elf{Likan herb}{stanch leaf herb}
Shady Elf{Likan herb}{pennilice herb}
Shady Elf Sneak [grappling hook]
Shady Elf [Arc Blade, +1 shield]
_Wiz_
+1 (Go you sneaky Shadys!)
WurmD
: excitement:
Cyphermancer
Since shadies can see in the dark, updated suggestion:

Stealth stack stacks up, Moonsong casts shadow blend. Stealth stack carefully enters the tunnel, composition as follows:

Back:
Shadow
Moonsong
Shady Elf{Likan herb}
Shady Elf{Likan herb}{stanch leaf herb}
Front:
Shady Elf{Likan herb}{stanch leaf herb}
Shady Elf{Likan herb}{pennilice herb}
Shady Elf Sneak [grappling hook]
Shady Elf [Arc Blade, +1 shield]


The elves enter the tunnel finding no trap as they reach the end. They find a large room a chest sits on the far wall. The walls are covered in tapestries.
meowcats734
Well, that's ominous. Where's the thing that's contesting the hex?

What do the tapestries depict?

One of the shady elves carefully pokes a tapestry with their weapon. If nothing happens, they do the same with the chest.

If nothing happens from either of those, the rest of our units get to the tunnel mouth while the shady sneak checks if the chest is locked.
WurmD
-1 to splitting the p-- stack

Keep stacked, and Sneak checks the chest

+1 to the rest
meowcats734
I'm not sure what the p-- stack is or where I split it, but, uh, sure? Unstacking doesn't sound like a good idea anyway? +1 to WurmD's suggestion?
Cyphermancer
Well, that's ominous. Where's the thing that's contesting the hex?

What do the tapestries depict?

One of the shady elves carefully pokes a tapestry with their weapon. If nothing happens, they do the same with the chest.

If nothing happens from either of those, the rest of our units get to the tunnel mouth while the shady sneak checks if the chest is locked.


Dee arrives at the mouth of the tunnel with her stack. As the shadies poke the chest. The tapestries " decorated with scenes of battles". Begin to move and blow off the walls forming into a stack of cloth golems. Four heavy golems and four man sized golems.

Orders
meowcats734
Important question: are the golems currently stacked, or are they in the process of stacking? If not... now would be a perfect time to strike with a relative +8/+8 bonus.

If they are already stacked, I recommend we immediately retreat outside of the tunnel so that we can restack.

EDIT:

I recommend we immediately retreat, without attacking, outside of the tunnel and restack into:

Stack 1
Front:
Breach
Champion C20A
Twinhorn C19A Ditto
Shady Elf (with +1 shield and arc blade set to fire)
Back:
Shady Elf
Shady Elf
Shady Elf
Dea

Stack 2

Front:
Bill
Champion Razor
Twinhorn A Ditto
Twinhorn C16A Ditto
Back:
Shadow
Moonsong
Shady Elf
Shady Elf Sneak

As well as a third stack that probably won't see any action but they might as well stack together for the bonus:
Twinhorn A
Twinhorn C16A
Twinhorn C19A
Scout K21B
Pudgie A

And Stacks 1 and 2 get to either side of the tunnel, ready to flank anyone who exits. If we have to, the Twinhorns can join the fight with their Charge special?
WurmD
+1

______________
_Wiz_
+1.00000000000000
Cyphermancer
EDIT:

I recommend we immediately retreat, without attacking, outside of the tunnel and restack into:

Stack 1
Front:
Breach
Champion C20A
Twinhorn C19A Ditto
Shady Elf (with +1 shield and arc blade set to fire)
Back:
Shady Elf
Shady Elf
Shady Elf
Dea

Stack 2

Front:
Bill
Champion Razor
Twinhorn A Ditto
Twinhorn C16A Ditto
Back:
Shadow
Moonsong
Shady Elf
Shady Elf Sneak

As well as a third stack that probably won't see any action but they might as well stack together for the bonus:
Twinhorn A
Twinhorn C16A
Twinhorn C19A
Scout K21B
Pudgie A

And Stacks 1 and 2 get to either side of the tunnel, ready to flank anyone who exits. If we have to, the Twinhorns can join the fight with their Charge special?


The shady elves Sneak out of the room, the golems not responding. Outside they restack. Moonsong's spell breaking as they do. After restocking dee waits with her troops.
And waits
And wait

Just as Dee is thinking they may have to go back in. Breach screams into the tunnel " Croak!" And you hear the golems coming. Lining up right outside of the entrance

Enemy
Front Heavy golem 1
Front Heavy golem 2
Front Heavy golem 3
Front Heavy golem 4
Cloth 1
Cloth 2
Cloth 3
Cloth 4


Orders?
meowcats734
Weird, I wonder what set Breach off like that. Maybe reacting to Dee’s thoughts?

Also, it seems that maybe an uncroaked can use a hat if the keyword is “croak.”

Since we’re flanking the golems, can we hit both their front and back line? If so, which stack is engaging which?
_Wiz_
-Dea fires an energy shot [fire] at one of the heavy golems. (Heavy golem 1)
-Moonsong pulls out a wand of Hoboken and fires it at one of the heavy golems. (Heavy golem 1)
-Shadow fires a flaming ditto shot at the enemy stack (Heavy golem 1)
-All range units open fire targeting the light golems.

-Twinhorn ditto use Charge!
-Both stacks engage from opposite sides. (Stack 1 attempts to attempts to be the one facing the heavies while stack 2 attempts to be the one facing the light units)
-All melee units attack
*Note Shady Elf has their Arc blade set to fire
**Note Breach is using an oversized axe of cutting
***Note Champion C20A has the fiery twin fang swords


Stack 1 -Would be the stack that prefers to line up against the heavies.
Front:
Breach
Champion C20A
Twinhorn C19A Ditto
Shady Elf C11B (with +1 shield and arc blade set to fire)
Back:
Shady Elf C11A
Shady Elf C11C
Shady Elf C16B
Dea

Stack 2

Front:
Bill
Champion Razor
Twinhorn A Ditto
Twinhorn C16A Ditto
Back:
Shadow
Moonsong
Shady Elf C18A
Shady Elf Sneak C18A

Reserve stack - keeps its distance
Twinhorn A
Twinhorn C16A
Twinhorn C19A
Scout K21B
Pudgie A
meowcats734
+1 to Wiz, although I’d like to raise the possibility of using the wand of fireblast and Dee casting fireblast at the back line of weaker golems instead? Unless the way we’ve flanked makes that impossible.
WurmD
+1 to Wiz

Fireblast is not better here, not only bc we might hit Heavies, but bc we have more non-cutting damage than cutting
Cyphermancer
. Moonsong heals Champion Razor with the wand of lesser heal.
B. Dee fires off an energy shot (fire) at Heavy Golem 1.
C. Ranged units fire on the light golems, including Shadow.
D. Melee units attack; champions and Breach prioritize the heavies.

Scout K21B shouts, "Surrender. You are clearly outmatched!"

The golems continue to attack

Breach falls back. Moon song draws another want healing Razor for 5 hits. Dee fires another energy shot blasting Heavy one destroying it. The Dee's Archer all fire on Cloth 2 destroying it.

Shadow hits with both shots on one target, but the Sneak and other Shady both miss.

Champion C20A ( this guy needs a name) rips into Heavy two with. Both blades croaking it. Twin horn and arc Shady both miss.

Bill and razor both hit their target dealing damage. Both twin horns crash into the last reg Cloth destroying it.

Heavy two depops TW c19A

Heavy 3 misses bill and razor
Heavy 4 hits both twin horns depopping one
Cloth 4 hits the last Ditto twinhorn depopping it





Stack 1 -Would be the stack that prefers to line up against the heavies.
Front:
Breach 6/12
Champion C20A
Twinhorn C19A depopped
Shady Elf C11B (with +1 shield and arc blade set to fire)
Back:
Shady Elf C11A
Shady Elf C11C
Shady Elf C16B
Dea (250/300)

Stack 2

Front:
Bill 9/11
Champion Razor 8/9 entangled
Twinhorn A Ditto depop
Twinhorn C16A Ditto depop
Back:
Shadow
Moonsong
Shady Elf C18A
Shady Elf Sneak C18A

Reserve stack - keeps its distance
Twinhorn A
Twinhorn C16A
Twinhorn C19A
Scout K21B
Pudgie A


Enemy stack

Facing Breach

Heavy 1: destroyed
Heavy 2: destroyed
Cloth 1:  destroyed
Cloth 2: destroyed

Facing bill
Heavy: 3 damage
Heavy 4: 11 damage
Cloth 3: destroyed
Cloth 4: destroyed
meowcats734
Questions:

1. Is using an herb an attack action?
2. Does using an herb trigger attack of opportunity?
3. What does the lesser heal spell actually do?
4. Does switching the arc blade take an attack action?

Suggestions:

A. Moonsong heals Champion Razor with the wand of lesser heal.
B. Dee fires off an energy shot (fire) at Heavy Golem 1.
C. Ranged units fire on the light golems, including Shadow.
D. Melee units attack; champions and Breach prioritize the heavies.

EDIT:

E. Scout K21B shouts, "Surrender. You are clearly outmatched!"

...What? It's worth a try.
Cyphermancer
Questions:

1. Is using an herb an attack action? Yes
2. Does using an herb trigger attack of opportunity? Yes
3. What does the lesser heal spell actually do? 1d6+1/2 a level to one target
4. Does switching the arc blade take an attack action? Yes
WurmD
+1 to all that except, Breach moves to the back row, leaving only 3 units in Front
meowcats734
Sure, +1 to that
Cyphermancer
Moonsong heals Champion Razor with the wand of lesser heal.
B. Dee fires off an energy shot (fire) at Heavy Golem 1.
C. Ranged units fire on the light golems, including Shadow.
D. Melee units attack; champions and Breach prioritize the heavies.

Scout K21B shouts, "Surrender. You are clearly outmatched!"

The golems continue to attack

Breach falls back. Moon song draws another want healing Razor for 5 hits. Dee fires another energy shot blasting Heavy one destroying it. The Dee's Archer all fire on Cloth 2 destroying it.

Shadow hits with both shots on one target, but the Sneak and other Shady both miss.

Champion C20A ( this guy needs a name) rips into Heavy two with. Both blades croaking it. Twin horn and arc Shady both miss.

Bill and razor both hit their target dealing damage. Both twin horns crash into the last reg Cloth destroying it.

Heavy two depops TW c19A

Heavy 3 misses bill and razor
Heavy 4 hits both twin horns depopping one
Cloth 4 hits the last Ditto twinhorn depopping it





Stack 1 -Would be the stack that prefers to line up against the heavies.
Front:
Breach 6/12
Champion C20A
Twinhorn C19A depopped
Shady Elf C11B (with +1 shield and arc blade set to fire)
Back:
Shady Elf C11A
Shady Elf C11C
Shady Elf C16B
Dea (250/300)

Stack 2

Front:
Bill 9/11
Champion Razor 8/9 entangled
Twinhorn A Ditto depop
Twinhorn C16A Ditto depop
Back:
Shadow
Moonsong
Shady Elf C18A
Shady Elf Sneak C18A

Reserve stack - keeps its distance
Twinhorn A
Twinhorn C16A
Twinhorn C19A
Scout K21B
Pudgie A


Enemy stack

Facing Breach

Heavy 1: destroyed
Heavy 2: destroyed
Cloth 1: destroyed
Cloth 2: destroyed

Facing bill
Heavy: 3 damage
Heavy 4: 11 damage
Cloth 3: destroyed
Cloth 4: destroyed
meowcats734
Man, it's gonna be so annoying reworking our movement patterns now. We probably won't get to poke at the birds, sadly.

We could try to mess around with conserving resources, but I think we're not going to be having this stack fight anything else this turn, so:

A. Moonsong uses the wand of Fireblast.
B. Dee uses Energy Shot (Fire) on any survivors.
C. Ranged units fire at will on any survivors.
D. Melee units attack at will.
WurmD
+1 plus twin horns restack joining replacing the dittos and charge as well
meowcats734
Sure, +1 to that
Cyphermancer
Moonsong and dee finish off the golems ( rolled well for fire blast for once and dee finished it off.

End combat
meowcats734
Alright, loot time! Suggestions:

A. Check how large the remains of the golems are. With the 6 ingots, two lances, and MW tools, how much space in the carts has been eaten so far?
B. Entangled units de-entangle themselves, if possible.
C. Once that's done: The stealth stack re-forms and carefully goes over to the chest, poking it once more and then opening it. The remaining units form the stacks:

Stack 1:
Front:
Champion C20A
Twinhorn C16A
Twinhorn C19A
Champion Razor 8/9
Back:
Dea (225/300)
Moonsong (50/100)
Twinhorn A
Breach 6/12

Stack 2:
Scout K21B
Pudgie A
Bill

and wait at the mouth of the tunnel.

EDIT:

Question: does the hex still feel contested? If so, cancel the above suggestion.
Cyphermancer
( to move things along there are no more threats in the tunnel the hex still feels contested


The part can salvage 7 bolts of fine cloth from the golems ( mw quality)

The chest is unlocked inside moonsong finds the following

X10 gems (50 shmuckers)
Scroll Magical
Scroll Magical
Scroll Magical
Magical mace
Small figurine of a horse Magical
meowcats734
Neat!

Carefully pack all the loot on the cart and then jump scenes to the capital?
Cyphermancer
 
 Originally Posted by meowcats734 
 Neat!

Carefully pack all the loot on the cart and then jump scenes to the capital? 
 


Sure

Mean while back in the capital
meowcats734
Dialogue suggestion:

Harley finds Crud and Bulm.  "If you're not busy at the moment, I have a project I'd like to ask you two about—care to weigh in?" 

Assuming the answer is yes:

 "You know those wagons we've been using? I don't suppose that between the two of you, you could figure out how to take three of them and stick them together into a single, larger wagon—large enough to carry, say, a captive dwagon? Maybe Bulm could do the wheelwork while Crud did the floors?" 
WurmD
What's the terrain around the ruins?
17.-15
18.-14
18.-13


Hobbies take 2 spaces in the wagon.

1. How many spaces does a Doe Deer take?
2. How many spaces does an Aerodactil take?

(Is it the Mount special causing a unit to take 1 extra space or the Passenger special causing a unit to take an extra space?)
Cyphermancer
[QUOTE=WurmD;25834752]What's the terrain around the ruins?
17.-15
18.-14
18.-13

All are plaines


Hobbies take 2 spaces in the wagon.

1. How many spaces does a Doe Deer take?
2. How many spaces does an Aerodactil take?

(Is it the Mount special causing a unit to take 1 extra space or the Passenger special causing a unit to take an extra space?)

Both take up 2 spaces could be the mount special, could be the mount special could be thier size.


And I have answer the infantry cause other units to also lose move and that was with a smaller wagon
WurmD
Altered:

Dialogue suggestion:

Harley finds Crud and Bulm.  "If you're not busy at the moment, I have a project I'd like to ask you two about" 

Pause to let them object if they're busy

 "You know those wagons we've been using? I don't suppose that between the two of you, you could figure out how to take three of them and stick them together into a single, larger wagon—large enough to carry 4 Heavies, or a captive dwagon? Maybe Bulm could do the wheelwork while Crud does the structure?"  Harley asks thinking Crud could add hinges to the wagon sides, so they can collapse inwards, and hooks on the right side, and fitting fixtures on the left so the wagons could be attached side by side this way





And on a another moment, Harley fetches James to go greet Lookamancer Spy,  "Are you up to  Looking  at the Dwagon with Caster Spi to try and get some stats on it?"  she asks excited

And when they get to the portal room
 "Spi! I was  Looking  forward to  See  you again!"  Harley greets the caster warmly  "Today we have a beauty of a Blue Dwagon for you to  In-depth Look  at together with James, and then a repeat of 2 In-depth Looks at the neighbouring forest city and lumber mill"  Harley describes


 "Finally, a curiosity. Would you be able to record a special fight to then reproduce it later for others to see?"  Harley ponders thinking that if she actually solos a Dwagon, she should have a recording of it
meowcats734
Sure, +1 to all
Cyphermancer
Dialogue suggestion:

Harley finds Crud and Bulm.  "If you're not busy at the moment, I have a project I'd like to ask you two about" 

Pause to let them object if they're busy

 "You know those wagons we've been using? I don't suppose that between the two of you, you could figure out how to take three of them and stick them together into a single, larger wagon—large enough to carry 4 Heavies, or a captive dwagon? Maybe Bulm could do the wheelwork while Crud does the structure?"  Harley asks thinking Crud could add hinges to the wagon sides, so they can collapse inwards, and hooks on the right side, and fitting fixtures on the left so the wagons could be attached side by side this way.


Crud and bulm look over the wagon. Before speaking with each other. Crud then waves Bulm towards, Harley.

Bulm
" well Between the two of us we could make you a larger wagon that could carry four heavies. It will take two heavy mounts to pull. It would take several turn. Between the two of us even using the existing wagons."





And on a another moment, Harley fetches James to go greet Lookamancer Spy,  "Are you up to  Looking  at the Dwagon with Caster Spi to try and get some stats on it?"  she asks excited

And when they get to the portal room
 "Spi! I was  Looking  forward to  See  you again!"  Harley greets the caster warmly  "Today we have a beauty of a Blue Dwagon for you to  In-depth Look  at together with James, and then a repeat of 2 In-depth Looks at the neighbouring forest city and lumber mill"  Harley describes


 "Finally, a curiosity. Would you be able to record a special fight to then reproduce it later for others to see?"  Harley ponders thinking that if she actually solos a Dwagon, she should have a recording of it

"Well I can cover those three hexes for three rands. Wont get everything, but a good overview. As for the recording it takes a special item I can make and it can be recorded by someone in the hex or by lookamancy"
meowcats734
Dialogue suggestion:

(to Bulm/Crud)  "Hmm... and what if you had, say, Meta Morf or Anna Meta working from the 370 tower juice we've got stored up? They'd have to work separately, but I'd imagine that'd be quite a boost, no?" 

(to Spi)  "Three rands it is, then! And might I ask how much such an item would cost, or how the recording could be viewed back afterwards?" 

Did the message to James get processed?
_Wiz_
Updated orders to get everyone back to khelt. Major changes highlighted in purple. We could still hit the bird hex or the deer hex if we changed our mind


Step 2 back to the mounts

  Twinhorn A pops a new Ditto  

Return to 15, -14 Wagon 1 Twinhorn A and   NEW Twin horn A ditto   pulling(Dea, Bill, Moonsong, Shadow, Shady Elf Sneak C18A, Champion Razor, Champion C20A, Shaddy elf)Wagon 2 Twinhorn C16A, Twinhorn C19A pulling (Breach, 5x shady elves, 2x twinhorn ditto riding) -4 move


Twinhorn ditto and Tamed Hobby A pull wagon 1 to 14,-13 -2 /-1 move Wagon 1 (Dea, Bill, Moonsong, Shady Elf Sneak C18A, Shady Elf, Champion C20A, Shaddy elf, Twinhorn A) Wagon 2 Twinhorn C16A, Twinhorn C19A pulling (Breach, Shadow, Champion, Razor, 4x shady elfs)
Switch Hobbys

Twinhorn ditto and Tamed Hobby B pull wagon 1 to 14,-12 Wagon 1 ( Moonsong, Shady Elf Sneak C18A, ,Twinhorn A, 3x shady elfs, Hobby ) -2 /-1 move (Breach,Bill,Shadow,Dea,Champion Razor,Champion C20A, walking -1 move

Twinhorn A Ditto returns to 14,-13 - 1move

Twinhorn A Ditto and Tamed hobby C pulls wagon 2 to 14-12 Wagon 2 ( 2x shady elves, Twinhorn C16A, Twinhorn C19A,2x hobbys ) -2 /-1 move )

Step 3 Hunt some birds

Shadow, Moonsong, Shady Elf Sneak, 5x shady elves move to 16,-09 -4 move

Stealth in and hunt birds

Step 4 back to Khelt

Shadow, Moonsong, Shady Elf Sneak, 5x shady elves return to 14,-12 - 4 move

  Sparky move to 14,-12 -1 move  
  Sparky   and Tamed hobby lv2 pull wagon 1 to 13,-12 (-2 / -3 move) Wagon 1 (Moonsong, Shadow, Shady Elf Sneak C18A, 2x shady elves, Twinhorn A, hobby )


Tamed hobby B and Tamed Hobby C pull wagon 2 to 13,-12 - 3 move (Champion C20A, 3x shady elves,Breach,Bill,Twinhorn C16A, Twinhorn C19A, ) (Dea, Champion Razor -3 move)


Hobby A and Lvl 2 Hobby pull wagon 1 to 12,-11 -3 move (Dea, Moonsong, Shadow, Shady Elf Sneak C18A, Champion Razor,Twinhorn A, 2 x shaddy elfs )


  Sparky and Shocorpion pull wagon 2 back to 12,-11 Wagon 2 (Champion C20A, ,Bill,Twinhorn C16A, Twinhorn C19A, hobby horse x2) -2 move Dea,Champion Razor,Champion C20A,Breach walking


Uncroaked worked ant moves to 12,-11  -3 move

Shocorpion and Uncroaked worker ant pull wagon 2 back to 12,-11 Wagon 2 (Champion C20A,Bill,Twinhorn C16A, Twinhorn C19A, Dea,Champion Razor,Champion C20A,Breach ) -2 / -6 move  hobby horse x2 walking (Sparky rides one of the hobby horses)  

Minertaur mines in mine hex -4 move

Minertaur moves to 12,-11 -2 move

Minertaur pushes wagon 1 to khelt -2 move (leaving 2 hobbies in 12,-11)
meowcats734
+1-ing this plan.

Do we want to process the bird event first, or stay continuous in the capital?
WurmD
+1!!

Let's go Shade some birds first!
Cyphermancer
Shadow leads her tribe into 16.-09 stealthing in. Shadow spots three of the bird near the edge of the hex. As the elves enter the crows start to caw at the shadies.
meowcats734
Well, if they've already seen us...

Shadow waves in a greeting.  "Can you understand me?" 

And if not:

Carefully scout around the hex to get a headcount on how many birds there are.
WurmD
Thank I always forget the sapience test
_Wiz_
As soon as the birds start calling out in alarm Shadow silently orders her Shadys to open fire and take out the noisy birds as quickly as possible.


As soon as the birds are dealt with Shadow then has her stack dive in to cover and hide close to the hex boundary (ready for a hasty retreat if required)
meowcats734
Hybrid suggestion:

Shadow asks,  "Can you understand me?" 

If the birds don't change their behavior after half a round, the stack snipes the birds and Moonsong casts shadow blend.
WurmD
+1 to this hybrid suggestion
Shadow asks, " Can you understand me?" 

If the birds don't change their behavior after half a round,
Shadow double shots 1
3 Shadies no 2
3 Shadies no 3
And Moonsong ready action Shadow Blend whan all croaked

Plus for later: forage this hex and all LF hexes returning to Khelt
meowcats734
Cool, retracting my suggestion and +1ing WurmD
_Wiz_
Sure +2 ….
Cyphermancer
[
Shadow asks, " Can you understand me?" 


The three birds continue to Caw at your stack

As two full stacks fly out of the trees ( your arrows would have been in flight as they enter. The birds don't immediately attack, but are watching. You are right next to the hex edge. You could leave before the birds arrive but if you fire they will get atleast one attack before you could exit. Orders.


Orders?

Shady stack ( I need unit names for these elves so I can assign damage and xp easier. If you fight. )
Shadow
Moonsong (50/100)
Shady Elf{Likan herb}
Shady Elf{Likan herb}{stanch leaf herb}
Front:
Shady Elf{Likan herb}{stanch leaf herb}
Shady Elf{Likan herb}{pennilice herb}
Shady Elf Sneak [grappling hook]
Shady Elf [Arc Blade, +1 shield]



Bird stack one

Caw 1
Caw 2
Caw 3
Caw 4
Caw 5
Caw 6
Caw 7
Caw 8

Bird stack two
Caw 9
Caw 10
Caw 11
Caw 12
Caw 13
Caw 14
Caw 15
Caw 16


Single
Caw 17

Single
Caw 18

Single
Caw 19
meowcats734
Shadies are
Shadow
Moonsong
Shady Elf C11A
Shady Elf C11B [Arc Blade, +1 Shield]
Shady Elf C11C
Shady Elf C16B
Shady Elf C18A
Shady Elf Sneak C18A

(I don't know why we picked C11B specifically to have the arc blade and shield. That's just what it says in the sheet.)

My vote: I don't like taking this fight without a sneak attack on our side. C11B takes out the arc blade (still set to fire from earlier) and swings it in a line across a nearby bush, trying to make a smokescreen between us and the stack. If that's reasonably successful, Moonsong then casts Shadow Blend from behind the smoke, and the stack tries to stealth to one side, hoping that the smokescreen and the shady stealth bonus + shadow blend will let them get out of the birds' line of sight.
WurmD
I don't think that has more than 5% chance to work

Option 1
I think we have to give up, retreat and just forage 2 Light Forest and 2 Plains hexes

Option 2
Alternatively, we can trust the dice gods for 1round to evaluate what's the damage output of the côws

3 2-Atk Shadies (Moonsong, C16B, C18A) fire on single côws (to benefit from stack bonus disparity)
Rest fires on stack 1
meowcats734
I’m down for trying option 2. +1?
Cyphermancer
Shadow order the shadies to let fly. As the Caw's move to engage. Another four Caw's fly out to form up with the first three forming a third stack shadows arrow punch into the first Caw croaking it. Another four fall to arrows before. The Caw enter melee range. Dealing a number of minor hits.




Shady stack
Shadow
Moonsong (50/100)
Shady Elf C11A 6/8{Likan herb}
Shady Elf C11C 6/8{Likan herb}{stanch leaf herb}
Front:
Shady Elf C16B 6/7{Likan herb}{stanch leaf herb}
Shady Elf C18A 5/7{Likan herb}{pennilice herb}
Shady Elf Sneak C18A [grappling hook]
Shady Elf C11B [Arc Blade, +1 shield]





Bird stack one engaged with shadow

Caw 1 croaked
Caw 2 croaked
Caw 3 croaked
Caw 4
Caw 5 croaked
Caw 6 1 hit
Caw 7 croaked
Caw 8

Bird stack two engaged with shadow
Caw 9
Caw 10
Caw 11
Caw 12
Caw 13
Caw 14
Caw 15
Caw 16


Bird stack three ( moving to engage)
Caw 17
Caw 18
Caw 19
Caw 20
Caw 21
Caw 22
Caw 23
meowcats734
Honestly… switch to melee and focus down the already damaged stack? They don’t concentrate damage and we deal a ton in return.
_Wiz_
+1 to keep fighting for now
WurmD
Melee slash for Clory
Cyphermancer
The shadies all drop thier bows switching to their blades. Seven more birds drop. With minor damage across the stack




Shady stack
Shadow
Moonsong 4/6 (50/100)
Shady Elf C11A 6/8{Likan herb}
Shady Elf C11C 6/8{Likan herb}{stanch leaf herb}
Front:
Shady Elf C16B 5/7{Likan herb}{stanch leaf herb}
Shady Elf C18A 4/7{Likan herb}{pennilice herb}
Shady Elf Sneak C18A [grappling hook]
Shady Elf C11B 6/8 [Arc Blade, +1 shield]





Bird stack one engaged with shadow

Caw 1 croaked
Caw 2 croaked
Caw 3 croaked
Caw 4 croaked
Caw 5 croaked
Caw 6 croaked
Caw 7 croaked
Caw 8 croaked

Bird stack two engaged with shadow
Caw 9 croaked
Caw 10 croaked
Caw 11 croaked
Caw 12 croaked
Caw 13
Caw 14
Caw 15
Caw 16


Bird stack three ( engaged with shadies)
Caw 17
Caw 18
Caw 19
Caw 20
Caw 21
Caw 22
Caw 23
_Wiz_
All units continue to attack in Melee
WurmD
+1

________
Cyphermancer
Still slashing away croaking 4 more damaging 3 more.



Shady stack
Shadow
Moonsong 3/6 (50/100)
Shady Elf C11A 6/8{Likan herb}
Shady Elf C11C 5/8{Likan herb}{stanch leaf herb}
Front:
Shady Elf C16B 5/7{Likan herb}{stanch leaf herb}
Shady Elf C18A 2/7{Likan herb}{pennilice herb}
Shady Elf Sneak C18A 7/8 [grappling hook]
Shady Elf C11B 6/8 [Arc Blade, +1 shield]





Bird stack one engaged with shadow

Caw 1 croaked
Caw 2 croaked
Caw 3 croaked
Caw 4 croaked
Caw 5 croaked
Caw 6 croaked
Caw 7 croaked
Caw 8 croaked

Bird stack two engaged with shadow
Caw 9 croaked
Caw 10 croaked
Caw 11 croaked
Caw 12 croaked
Caw 13 1 hit
Caw 14  1 hit
Caw 15 1 hit
Caw 16 croaked


Bird stack three ( engaged with shadies)
Caw 17 croaked
Caw 18 croaked
Caw 19 croaked
Caw 20
Caw 21
Caw 22
Caw 23[/QUOTE]
WurmD
Super cringe, clench teeth and cut them all down :$
_Wiz_
Super cringe +1 😬
Cyphermancer
The shadies cut down the remaining caws.

Shady stack
Shadow 10/11
Moonsong 2/6 (50/100)
Shady Elf C11A 6/8{Likan herb}
Shady Elf C11C 5/8{Likan herb}{stanch leaf herb}
Front:
Shady Elf C16B 3/7{Likan herb}{stanch leaf herb}
Shady Elf C18A 2/7{Likan herb}{pennilice herb}
Shady Elf Sneak C18A 7/8 [grappling hook]
Shady Elf C11B 6/8 [Arc Blade, +1 shield]


Loot

Caws 23
WurmD
NO LOSSES! WOOHOO!

1. Inspect for unconscious, take prisoner, stabilize with herbs
2. Forage the hex
3. Claim 1 Caw body for uncroaking
4. Harvest the rest for rations

Proceed with rest of plan to get to Khelt foraging the remaining 2 Light Forest hexes on the way back to the wagon



THE EX PEEEEEEE!
_Wiz_
+1

***any bodies / prisoners to be carried by units that are walking so as to not overload the wagons.
WurmD
Yup

___________
Cyphermancer
You find 4 caws that are at 0. You claim one croaked.

Cutting up the rest you come away with 9 rations.

Stanch leaf or likkan or both?
WurmD
We have 2 walkers, and 4 living + 1 body, and we prefer living

1. Stanch on two of them
2. Shadow tests if carrying two Caws makes her feel encumbered
IF SHE CAN CARRY 2 FINE
2.1 Make prisoner, and Likkan the 2 others
IF NO
2.1 Croak and harvest the other 2
3. Harvest the claimed Caw body
Cyphermancer
We have 2 walkers, and 4 living + 1 body, and we prefer living

1. Stanch on two of them
2. Shadow tests if carrying two Caws makes her feel encumbered
IF SHE CAN CARRY 2 FINE
2.1 Make prisoner, and Likkan the 2 others
IF NO
2.1 Croak and harvest the other 2
3. Harvest the claimed Caw body


The birds are light and small enough. That two can be carried by one unit. Upkeep of 10 shmuckers each.

-2 stanch leaf
-2 likkan

The army returns to khelt. Only finding 2 wild rations on the way
WurmD
Part of the "Return to Khelt plan" is

Minertaur mine, brings gems to Khelt

:) any findings?
Cyphermancer
[QUOTE=WurmD;25835387]Part of the "Return to Khelt plan" is

Minertaur mine, brings gems to Khelt

X2 50 shmucker gems
WurmD
Dee has a full archer body brought to her, she then attempts to tame prisoner Caws with both the body and Wild Rations gauging their interest
meowcats734
+1 to this plan

I wonder if we could turn the bodies from the crypt into dwagon chow for a taming attempt
Cyphermancer
Dee has a full archer body brought to her, she then attempts to tame prisoner Caws with both the body and Wild Rations gauging their interest.

How are you doing this cutting it up or just letting them feed on it?
WurmD
If seem interested start cutting up small bite sized pieces to feed by hand
meowcats734
+1 to WurmD
Cyphermancer
If seem interested start cutting up small bite sized pieces to feed by hand

Feeding the Caw by hand it takes a while to tame the first then the second. But uses up the Archer body.

X2 Caw level 1
2(1d2)/1/2/16 upkeep 10
Special: flight, sharp eye

Sharp eye: gains a +5 to spot checks against against stealth and bonus against see through foolamancy


-1 Archer body
meowcats734
I think we've found our first 1d2 damage die unit. (We have d3 and 1 damage, but no d2s?)

Also, of course they had a bonus to foolamancy. These seem pretty useful.

Use a second archer body instead of rations to tame the other two?
WurmD
Dee then goes to the other Archer body in the Crypt, centers herself, and calmly gives it back Movement

30J for full strength


EDIT1:
 
 
 Spoiler: Wagon arrangement  

5x shady, shady sneak, Moonsong, Shadow in Wagon 1

Dee, 3x sniper, 2x champion, katerpea, Ding in Wagon 2

Bill, 3x twinhorn, 1x rock golem prisoner, Archer C16B, 2x lich bodies in Wagon 3

Bob walking

Loot of:
6 unidentified ingots
2 masterwork lances
Masterwork tools
Scroll
Scroll
Scroll
Magical mace
Magical horse figurine
9 rations
7 masterwork silk
12x 50s gems
Oversized axe of cutting (from Breach)
MW Antz Armor (from breach)
All herbs

distributed in the remaining spaces

Uncroaked Heavy Hobby A is hitched to Wagon 1

Hobby T15A, T15B hitched to Wagon 2

Uncroaked Hobby B, E hitched to Wagon 3


Stop in 11.-10 to build a road with 3x sniper, Champion C20A, Archer C16B spending 4 move
 

Dee gives Hat B to the Archer and
then our forces arrange themselves on the 3 wagons, alongside the loot, all magical equipment, and lich bodies and the prisoner
Dee invites Ding to sit by her side in the Knight's wagon, as Bill and Shadow drive the other 2 wagons

They begin the journey back, but stop right after the first hex crossing

Bob then calls and the Archer, Snipers and Champion C20A jump out and get to work on continuing the road. Bob looking slightly uncomfortable by the scrutiny of a Master in construction
Bob gives Build Up special to the 4 Knights and Archer, and all 5 work on expanding the road 1/3 into the hex

 "Great work Ding, Arkum here sure could use more of you around"  she jabs high on her still newly found self-confidence of becoming a sided unit, and a Chief no less!  "* I'm * loving it! And poor Bob over there I'm sure would love your guidance"  she then winks


Then Bob and Archer walk back to Khelt as the Wagon roll along to the Capital, picking up the new Katerpea along the way



In Arkhum
Did the message to James get processed?

And on a another moment, Harley fetches James to go greet Lookamancer Spy, "Are you up to Looking at the Dwagon with Caster Spi to try and get some stats on it?" she asks excited



(to Spi) "Three rands it is, then! And might I ask how much such an item would cost, or how the recording could be viewed back afterwards?"
meowcats734
+1 to WurmD's suggestion and edit

EDIT:

To be more exact on the movement:

5x shady, shady sneak, Moonsong, Shadow in Wagon 1

Dee, 3x sniper, 2x champion, katerpea, Ding in Wagon 2

Bill, 3x twinhorn, 1x rock golem prisoner, Bob, 2x lich bodies in Wagon 3

Loot of:
6 unidentified ingots
2 masterwork lances
Masterwork tools
Scroll
Scroll
Scroll
Magical mace
Magical horse figurine
9 rations
7 masterwork silk
12x 50s gems
Oversized axe of cutting (from Breach)
MW Antz Armor (from breach)
All herbs

distributed in the remaining spaces

Uncroaked Heavy Hobby A is hitched to Wagon 1

Uncroaked Hobby B, E hitched to Wagon 2

Hobby T15A, T15B hitched to Wagon 3

Stop in 11.-10 to build a road with 3x sniper, Bob, C20A spending 4 move

Bob goes back to Khelt

Proceed to capital (-13.5 move)
WurmD
+1 apart from: Bob then walks back to Khelt, as everyone else proceeds to the Capital

and
- Message Hat B stays with Archer C16B
- All magical equipment and herbs come back to Capital
meowcats734
Right, +1 to that
_Wiz_
Dea is sounding more like Harley than Dea but other than that +1


Also note we should bring back the herbs and magical items we brought with us (Unless we want to Leave Breach with equipment on)

Also what's the situation with the messenger hat are we leaving it in Khelt?


- Breach also manages Khelt - 4 move
meowcats734
Edited bringing back magical items
WurmD
Ah yes,
 - Message Hat B stays with Archer C16B
 - All magical equipment and herbs come back to Capital
_Wiz_
Also the Katerpea we got from the elves is still on the road. Pick him up along the way?
WurmD
Indeed, and pick up Katerpea along the way


+1 to


 
 Originally Posted by meowcats734 
 (to Spi)  "Three rands it is, then! And might I ask how much such an item would cost, or how the recording could be viewed back afterwards?" 

Did the message to James get processed?

And on a another moment, Harley fetches James to go greet Lookamancer Spy,  "Are you up to Looking at the Dwagon with Caster Spi to try and get some stats on it?"  she asks excited 
 

________
_Wiz_
+1 to all of the above
meowcats734
Instead of Bob building just have Dee do it?
WurmD
Kk, editted to include all mentioned .


 
 Originally Posted by WurmD 
 Dee then goes to the other Archer body in the Crypt, centers herself, and calmly gives it back Movement

30J for full strength


EDIT1:
 
 
 Spoiler: Wagon arrangement  

5x shady, shady sneak, Moonsong, Shadow in Wagon 1

Dee, 3x sniper, 2x champion, katerpea, Ding in Wagon 2

Bill, 3x twinhorn, 1x rock golem prisoner, Archer C16B, 2x lich bodies in Wagon 3

Bob walking

Loot of:
6 unidentified ingots
2 masterwork lances
Masterwork tools
Scroll
Scroll
Scroll
Magical mace
Magical horse figurine
9 rations
7 masterwork silk
12x 50s gems
Oversized axe of cutting (from Breach)
MW Antz Armor (from breach)
All herbs

distributed in the remaining spaces

Uncroaked Heavy Hobby A is hitched to Wagon 1

Hobby T15A, T15B hitched to Wagon 2

Uncroaked Hobby B, E hitched to Wagon 3


Stop in 11.-10 to build a road with 3x sniper, Archer, Champion C20A spending 4 move
 

Dee gives Hat B to the Archer and
then our forces arrange themselves on the 3 wagons, alongside the loot, all magical equipment, and lich bodies and the prisoner
Dee invites Ding to sit by her side in the Knight's wagon, as Bill and Shadow drive the other 2 wagons

They begin the journey back, but stop right after the first hex crossing

Bob then calls and the Archer, Snipers and Champion C20A jump out and get to work on continuing the road. Bob looking slightly uncomfortable by the scrutiny of a Master in construction
Bob gives Build Up special to the 4 Knights and Archer, and all 5 work on expanding the road 1/3 into the hex

 "Great work Ding, Arkum here sure could use more of you around"  she jabs high on her still newly found self-confidence of becoming a sided unit, and a Chief no less!  "* I'm * loving it! And poor Bob over there I'm sure would love your guidance"  she then winks


Then Bob and Archer walk back to Khelt as the Wagon roll along to the Capital, picking up the new Katerpea along the way


In Arkhum
Did the message to James get processed?

And on a another moment, Harley fetches James to go greet Lookamancer Spy, " Are you up to Looking at the Dwagon with Caster Spi to try and get some stats on it?"  she asks excited



(to Spi) " Three rands it is, then! And might I ask how much such an item would cost, or how the recording could be viewed back afterwards?"  
 
meowcats734
+1 to WurmD's modified fusion plan
_Wiz_
+1 (lets come back to Arkum)
Cyphermancer
WurmD
Dee then goes to the other Archer body in the Crypt, centers herself, and calmly gives it back Movement

30J for full strength


Dee 195/300

Uncroaked Archers (turns 13)
1/1/6/8
Specials: uncroaked, archery


EDIT1:


Spoiler: Wagon arrangement
Hide

5x shady, shady sneak, Moonsong, Shadow in Wagon 1

Dee, 3x sniper, 2x champion, katerpea, Ding in Wagon 2

Bill, 3x twinhorn, 1x rock golem prisoner, Archer C16B, 2x lich bodies in Wagon 3

Bob walking

Loot of:
6 unidentified ingots
2 masterwork lances
Masterwork tools
Scroll
Scroll
Scroll
Magical mace
Magical horse figurine
9 rations
7 masterwork silk
12x 50s gems
Oversized axe of cutting (from Breach)
MW Antz Armor (from breach)
All herbs

distributed in the remaining spaces

Uncroaked Heavy Hobby A is hitched to Wagon 1

Hobby T15A, T15B hitched to Wagon 2

Uncroaked Hobby B, E hitched to Wagon 3


Stop in 11.-10 to build a road with 3x sniper, Archer, Champion C20A spending 4 move

Road 11.-10 1/3 complete


Dee gives Hat B to the Archer and
then our forces arrange themselves on the 3 wagons, alongside the loot, all magical equipment, and lich bodies and the prisoner
Dee invites Ding to sit by her side in the Knight's wagon, as Bill and Shadow drive the other 2 wagons

They begin the journey back, but stop right after the first hex crossing

Bob then calls and the Archer, Snipers and Champion C20A jump out and get to work on continuing the road. Bob looking slightly uncomfortable by the scrutiny of a Master in construction
Bob gives Build Up special to the 4 Knights and Archer, and all 5 work on expanding the road 1/3 into the hex

"Great work Ding, Arkum here sure could use more of you around" she jabs high on her still newly found self-confidence of becoming a sided unit, and a Chief no less! "*I'm* loving it! And poor Bob over there I'm sure would love your guidance" she then winks


" Ha, nice try Dee, nice try. Bob does a fine job. He needs no guidance from me. You all just need to give him the tools to do the job properly.


Then Bob and Archer walk back to Khelt as the Wagon roll along to the Capital, picking up the new Katerpea along the way


In Arkhum
Did the message to James get processed?

And on a another moment, Harley fetches James to go greet Lookamancer Spy, "Are you up to Looking at the Dwagon with Caster Spi to try and get some stats on it?" she asks excited.

James

" Harley you keep pushing to have me do more and more. I can't see units stats. I just know alot about ferals if I knew a dwagon stats I would tell you! However I can tell you this. It is belived that feral Ultra heavies like dwagons, mother spwiders, Ant queens and the like. Have some kind of special that gives them a stack bonus of some kind.



(to Spi) "Three rands it is, then! And might I ask how much such an item would cost, or how the recording could be viewed back afterwards?"


" six rands, it can be view a few ways place on someone head the can choice to view it. A few spell can also project the image. So what's first.
meowcats734
(to James) “That’s… entirely fair. I really am sorry about pushing you too much. Tell you what: Arkum owes you one for how much you’ve done. If you need a favor or a couple rands, whisper in my ear and I’ll do my best.”

(to Spi) “City hex first, then the forest, then the dwagon hex, if you’d be so kind.”
_Wiz_
+1

Also to Ding

 ”Tools?”  Dea asked in surprise.  ”I thought his special was all he needed. What is he lacking?  Dea asks.  ”Would these be of any help?”  Dea then asks as she pulls out the set of masterwork tools that they had been transporting.
meowcats734
+1 to that
Cyphermancer
(to James) “That’s… entirely fair. I really am sorry about pushing you too much. Tell you what: Arkum owes you one for how much you’ve done. If you need a favor or a couple rands, whisper in my ear and I’ll do my best.”

" I will think about it"


(to Spi) “City hex first, then the forest, then the dwagon hex, if you’d be so kind.”

Spi begins to cast before pulling out a pen and scroll making notes


Level 3 city Winstrum


Winstrum troops

3 warlord
6 natural casters
22 knights
74  golems
20 plant creatures
40 infantry
10 constructs

Empire of Motes

4 warlord
1 caster
83 infantry
14 knights
19 ferals


Dungeon

1 caster
1 knight



Lumber camp level 1
Empire of Motes

16 infantry


Dwagon hex

1 dwagon





Also to Ding

 ”Tools?”  Dea asked in surprise.  ”I thought his special was all he needed. What is he lacking?  Dea asks.  ”Would these be of any help?”  Dea then asks as she pulls out the set of masterwork tools that they had been transporting.

"Those are not suited for construction."

Holding up his shovel

" Just like casters can have a focus, you can create items that enhance specials."
WurmD
 "Spi, armored or not Armored Blue Dwagon? And could you describe what you saw when you wrote '10 constructs'?"  Harley asks thoughtfully
Cyphermancer
 "Spi, armored or not Armored Blue Dwagon? And could you describe what you saw when you wrote '10 constructs'?"  Harley asks thoughtfully


" I'm afraid not, my dear. That is the weakness of this spell. I didn't even know it was a Blue dwagon. The constructs are turnamancy, but that's the best I can tell you. What I see with this spell isn't the units more the flavor or color of them letting me gauge their power for lack of a better word"
meowcats734
Suggestion:

(to Herring)  "Would you be so kind as to ask if Anna Meta or Meta Morf are willing to work on a project combining three wagons into one off tower juice this turn? Let them know that we're willing to pay overtime. And, er, do make sure to ask them separately?" 
WurmD
Meta is here, and Herring had already requested he overcast 300J from Tower


After hearing the disappointing estimates by Bulm and Crud, Harley looks for Meta and finds him nearby to his finished work, the Shadies's Natural Ally Grounds
 "Master Meta, thank you again, stellar work"  Harley greets looking at the Natural Ally Ground, and seeing Shadow arrive with her stack and starting to explore it wonderingly
 "The Shadies are definitely impressed as well"  she continues smiling

 "We have the Tower Juice and the materials ready for the extra wagon we've requested. We have a need however of carrying a Dwagon. Instead of building a mega-wagon from scratch, would you be able to take those 3 wagons and combine them into one in a single turn's work?" 
meowcats734
Ah, okay. +1 (caveat removed)
Cyphermancer
 
 Originally Posted by WurmD 
 Meta is here, and Herring had already requested he overcast 300J from Tower


After hearing the disappointing estimates by Bulm and Crud, Harley looks for Meta and finds him nearby to his finished work, the Shadies's Natural Ally Grounds
 "Master Meta, thank you again, stellar work"  Harley greets looking at the Natural Ally Ground, and seeing Shadow arrive with her stack and starting to explore it wonderingly
 "The Shadies are definitely impressed as well"  she continues smiling

 "We have the Tower Juice and the materials ready for the extra wagon we've requested. We have a need however of carrying a Dwagon. Instead of building a mega-wagon from scratch, would you be able to take those 3 wagons and combine them into one in a single turn's work?"  
 


" Well the battle wagon is a proven design. This mega wagon is not. Not sure if I could do it with 300 juice. It's not just sticking them together. I have to reinforce areas, enlarge the wheels, raise it, change the layout, and many other things. I would be doing that all from scratch with no blueprint in place. All while drawing juice from the tower. So not being able to walk around it as I adjust it. I'm willing to try, but not sure of the results.
meowcats734
 "Would working with 50 of Bulm's juice and Crud help?"  Harley asks.
WurmD
Harley ponders and nods " Fair. In that case I think we'd prefer the safer route: building one from scratch. Would you like to be hired to do so over the following turns, starting today with 300 tower Juice?"  Harley open ended proposes, thinking he can start building pieces with tower Juice, to be assembled outside with self-juice, and she's quite fine with allowing him to experiment until he succeeds, paying 2 Rands per 100 self-juice and 1 Rand per tower Juice spent in the process.

 "You will be able to call upon Bulm, our turnamancer contractor, and our Twoll Crud during the process if you so desire"  Harley adds while Meta ponders
_Wiz_
Sure +1

 Some other miscellaneous ordes 
 Farmers in Arkum and the farm 

-Order the Two Farm hands in Arkum to use their Extra yield special on the Fruit Garden
-Order the Ten Farmhands at the farm to use their extra yield special on the farm


 City Management 

-Ivy Manages Arkum (as a courtier she should be able to do this)

 "Now as heir its important to be able to manage the finances of the side so lets see if you can manage the city and boost it's income"  Harley declared as she continues giving Ivy a tour of the city.

 Gems, Gems, Gems! 

Stopping by the new Pokadaemon natural Ally grounds Harley has the two Bigmouths use their payday special and produce some gems.

 Taming 

-Ivy attempts to tame the yellow cat prisoner with meat rations

 "Now taming is usually a fairly safe way to gain some xp lets see if you can't tame this cat..."  Harley declares as she hands a meat ration over to Ivy and takes a step back allowing her daughter to have a go at taming the yellow cat prisoner.


 Negotiations 

Continuing the tour Harley sends out a silent order to fetch Krippen and meet them at her office. Harley then sits down with Ivy and greets the two warlords.

 "Thankyou both for coming!"  Harley declares with a smile as she pulls out a bottle and a few glasses and indicates for the warlords to take a seat.  "Krippen I'd like to hire your services again this turn to help recruit the barbarian stack that our scouts have spotted to the south..."  Harley begins  "But before I did so I wanted to check in with you and see how my first recruitment attempt is going! Have you given the offer of joining Arkum any more thought?"  Harley asks cocking her head to the side.
meowcats734
+1 to all suggestions
Cyphermancer
Harley ponders and nods " Fair. In that case I think we'd prefer the safer route: building one from scratch. Would you like to be hired to do so over the following turns, starting today with 300 tower Juice?"  Harley open ended proposes, thinking he can start building pieces with tower Juice, to be assembled outside with self-juice, and she's quite fine with allowing him to experiment until he succeeds, paying 2 Rands per 100 self-juice and 1 Rand per tower Juice spent in the process.

 "You will be able to call upon Bulm, our turnamancer contractor, and our Twoll Crud during the process if you so desire"  Harley adds while Meta ponders

"3 Rands for today I prefer to work on it alone normally. But with the juice situation may have crud assemble some pieces for me.  Alright let me get started.


-16 wood
-3 swords
-4 darf leather armor
- 10 battle axes
- 8 darf axes
-300 tower Juice
Crud -6 move

Crud carries out finished pieces just small enough to carry out. The puts them together with his new tools. After 300 Juice the bed is finish just small enough to fit out the gates after the wheels are finished. With several parts sitting in the bed.
Cyphermancer
 Some other miscellaneous ordes 
 Farmers in Arkum and the farm 

-Order the Two Farm hands in Arkum to use their Extra yield special on the Fruit Garden
-Order the Ten Farmhands at the farm to use their extra yield special on the farm

✔️


 City Management 

-Ivy Manages Arkum (as a courtier she should be able to do this)

 "Now as heir its important to be able to manage the finances of the side so lets see if you can manage the city and boost it's income"  Harley declared as she continues giving Ivy a tour of the city.


Ivy walks around the capital with Harley.

-4 move Ivy, but she was unable to manage the city ( bill couldn't before his upgrade)


 Gems, Gems, Gems! 

Stopping by the new Pokadaemon natural Ally grounds Harley has the two Bigmouths use their payday special and produce some gems.

+2 100 shmucker gems

 Taming 

-Ivy attempts to tame the yellow cat prisoner with meat rations

 "Now taming is usually a fairly safe way to gain some xp lets see if you can't tame this cat..."  Harley declares as she hands a meat ration over to Ivy and takes a step back allowing her daughter to have a go at taming the yellow cat prisoner.


Ivy slowly approaches the cat whispering to it

-2 meat rations

Quick lynx xp 4/8
2[1d4]/2/6/14
Specials: forest capable, charge
Upkeep 35



 Negotiations 

Continuing the tour Harley sends out a silent order to fetch Krippen and meet them at her office. Harley then sits down with Ivy and greets the two warlords.

 "Thankyou both for coming!"  Harley declares with a smile as she pulls out a bottle and a few glasses and indicates for the warlords to take a seat.  "Krippen I'd like to hire your services again this turn to help recruit the barbarian stack that our scouts have spotted to the south..."  Harley begins  "But before I did so I wanted to check in with you and see how my first recruitment attempt is going! Have you given the offer of joining Arkum any more thought?"  Harley asks cocking her head to the side.

" I will wave my fee for the turn. As for joining the side. I have things are alot better than they were. Your listening to other snd not putting yourself at risk. Also the side having an heir is a huge boon.

However, before I a few things.

Want to see how you handle this whole winstrum/EoM/Reimier mess. How it's handled is up to you. Just want to know are we fighting them, teaming up or letting them fight it out.

Second, I want to see if you can fix things with the pokedamons

Lastly, before you have said I would be captain of your knights. I want to know what that means.
meowcats734
(to Krippen)

 "For the clash between Titans we've found ourselves in the middle of... the best we can hope for is an NAP with all sides involved, and that's what our diplomacy will aim for. If it turns out that's beyond our reach, we'll simply have to try for aligning ourself with one side while keeping under the radar of the other. As for the pokedaemons, next turn we'll have James update us on their loyalty after the natural ally grounds—and after we pop some new ones this turn. Lastly, for the captain of the knights..." 

(this was before my time, someone else fill in the blank)
_Wiz_
Question: The farm has a limit of 10 farmhands using their extra yield special on it. Does the garden have the same limit?


(Expanded response below)

 To Krippen 
 "Thankyou Krippen that is appreciated!”  Harley replies with a smile and a nod at the mention of the waived fee.

 ”For the clash between giants we've found ourselves in the middle of... the best outcome for Arkum would be to remain neutral while we build up strength and let the two blocks weaken each other by fighting among themselves. Ideally we would obtain a NAP with all sides involved, and that's what our diplomacy will aim for but it depends on how negotiations go. If it turns out that's beyond our reach, we may have to align ourselves with one side to some extent while keeping under the radar of the other.”  Harley thinks aloud.

 ”As for the pokedaemons, I am hopeful that our relationship is slowly returning to normal, next turn we'll have James update us on their loyalty after the natural ally grounds—and after we pop some new ones this turn. I am not expecting a massive change but a slight improvement would be welcome.

Lastly, for the captain of the knights... Spike will remain my Chief Warlord. There is no way I would take such a thing away from him after all he has done for the side. "  Harley declares with a smile as she reaches out and grips Spike’s shoulder.  ”But I would give you direct command of Arkum’s knight’s. Ranking wise you would be second only to Spike and you would hold a permanent seat on Arkum’s council. You would be responsible for training the knights, have a say in picking what units are selected for promotion to knight and lead them in battle. I could have a Knight’s hall built for you to use as a headquarters and you could pick what types of custom knights it produces…”  Harley explained.



(*** removed the word Titans as Titans basically means gods in Erfworld)
WurmD
Pretty good
+1
meowcats734
Sure, +2 to this
Cyphermancer
Question: The farm has a limit of 10 farmhands using their extra yield special on it. Does the garden have the same limit?


Garden has a limit of four farm hands.


(Expanded response below)

 To Krippen 
 "Thankyou Krippen that is appreciated!”  Harley replies with a smile and a nod at the mention of the waived fee.

 ”For the clash between giants we've found ourselves in the middle of... the best outcome for Arkum would be to remain neutral while we build up strength and let the two blocks weaken each other by fighting among themselves. Ideally we would obtain a NAP with all sides involved, and that's what our diplomacy will aim for but it depends on how negotiations go. If it turns out that's beyond our reach, we may have to align ourselves with one side to some extent while keeping under the radar of the other.”  Harley thinks aloud.

 ”As for the pokedaemons, I am hopeful that our relationship is slowly returning to normal, next turn we'll have James update us on their loyalty after the natural ally grounds—and after we pop some new ones this turn. I am not expecting a massive change but a slight improvement would be welcome.

Lastly, for the captain of the knights... Spike will remain my Chief Warlord. There is no way I would take such a thing away from him after all he has done for the side. "  Harley declares with a smile as she reaches out and grips Spike’s shoulder.  ”But I would give you direct command of Arkum’s knight’s. Ranking wise you would be second only to Spike and you would hold a permanent seat on Arkum’s council. You would be responsible for training the knights, have a say in picking what units are selected for promotion to knight and lead them in battle. I could have a Knight’s hall built for you to use as a headquarters and you could pick what types of custom knights it produces…”  Harley explained.


Krippen will nod along.

" Alright, that all sounds good. let me discuss it with my troops and I will give you an answer in a turn or two."


(*** removed the word Titans as Titans basically means gods in Erfworld)
meowcats734
Alright, suggestions time:

 
 Spoiler: Barbarian Stack 

Purchase the 7-rand body box &lt;-7 rands&gt;. Give body box to Harley. &lt;Items transferred&gt;. Give 2 stantch leaf, 4 likkan, 1 bitter leaf, 2 pennilice, 2 juicy fruit, 2 Alonnas Grace, 3 farm rations, 3 bee meat rations to Krippen &lt;Items transferred&gt;.

Form the following three stacks:
STACK 1:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Heavy Doe Deer B

STACK 2:
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm
Heavy Doe Deer C

STACK 3:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Ivy

Stacks 1, 2, 3 enter wagons 1, 2, 3 respectively. Hobby T16A, Hobby T15B are hitched to wagon 1. Uncroaked Heavy Hobby A is hitched to wagon 2. Uncroaked Hobby B, Uncroaked Hobby E are hitched to wagon 3. All 3 stacks are brought to 03.01 &lt;-1.5 move&gt;. Stacks are reformed into the following:

STACK A:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm

STACK B:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stack A enters Wagon 1. Stack B enters Wagon 2. Heavy Doe Deer B is hitched to Wagon 1. Heavy Doe Deer C is hitched to Wagon 2. Stacks go to 06.07 &lt;-7 move&gt;. Stacks interact with barbarians. Stacks return &lt;-7 move&gt;. If barbarians want to come with, simply have Krippen's stack walk the return trip.
 

Changes:
-7 rands (7 left)
Hobby T16A, T15B, Uncroaked Heavy Hobby A, Uncroaked Hobby B, Uncroaked Hobby E lose 1.5 move and end turn in the farm.
Heavy Doe Deer B, Heavy Doe Deer C lose 14 move and are in the farm (but will be recalled to capital later)
Body Box is purchased and transferred to Harley.
2 stantch leaf, 4 likkan, 1 bitter leaf, 2 pennilice, 2 juicy fruit, 2 Alonnas Grace, 3 farm rations, 3 bee meat rations are transferred to Krippen.
Barbarian stack interacted with.

 
 Spoiler: Moonsong's Run 

Body box is placed in wagon 3. Heavy Doe Deer B is put in wagon 3. Heavy Doe Deer A goes to farm &lt;-1.5 move&gt; and are hitched to wagon. Wagon 3 returns to capital &lt;-1.5 move&gt;.
Ask Herring about a mass identify spell. If he does not know one, have Herring identify the magical bow. (If the bow is cursed or otherwise would not work, request that Shadow let Moonsong borrow the +1 fiery twinhorn bow instead.) &lt;-50 Herring juice&gt; &lt;-?? rands&gt;. Transfer the body box, a magical bow, and the ring of slow falling to Moonsong &lt;Items transferred&gt;.
Moonsong mounts Aerodactya T20A. Flies in a straight line to -07.03 &lt;-7 move&gt;. Flies to -07.04 &lt;-1 move&gt;. Uses archery on green bear from Aerodactya until green bear croaks, then places body inside body box. Flies in a straight line to -03.06 &lt;-4 move&gt;. Flies to -03.07 &lt;-1 move&gt;. Uses archery on 3 woofs from Aerodactya until they croak, then place bodies inside body box. Fly to -02.-07 &lt;-1 move&gt; and await orders.
 

Changes:
Body box is transferred from Harley to Moonsong
Heavy Doe Deer A loses 3 move (0 remaining)
Herring loses 50 juice, we lose some number of rands to pay.
Magical bow is given to Moonsong
Ring of slow falling is transferred from Harley to Moonsong
Aerodactya T20A loses 14 movement and moves to -02.-07.

 
 Spoiler: Ivy and the Living Tree 

Body box is emptied in farm. Doe Deer B, Doe Deer T20A, Ivy enter Wagon 3. Hobby Horse B, Hobby Horse T19A take Wagon 3 to 00.-03 &lt;-1.5 move&gt;. Heavy Hobby A goes to 00.-03 &lt;-1.5 move&gt;. Harley and Ivy swap. Body box is transferred to Ivy &lt;Items transferred&gt;. Doe Deer B, Doe Deer T20A are hitched to Wagon 1; Heavy Hobby B is hitched to Wagon 2. Wagons 1, 2 are taken to -02.06 &lt;-7 move&gt; &lt;-8 move&gt;. Interact with living tree.

Moonsong flies to -01.06 &lt;-1 move&gt; and then to -01.01 &lt;-5 move&gt; in a straight line. Wagons 1, 2 are taken to -01.05 &lt;-1 move&gt; and then to -01.01 &lt;-4 move&gt; in a straight line. Sniper Bolt, Sniper Shaft, Sniper Storm return to the capital on foot; Moonsong and the Aerodactya join the wagon and all are brought back to capital &lt;-2 move&gt;.
 

Changes:
Body box is transferred from Harley to Ivy
Hobby Horse B, Hobby Horse T19A lose 1.5 move
Heavy Hobby A loses 16.5 move.
Doe Deer B, Doe Deer T20A lose 14 move.
Sniper Bolt, Sniper Shaft, Sniper Storm lose 2 move.
_Wiz_
Wasn't Herring going to sell our honey for rands?


Also did Carrion and May ever arrive?
WurmD
As Shadow and Dee arrive, wagon full of spoils Harley greets them enthusiastically

 "Great work Dee! Shadow!"

"Herring! This is your cue! Dee brought 10 more rations for conversion"  Harley points out as they are unloaded from the wagon thinking Herring has the excuse that these 10 would not have for in his cape in a single journey
 "Plus the honey, but no rush if the brewer doesn't give you a good deal"  she says waving nonchalantly, thinking it only worth to trade if we get a 1 to 1 Rand conversion rate

 "Then, would you see if Luckamancer is willing to come boost my Dwagon taming attempt?"  she says failing to suppress a predatory grin
 
"(I wonder what's keeping May and Carrion)"  she finally mutters in an after thought
meowcats734
+1 to the honey question, we'll handle asking about luckamancers, May, and Carrion after we know how much money we have to play with

EDIT:

Dialogue suggestion.

(to Ivy)  "So now that you've been shown around the side... I'm sure you've noticed we've been using wood in our construction. From your special I know you have a perspective on plants that the rest of us don't, so... is the use and harvesting of wood something you are against?" 
_Wiz_
+1 to congratulating Dea and Shadow, the honey question and thinking about carrion and May

As Shadow and Dee arrive, wagon full of spoils Harley greets them enthusiastically

 "Great work Dee! Shadow!" 
 "Herring you said you had a buyer for the honey?"  Harley asks with a raised eyebrow.  "But no rush if the brewer doesn't give you a good deal"  she says waving nonchalantly, thinking it only worth to trade if we get a 1 to 1 Rand conversion rate.


+1 to the Ivy question


Also Harley looks at the three scrolls that were brought back. Is she able to workout what they are for without casting Identify?
Cyphermancer
As Shadow and Dee arrive, wagon full of spoils Harley greets them enthusiastically

[B]"Great work Dee! Shadow!"


Both bow

" Thank you your majesty


 "Plus the honey, but no rush if the brewer doesn't give you a good deal"  she says waving nonchalantly, thinking it only worth to trade if we get a 1 to 1 Rand conversion rate.

" I was going to talk with him this evening. I'm having dinner with him tonight."

 "Then, would you see if Luckamancer is willing to come boost my Dwagon taming attempt?"  she says failing to suppress a predatory grin
 


All of Harley's commander heads snap to Harley as she mentions her intentions to tame a dwagon.

Spike
" Your majesty what dwagon taming attempt?"


Harley realizes this is the first time she has brought up her intentions to her commanders. Glancing around. She sees Krippen shaking his head and varies looks of 'here we go again" from her commanders

Herring sensing the energy in the air pauses.

" I do have a novice luckamancer I'm in contact with. Should I send her a message?"


"(I wonder what's keeping May and Carrion)"  she finally mutters in an after thought


Both May and Carrion arrive

[

EDIT:

Dialogue suggestion.

(to Ivy)  "So now that you've been shown around the side... I'm sure you've noticed we've been using wood in our construction. From your special I know you have a perspective on plants that the rest of us don't, so... is the use and harvesting of wood something you are against?" 


" Harvesting is fine its what the resources are there for. As long as they are used and not abused. I noticed you are harvesting the hexes around the cities. You do know the long term effects of this correct. It can create wastelands. These wastelands can spread. It also reduces the number of ferals that pop and I can't help. But notice how much of the side's strength is based on ferals."


Also Harley looks at the three scrolls that were brought back. Is she able to workout what they are for without casting Identify?

They are not shockamancy or croakamancy. One of the Scrolls is foolamancy however.
meowcats734
Oops.

Harley winks.  "Alright, alright, hear me out. Herring, your carnymancy can block up to three melee attacks at least, right? Cast that on me, and if you'd be a dear, Dee, and let me borrow your cloak of mists, I'd be proof against seven melee attacks. As for the ranged attacks, I am an adept shockamancer and can ground out two hundred and fifty points of electrical damage if I have to. That alone is more than enough to flee back across the hex border at the first sign of trouble. If it tries to grapple me, I have the ring of slow fall to negate being dropped and I can unload enough armor-piercing damage into it to croak a twoll two times over every round—I don't care how mighty of a dwagon you are, nobody's holding onto that hot of a potato. But, ah, perhaps hold off on the luckamancer for now." 

(4d8+12 is 28 damage on average, which would indeed croak Crud twice over and then some.)

(separately, to Carrion)  "Welcome, Master Carrion! While we do have quite a few uncroakings to purchase off you, we _also_ have something that might tempt your request for interesting bodies. Chief Caster Dee has been studying these two... would you be willing to help her out?"  Harley shows Carrion to the lich bodies.

(separately, to May)  "Greetings, May! Our side has been building up all kinds of cloth, and we're fascinated to see what you can do with it! And if you like any of what you see, say the word and we can arrange a deal. I've been interested in personal robes, and was wondering if you could make anything interesting out of these?"  Harley spreads out the five masterwork leather, 30 normal leather, 7 masterwork silk, and for good measure the 9 soldier ant chitin, and the queen ant chitin. "Additionally, we found this small horse doll; I don't suppose you'd have any specialty in identifying it?" Harley nods towards the horse figurine, without touching it. Just in case it's cursed to permanently turn whoever touches it into a horse.
WurmD
Harley hunches her shoulders as she glanced across the room noticing her Commander's reactions  "...nevermind then " she says to Herring but replying to everyone
meowcats734
Uh, sure, +1?
WurmD
Check with Farmhands if their special allows working at the Herb Garden
meowcats734
+1 to that too, although I think we're pretty good on herbs
_Wiz_
FYI the talk of dwagons was never +1'd only the asking about honey was +1'd


 To Herring 
 "This evening would be great"  Harley replies with a smile.  "And if they would be interested in a regular supply please let as know us we are still able to modify the farm to produce honey."  Harley adds


Slight modifications to Last's suggestions;

 separately, to Carrion 
 "Welcome, Master Carrion! While we do have quite a few uncroakings to purchase off you, we _also_ have something that might tempt your request for interesting bodies. Chief Caster Dea has been studying these two... Dea believes they may be the key to uncroaking natural casters. Would you care to take a look with her?"  Harley asks as she shows Carrion to the lich bodies.

 separately, to May 
 "Greetings, May! Our side has been building up all kinds of cloth, and we're fascinated to see what you can do with it! And if you like any of what you see, say the word and we can arrange a deal. I've been interested in personal robes, and was wondering if you could make anything interesting out of these?"  Harley spreads out the five masterwork leather, 30 normal leather, 7 masterwork silk, and for good measure the 4 goat hides, 4 woof hides, 9 soldier ant chitin, and the queen ant chitin.

 Looking at scrolls 

Noticing that one of the scrolls is Foolamancy, Harley hands it over to Moonsong to see if the natural caster has any more luck working out what it does.
WurmD
+1

_______________
meowcats734
+2 to Wiz's suggestions
Cyphermancer
FYI the talk of dwagons was never +1'd only the asking about honey was +1'd


Opps sorry

 To Herring 
 "This evening would be great"  Harley replies with a smile.  "And if they would be interested in a regular supply please let as know us we are still able to modify the farm to produce honey."  Harley adds


" OK I will let you know by hat this evening."


Slight modifications to Last's suggestions;

 separately, to Carrion 
 "Welcome, Master Carrion! While we do have quite a few uncroakings to purchase off you, we _also_ have something that might tempt your request for interesting bodies. Chief Caster Dea has been studying these two... Dea believes they may be the key to uncroaking natural casters. Would you care to take a look with her?"  Harley asks as she shows Carrion to the lich bodies.




" ahhh these take me back liches. They are indeed natural casters of croakamancy. They are intelligent and do not Decay like most uncroaked. However they have an upkeep.

Pausing to look at dee

" I won't share more discoving how to make a lich should boost you to an adept or atleast close to it."

 separately, to May 
 "Greetings, May! Our side has been building up all kinds of cloth, and we're fascinated to see what you can do with it! And if you like any of what you see, say the word and we can arrange a deal. I've been interested in personal robes, and was wondering if you could make anything interesting out of these?"  Harley spreads out the five masterwork leather, 30 normal leather, 7 masterwork silk, and for good measure the 4 goat hides, 4 woof hides, 9 soldier ant chitin, and the queen ant chitin.


" well mw silk is the best option if I use that I could make you a +2 robe this turn for 6 rands

 Looking at scrolls 

Noticing that one of the scrolls is Foolamancy, Harley hands it over to Moonsong to see if the natural caster has any more luck working out what it does.

" it isn't a spell I know, but I think I could learn it. But it would destroy the scroll. The spell creates foolamancy constructs. While they can't attack, they can fill out a stack and soak up hits.
meowcats734
(to Carrion)  "Well, thank you for the hints. I'm sure Dee will have a blast unravelling these mysteries! In the meantime, however, there's uncroaking to do. We have several fat ratz and a woof available if you're interested—and, in addition, there's a green bear and three woofs just outside our capital that we plan on croaking, but alas, we don't have a way of bringing them back in one piece. Unless you'd be willing to rent out that box of yours until the end of our turn...?"  Harley asks.

(to May)  "+2 robes? That's incredible! I know a spell which infuses magical items with fire magic, with the flames not hurting the wielder... do you think it would be worth it to try and work it into these robes?" 

(to Moonsong)  "Hmm... that sounds strangely like an effect on Dee's amulet. If Dee doesn't mind, would you take a look and see if you think you could learn a similar spell by studying the amulet?" 
_Wiz_
 To Carrion 
 "They don't decay now that is interesting. So they are somewhat more permanent than a standard uncroaked..."  Harley comments with interest.  "Well Dea I am confident you can unlock their secrets!"  Harley then declares with a smile.

 "In the meantime, however, there's uncroaking to do. I think we would like to get some of our winged Antz back on their feet this turn. Do you think you could manage six?"  Harley then asks. (My thinking is 6 would give us a full stack of flyers and I'm guessing they're 50 juice each).  "What would you ask for payment for that? Would you be interested in the Fat Ratz that we have?"  Harley then asks as she shows the current contents of Arkum's morgue.  "We could also retrieve the bodies of a green bear and some woofs for you from the field if you prefer. We could even load them in to your box for you if you would be willing to allow us to take it outside of the city"  Harley then asks delicately.




 To May 
 "+2 robes? That's incredible! That would certainly boost my defence nicely!"  Harley declares with a grin.  "You have a deal!"  Harley then quickly adds.


(fields meddle can be added to an already enchanted item. We don't need to do it while it's created)


 To Moonsong 
 "Having you learn the spell would be much more worthwhile than a single scroll. Go for it Moonsong!"  Harley declares with a grin.  "I've been meaning to have you work on your spell repertoire anyway"  Harley adds with a thoughtful look.



(While studying the amulet is something we want to do its separate to this and will require time, juice and experimentation)
WurmD
+1

_____________
Cyphermancer
 To Carrion 
 "They don't decay now that is interesting. So they are somewhat more permanent than a standard uncroaked..."  Harley comments with interest.  "Well Dea I am confident you can unlock their secrets!"  Harley then declares with a smile.

 "In the meantime, however, there's uncroaking to do. I think we would like to get some of our winged Antz back on their feet this turn. Do you think you could manage six?"  Harley then asks. (My thinking is 6 would give us a full stack of flyers and I'm guessing they're 50 juice each).  "What would you ask for payment for that? Would you be interested in the Fat Ratz that we have?"  Harley then asks as she shows the current contents of Arkum's morgue.  "We could also retrieve the bodies of a green bear and some woofs for you from the field if you prefer. We could even load them in to your box for you if you would be willing to allow us to take it outside of the city"  Harley then asks delicately.


Carrion pauses to think seeming to glancing at the bodies.

" so fill my box for me, little short on transport huh" he motions to the hammer on harleys back. " let me hold onto that and I will loan you one of my boxes. As for uncroaking not interested in the Fat ratz. I will take the green bear, four woofs, and 2 rands. In exchange will cast 100 of my personal Juice and 300 or 400 tower Juice. Sound like a deal?"





 To May 
 "+2 robes? That's incredible! That would certainly boost my defence nicely!"  Harley declares with a grin.  "You have a deal!"  Harley then quickly adds.

- 6 rands, -3 mk silk

+2 Robes ( red and white in color)


(fields meddle can be added to an already enchanted item. We don't need to do it while it's created)


 To Moonsong 
 "Having you learn the spell would be much more worthwhile than a single scroll. Go for it Moonsong!"  Harley declares with a grin.  "I've been meaning to have you work on your spell repertoire anyway"  Harley adds with a thoughtful look.


Moon song studies the scroll before the it falls apart.

" I learned the spell!"

Foolamancy construct

Cost 20/100
Standard
Close range

This spell creates a foolamancy construct. While they can not attack and will pop after a single hit. These constructs will last until start of next turn. They have a standard defense of two and can join a stack. 20 juice can create one while 100 juice can make a full stack. Constructs have a range of 1 hex per caster level from the caster.
WurmD
 "Herring! Look at all this loot!"  Harley pulls Herring towards the wagon  "Would you like to be the one identifying them this turn? Would you start with the bow?"  she asks excitedly, asking without crassly saying it if he wants to be paid to use his Juice for this task this turn



After the bow is identified Harley brings it and motions Shadow and Moonsong into a private room

 "Great job again, *multiple times* this turn!"  Harley greets enthusiatically

 "You remember the Green Bear location, and the woofs locations in the map? Now that we have a flying mount, do you think either of you alone on 1 Aerodactyl would be able to fire on them from the air until they croak? With this bow?"  she then seriously poses the question probing for challenges to the idea
_Wiz_
Sure +1 …..

(We’d also give them healing amulet, crit helm, ring of slow fall and herbs just incase)
_Wiz_
And our responses to the casters


 To Carrion 
 "Logistics can be a little tricky..."  Harley admits with a coy smile.  "Your box would certainly make it easier to get the bodies back"  Harley adds.

 "Sure thing, but be careful you can end up being shocked if she doesn't like you!"  Harley declares as she flips Blunted smile around and holds the handle out towards master Carrion.

 "And sure that sounds fine to me. Give us a moment and we will go fetch those bodies for you"  Harley agrees with a nod


 To May 
 "Thankyou May these look amazing!"  Harely declares happily.  "Do you think they will suit me?"  She adds as she holds up the robes.


  To Moonsoong 
 "Excellent work! I look forwards to seeing what you can do with them!"  Harley then declares with a grin.


Question: Do Foolamancy constructs contribute towards and benefit from the stack bonus? What about leadership bonuses?
WurmD
+1

________________
Cyphermancer
 "Herring! Look at all this loot!"  Harley pulls Herring towards the wagon  "Would you like to be the one identifying them this turn? Would you start with the bow?"  she asks excitedly, asking without crassly saying it if he wants to be paid to use his Juice for this task this turn


" looking over the the gathered items. So five rands for the lot?"



After the bow is identified Harley brings it and motions Shadow and Moonsong into a private room

 "Great job again, *multiple times* this turn!"  Harley greets enthusiatically

 "You remember the Green Bear location, and the woofs locations in the map? Now that we have a flying mount, do you think either of you alone on 1 Aerodactyl would be able to fire on them from the air until they croak? With this bow?"  she then seriously poses the question probing for challenges to the idea.

" that's heavy forest, sniping them from the air will be tough. We can get a shot in here or there, but with the tree cover. It will be hard to do it with no risk.

[QUOTE=_Wiz_;25838479]And our responses to the casters


 To Carrion 
 "Logistics can be a little tricky..."  Harley admits with a coy smile.  "Your box would certainly make it easier to get the bodies back"  Harley adds.

 "Sure thing, but be careful you can end up being shocked if she doesn't like you!"  Harley declares as she flips Blunted smile around and holds the handle out towards master Carrion.

 "And sure that sounds fine to me. Give us a moment and we will go fetch those bodies for you"  Harley agrees with a nod


Carrion will take the hammer with no problem and hands over the box


 To May 
 "Thankyou May these look amazing!"  Harely declares happily.  "Do you think they will suit me?"  She adds as she holds up the robes.

They do!


  To Moonsoong 
 "Excellent work! I look forwards to seeing what you can do with them!"  Harley then declares with a grin.


Question: Do Foolamancy constructs contribute towards and benefit from the stack bonus? What about leadership bonuses?


Stack yes, not sure about leadership.
meowcats734
Dialogue Suggestions:
(to Herring)  "How much of your juice would identifying them all cost?" 

Move suggestions, new and improved:

 
 Spoiler: Barbarian Stack 

Give body box to Harley. &lt;Items transferred&gt;. Give 2 stantch leaf, 4 likkan, 1 bitter leaf, 2 pennilice, 2 juicy fruit, 2 Alonnas Grace, 3 farm rations, 3 bee meat rations to Krippen &lt;Items transferred&gt;. Give +1 shield, arc blade to Ivy &lt;Items transferred&gt;.

Form the following three stacks:
STACK 1:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Heavy Doe Deer B

STACK 2:
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm
Heavy Doe Deer C

STACK 3:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stacks 1, 2, 3 enter wagons 1, 2, 3 respectively. Hobby T16A, Hobby T15B are hitched to wagon 1. Uncroaked Heavy Hobby A is hitched to wagon 2. Uncroaked Hobby B, Uncroaked Hobby E are hitched to wagon 3. All 3 stacks are brought to 03.01 &lt;-1.5 move&gt;. Stacks are reformed into the following:

STACK A:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm

STACK B:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stack A enters Wagon 1. Stack B enters Wagon 2. Heavy Doe Deer B is hitched to Wagon 1. Heavy Doe Deer C is hitched to Wagon 2. Stacks go to 06.07 &lt;-7 move&gt;. Forage heavy forest tiles. Stacks interact with barbarians. Stacks return &lt;-7 move&gt;. If barbarians want to come with, simply have Krippen's stack walk the return trip.
 

Changes:
Hobby T16A, T15B, Uncroaked Heavy Hobby A, Uncroaked Hobby B, Uncroaked Hobby E lose 1.5 move and end turn in the farm.
Heavy Doe Deer B, Heavy Doe Deer C lose 14 move and are in the farm (but will be recalled to capital later)
Body Box is transferred to Harley.
2 stantch leaf, 4 likkan, 1 bitter leaf, 2 pennilice, 2 juicy fruit, 2 Alonnas Grace, 3 farm rations, 3 bee meat rations are transferred to Krippen.
Barbarian stack interacted with.
2 heavy forest tiles foraged.
Arc blade, +1 shield transferred to Ivy

 
 Spoiler: Ivy and the Living Tree 

Body box is emptied in farm. Heavy Doe Deer B, Harley are put in wagon 3. Heavy Doe Deer A goes to farm &lt;-1.5 move&gt; and is hitched to wagon. Wagon 3 returns to capital &lt;-1.5 move&gt;. Doe Deer B, Doe Deer T20A, Ivy enter Wagon 3. Hobby Horse B, Hobby Horse T19A take Wagon 3 to 00.-03 &lt;-1.5 move&gt;. Heavy Hobby A goes to 00.-03 &lt;-1.5 move&gt;.

Heavy Doe Deer C, Lancer Point, Lancer Thrust, Lancer Isabel, Champion Cleave enters Wagon 3. Hobby Horse B, Hobby Horse T19A take Wagon 3 to 00.00 &lt;-1.5 move&gt;. Heavy Doe Deer C is replaced with Heavy Doe Deer D; knights dismount. Hobby Horse B, Hobby Horse T19A take Wagon 3 to 00.-03 &lt;-1.5 move&gt;.

Body box is transferred to Ivy &lt;Items transferred&gt;. Doe Deer B, Doe Deer T20A are hitched to Wagon 1; Heavy Hobby B is hitched to Wagon 2. The below stacks are formed:

STACK ALPHA:
Krippen
Champion Jab
Champion Scimitar
Champion Razor
Sniper Bolt
Sniper Shaft
Sniper Storm
Ivy

STACK BETA:
Heavy Doe Deer D
Sniper Bullseye
Sniper Hawkeye
Spike
Sniper Robin

Stack Alpha enters Wagon 1; Stack Beta enters Wagon 2. Wagons 1, 2 are taken to -02.06 &lt;-7 move&gt; &lt;-8 move&gt;. Interact with living tree.
 

Changes:
Heavy Doe Deer A loses 3 move (0 remaining)
Body box is transferred from Harley to Ivy
Hobby Horse B, Hobby Horse T19A lose 4.5 move
Heavy Hobby A loses 9.5 move.
Doe Deer B, Doe Deer T20A lose 7 move.

 
 Spoiler: Hunting in the Forest 

STACK —:
Krippen
Champion Jab
Champion Scimitar
Champion Razor
Sniper Bolt
Sniper Shaft
Sniper Storm
Ivy
Heavy Doe Deer B is hitched to Wagon 1, containing Stack —. Heavy Doe Deer B goes to -02.07 &lt;-1 move&gt;, -03.07 &lt;-1 move&gt;, and croaks woofs.

Woofs are placed inside body box. Heavy Doe Deer B goes to -03.06 &lt;-1 move&gt;, then in a straight line to -07.04 &lt;-4 move&gt;. Croaks green bear. Green bear is placed inside body box. Stack returns to -03.06 &lt;-4 move&gt; and then -02.06 &lt;-1 move&gt;.

All heavy forest tiles are foraged along the way.
 

Changes:
Heavy Doe Deer B loses 12 move
Woofs, green bear are croaked
6 heavy forest tiles foraged

 
 Spoiler: Triumphant Return 

STACK ALPHA:
Krippen
Champion Jab
Champion Scimitar
Champion Razor
Sniper Bolt
Sniper Shaft
Sniper Storm
Ivy

STACK BETA:
Heavy Doe Deer D
Sniper Bullseye
Sniper Hawkeye
Spike
Sniper Robin
Doe Deer B, Doe Deer T20A hitched to Wagon 1 containing Stack Alpha. Heavy Hobby A hitched to Wagon 2 containing Stack Beta. All move to 00.05 &lt;-2 move&gt; and then 00.00 &lt;-5 move&gt;.
 

Changes:
Everyone gets home
Doe Deer B, Doe Deer T20A lose 7 move, remaining 0
Heavy Hobby A loses 7 move, remaining .5
_Wiz_
Sorry but can I suggest the following alternative


 
 Spoiler: Reassignment of Magic items 
Oversized axe of cutting taken from Bill and given to Lancer Isobel
Critical Helm taken from Bill and given to Ivy
+1 Armour taken from Bill and Given to Ivy
Arcblade taken from Shady C11B and given to Ivy
+1 Shield taken from Shady C11 B and given to Ivy

+1 Shattering Bow assigned to Sniper Hawkeye
+1 Mace of Stunning assigned Lancer Thrust
+1 Sword of Darf Slaying Champion Scimitar

***All changes made on Unit tracker

****Additionial items may be added based on what Herring identifies
 


Warlord Krippen manages Arkum before leaving the city -4 move

 
 Spoiler: Barbarian Stack 

Give body box to Harley. &lt;Items transferred&gt;. Give 2 stantch leaf, 4 likkan, 1 bitter leaf, 2 pennilice, 2 juicy fruit, 2 Alonnas Grace, 3 farm rations, 3 bee meat rations to Spike &lt;Items transferred&gt;.

Form the following three stacks:
STACK 1:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Heavy Doe Deer B

STACK 2:
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm
Heavy Doe Deer C

STACK 3:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stacks 1, 2, 3 enter wagons 1, 2, 3 respectively. Hobby T16A, Hobby T15B are hitched to wagon 1. Uncroaked Heavy Hobby A is hitched to wagon 2. Uncroaked Hobby B, Uncroaked Hobby E are hitched to wagon 3. All 3 stacks are brought to 03.01 &lt;-1.5 move&gt;. Stacks are reformed into the following:

STACK A:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm

STACK B:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stack A enters Wagon 1. Stack B enters Wagon 2. Heavy Doe Deer B is hitched to Wagon 1. Heavy Doe Deer C is hitched to Wagon 2. Stacks go to 06.07 &lt;-7 move&gt;. Forage heavy forest tiles. Stacks interact with barbarians. Stacks return &lt;-7 move&gt;. If barbarians want to come with,  Spikes stack (except razor who is replaced by Jab, Scimitar, Point and Thrust who walk 1 hex each) walk the return trip back to 04,04 where they are picked up by the heavy woof with wagon 3. -4 mpve walkers -11 move Heavy Woof
 

Changes:
Hobby T16A, T15B, Uncroaked Heavy Hobby A, Uncroaked Hobby B, Uncroaked Hobby E lose 1.5 move and end turn in the farm.
Heavy Doe Deer B, Heavy Doe Deer C lose 14 move and are in the farm (but will be recalled to capital later)
Body Box is transferred to Harley.
2 stantch leaf, 4 likkan, 1 bitter leaf, 2 pennilice, 2 juicy fruit, 2 Alonnas Grace, 3 farm rations, 3 bee meat rations are transferred to Spike.
Barbarian stack interacted with.
2 heavy forest tiles foraged.


Uncroaked Flamerthrower Antz A, B and C pull the 3 wagons back to Arkum -3 move carrying the following unts;
-Hobby T16A, Hobby T15B,Uncroaked Heavy Hobby A,Uncroaked Hobby B, Uncroaked Hobby E, Heavy Doe Deer B, Harley


Uncroaked Flamerthrower Antz A, B and C pull the 3 wagons back to the Farm -3 move carrying the following unts;
-Hobby Warhorse A, Heavy Doe Deer D, Doe Deer T20A, Doe Deer B, Hobby T19 A, Hobby T19B, Ivy, Piker Anne, Piker C15A, Piker C15B

Form the following stacks and move to (-2,03) - 5 move

Hobby Warhorse A - pulling
Wagon 1
-Krippen
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Heavy Doe Deer D - pulling
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Hobby T19 A, Hobby T19B - pulling
Wagon 3
Doe Deer T20A
Doe Deer B
Piker Anne
Piker C15A
Piker C15B
Archer C18A

Piker Anne, Piker C15A, Piker C15B, Archer C18A use lumber jack axe to cut wood -2 move each (16 wood chopped)
-Load up wagon in the 4 empty seats they have vacated (4 units of wood in the wagon) and carry as much wood as they can back to Arkum (1 unit between each pair = +2 units of wood) - 3.5 move
- Remaining 9 units of wood placed in Carrion's box

following stacks  move to (-2,05) - 2 move

Hobby Warhorse A - pulling
Wagon 1
-Krippen
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Heavy Doe Deer D - pulling
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Hobby T19 A, Hobby T19B - pulling
Wagon 3
Doe Deer T20A
Doe Deer B



Following stacks step across to -02,06 - 1 move

-Krippen - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Doe Deer T20A
Doe Deer B
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Interact with living tree


Following stacks move to -03,07 - 2 move

-Krippen - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Doe Deer T20A
Doe Deer B
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

croak woofs

Krippens stack waits in -03,07

Wagon 2 (taking lumberjack axe) moves -06,05 -4 move

Unhitch wagon

Stack moves in to -07,04 -1 move

Doe Deer T20A
-Champion Cleave (mounted)
Doe Deer B
-Champion Razor (mounted)
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike (lumberjack axe)
-Ivy

croak bear

Return to -06,05 and rehitch wagon -1 move

Return to -03,06 -3 move
Krippens stack moves to -03,06 - 2 move

Spike and Krippen swap places then both stacks return to -02,05 -2 move

-Spike - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Doe Deer T20A
Doe Deer B
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Krippen
-Ivy

All stacks return to 00,01 -5 move

Hobby Warhorse A - pulling
Wagon 1
-Krippen
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Heavy Doe Deer D - pulling
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Hobby T19 A, Hobby T19B - pulling
Wagon 3
Doe Deer T20A
Doe Deer B
-wood
-wood
-wood
-wood


Wood is unloaded from box


All stacks return to Arkum -0.5 move

Hobby Warhorse A - pulling
Wagon 1
-Krippen
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Heavy Doe Deer D - pulling
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Hobby T19 A, Hobby - pulling
Wagon 3
Doe Deer T20A
Doe Deer B
-wood
-wood
-wood
-wood

Heavy Doe Deer A hitched to wagon and 2 Decayed uncroaked Darfs move from Arkum, collect wood from 00,01 and bring it back to Arkum -1.5 move

 
 Spoiler: Total Move used 

Hobby T16A -1.5 move (0 move remaining)
Hobby T15B -1.5 move (0 move remaining)
Uncroaked Heavy Hobby A -1.5 move (0 move remaining)
Uncroaked Hobby B -1.5 move (0 move remaining)
Uncroaked Hobby E -1.5 move (0 move remaining)
Heavy Doe Deer B -14 move (0 move remaining)
Heavy Doe Deer C -14 move (0 move remaining)
Krippen -9 move (1 move remaining)
Champion Jab -8 move** (0 move remaining)
Champion Scimitar -8 move** (0 move remaining)
Lancer Point -8 move** (0 move remaining)
Lancer Thrust -8 move** (0 move remaining)
Sniper Bolt -7 move (1 move remaining)
Sniper Shaft -7 move (1 move remaining)
Sniper Storm -7 move (1 move remaining)
Champion Cleave -4 move** (0 move remaining)
Champion Razor (0 move remaining)
Sniper Robin -6 move** (2 move remaining)
Sniper Bullseye -6 move** (2 move remaining)
Sniper Hawkeye -6 move** (2 move remaining)
Lancer Isabel -6 move** (2 move remaining)
Spike -8 move** (1 move remaining)
Harley -4 move** (5 move remaining)
Heavy Woof A -12 move*** (0 move remaining)
Uncroaked Flamerthrower Antz A -6 move (4 move remaining)
Uncroaked Flamerthrower Antz B -6 move (4 move remaining)
Uncroaked Flamerthrower Antz C -6 move (4 move remaining)
Ivy -2 move (6 move remaining)
Hobby Warhorse A -12.5move (4.5 move remaining)
Heavy Doe Deer D -12.5 move (1.5 move remaining)
Hobby T19A -12.5 move (1.5 move remaining)
Hobby T19B -12.5 move (1.5 move remaining)
Piker Anne -5.5 move (2.5 move remaining)
Piker C15A -5.5 move (2.5 move remaining)
Piker C15B -5.5 move (2.5 move remaining)
Archer C18A -5.5 move (2.5 move remaining)
Doe Deer T20A -14 move (0 move remaining)
Doe Deer B -14 move (0 move remaining)
Heavy Doe Deer A -1.5 move (1.5 move remaining)
Decayed uncroaked Darf H -1.5 move (4.5 move remaining)
Decayed uncroaked Darf I -1.5 move (4.5 move remaining)

***If barbarian stack are picked up
 


***Foraging in all forest hexes


***Magic items to take to be confirmed if everyone is happy with this plan
meowcats734
 Sure, +1 to this plan. 

EDIT:

Hold on, checking something first

EDIT 2:

We can indeed get to the goats this turn still (and also ferry Howie and the uncroaked across the river). Objection withdrawn, +1 to the plan.
WurmD
+1 to all in addition to Magic IDs for 5 Rands

wood cutting part is incomplete:

Piker Anne, Piker C15A, Piker C15B, Archer C18A use lumber jack axe to cut wood -2 Move each
16 wood cut

4 wood is put in wagon in its return trip to -02.03
9 wood is put in box
2 wood transported by the 4 infantry

Return to 00.01 Piker Anne, Piker C15A, Piker C15B, Archer C18A -3 Move

Unloaded 9 wood from box into 00.01

Return to Capital Piker Anne, Piker C15A, Piker C15B, Archer C18A -1 Move
6 wood transported to Capital

The 3 pikers archer then fetch the 2 Doe Deers with 2 Move left, hitch it to a wagon, and go fetch the final 9 wood from 00.01

 15 Wood transported back to Capital
Piker Anne, Piker C15A, Piker C15B, Archer C18A    1 Move remaining 
meowcats734
(although I think we can all agree on moving forward with magic item IDs, no?)

EDIT: Sure, +1 to WurmD's suggestion?
_Wiz_
Yes go ahead with identification +1
Cyphermancer
- 5 rands

Herring moves to the pile of gear staring to cast


+1 sword darf slaying ( deal 2 extra damage to darfs)
 +1 shattering bow ( arrows fired from this bow count as siege against structures.)+1 stealthy leather armor ( +5 stealth bonus)

Scroll of uplifting song ( rhymeamancy)
+1 to a stacks combat/defense for 3 rounds
Scroll of mass healing ( healomancy) 1d3+1/2 caster level to an entire stack.
 +1 mace of stunning ( 1/ turn has a chance to stun a living target
Marble mount ( 1/ turn this figurine may grow to a full sided mount with the following stats 2/3/10/20. If the mount is killed in combat the statue loses the ability to become a mount for several turns as it slowly repairs its self.
_Wiz_
rechecked the movement orders to make sure everything is correct and added in Wurms suggestions also added movement totals to the end
meowcats734
Just saw, +1 to Wiz's fusion movement plans
_Wiz_
Reposting in bite size chunks

 Step 1 - up to the Barbarians 
 
 Spoiler: Reassignment of Magic items 
Oversized axe of cutting taken from Bill and given to Lancer Isabel
Critical Helm taken from Bill and given to Ivy
+1 Armour taken from Bill and Given to Ivy
Arcblade taken from Shady C11B and given to Ivy
+1 Shield taken from Shady C11 B and given to Ivy

+1 Shattering Bow assigned to Sniper Hawkeye
+1 Mace of Stunning assigned Lancer Thrust
+1 Sword of Darf Slaying Champion Scimitar

***All changes made on Unit
 


Warlord Krippen manages Arkum before leaving the city -4 move

 
 Spoiler: Barbarian Stack 

Give body box to Harley. &lt;Items transferred&gt;. Give 2 stantch leaf, 4 likkan, 1 bitter leaf, 2 pennilice, 2 juicy fruit, 2 Alonnas Grace, 3 farm rations, 3 bee meat rations to Spike &lt;Items transferred&gt;.

Form the following three stacks:
STACK 1:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Heavy Doe Deer B

STACK 2:
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm
Heavy Doe Deer C

STACK 3:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stacks 1, 2, 3 boards wagons 1, 2, 3 respectively.

Hobby T16A, Hobby T15B are hitched to wagon 1.
Uncroaked Heavy Hobby A is hitched to wagon 2.
Uncroaked Hobby B, Uncroaked Hobby E are hitched to wagon 3.

All 3 stacks are brought to 03.01 &lt;-1.5 move&gt;. Stacks are reformed into the following:

STACK A:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm

STACK B:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stack A enters Wagon 1.
Stack B enters Wagon 2.

Heavy Doe Deer B is hitched to Wagon 1.
Heavy Doe Deer C is hitched to Wagon 2.

Stacks go to 06.07 &lt;-7 move&gt;. Forage heavy forest tiles on the way.

Stacks interact with barbarians.
 



***Foraging in all forest hexes
Cyphermancer
[QUOTE=_Wiz_;25839288]Reposting in bite size chunks

 Step 1 - up to the Barbarians 
 
 Spoiler: Reassignment of Magic items 
Oversized axe of cutting taken from Bill and given to Lancer Isabel
Critical Helm taken from Bill and given to Ivy
+1 Armour taken from Bill and Given to Ivy
Arcblade taken from Shady C11B and given to Ivy
+1 Shield taken from Shady C11 B and given to Ivy

+1 Shattering Bow assigned to Sniper Hawkeye
+1 Mace of Stunning assigned Lancer Thrust
+1 Sword of Darf Slaying Champion Scimitar

***All changes made on Unit
 


Warlord Krippen manages Arkum before leaving the city -4 move

 
 Spoiler: Barbarian Stack 

Give body box to Harley. &lt;Items transferred&gt;. Give 2 stantch leaf, 4 likkan, 1 bitter leaf, 2 pennilice, 2 juicy fruit, 2 Alonnas Grace, 3 farm rations, 3 bee meat rations to Spike &lt;Items transferred&gt;.

Form the following three stacks:
STACK 1:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Heavy Doe Deer B

STACK 2:
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm
Heavy Doe Deer C

STACK 3:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stacks 1, 2, 3 boards wagons 1, 2, 3 respectively.

Hobby T16A, Hobby T15B are hitched to wagon 1.
Uncroaked Heavy Hobby A is hitched to wagon 2.
Uncroaked Hobby B, Uncroaked Hobby E are hitched to wagon 3.

All 3 stacks are brought to 03.01 &lt;-1.5 move&gt;. Stacks are reformed into the following:

STACK A:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm

STACK B:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stack A enters Wagon 1.
Stack B enters Wagon 2.

Heavy Doe Deer B is hitched to Wagon 1.
Heavy Doe Deer C is hitched to Wagon 2.

Stacks go to 06.07 &lt;-7 move&gt;. Forage heavy forest tiles on the way.

Stacks interact with barbarians.
 



***Foraging in all forest hexes


Two light forest and two heavy forest hex foraged along the way. +7 wild rations


The two stacks on Knight move into the hex. They quickly find. The warlord with his stack formed up. The warlords face seems to harden with determination when he sees he is facing two stacks of knights. The warlord and archers all have arrows drawn and ready, but the warlord does not give the order to fire. He looks to spike before speaking.

The warlord has a Crossbow and has an eyepatch over his left eye.

" Well meet, seem we wandered into you backyard. Thought I spotted some thing flying about up there." Motioning to the branches above his head.

" So whats the play. We fighting or talking?"
_Wiz_
 ”Welcome to Arkum, seems you’ve stumbled over our borders but I wouldn’t be worried about little ol’ me or my boys”  Harley declares with a smile.  ”I’d be more worried about the spidews one hex over. Come morning they are going to be out and hunting!”  Harley warns.

 ”Queen Harley Tesla ruler of Arkum and this is Spike my chief Warlord and Warlord Krippen. “  Harley begins by introducing herself.  ”And you are?”  Harley then asks with a raised eyebrow.

 ”Now we’d like to talk. We could just treat you as a threat and croak you…”  Harley begins with a slight shrug.  ”But I’ve always been more in favour of recruiting useful talent rather than wasting it”  Harley declares as she tilts her head to the side.  ”Archery warlord Huh? That’s a rather nice combination…”  Harley adds as she gives the warlord an appraising look.
meowcats734
+1 to this suggestion
Cyphermancer
 ”Welcome to Arkum, seems you’ve stumbled over our borders but I wouldn’t be worried about little ol’ me or my boys”  Harley declares with a smile.  ”I’d be more worried about the spidews one hex over. Come morning they are going to be out and hunting!”  Harley warns.


  " ya we are going to head Northeast as soon as the turn starts since we share a turn. Should be fine."  
 ”Queen Harley Tesla ruler of Arkum and this is Spike my chief Warlord and Warlord Krippen. “  Harley begins by introducing herself.  ”And you are?”  Harley then asks with a raised eyebrow.

  "Warlord Dshot, a pleasure to meet you your majesty: 
 ”Now we’d like to talk. We could just treat you as a threat and croak you…”  Harley begins with a slight shrug.  ”But I’ve always been more in favour of recruiting useful talent rather than wasting it”  Harley declares as she tilts her head to the side.  ”Archery warlord Huh? That’s a rather nice combination…”  Harley adds as she gives the warlord an appraising look.


  " Its worked well for me so far, kept me and my troops safe so far despite being popped in the swamp. So what are you looking for info, an extra bow arm, or something else" 
meowcats734
 "Well, we'd like to recruit you to help clear out some of the ferals around the area. Arkum gives asylum to all kinds of barbarians—Krippen here can attest to that, as another barbarian contractor. We'd pay your upkeep each turn and an additional 250 Schmuckers (or payment in units popped from Arkum and loot) whenever we send you out on a mission, as well as replacing any lost units from working with our side. Ferals pop around here quite frequently, so you'll never be short on work. We would of course sign nonaggression and nondisclosure agreements,"  Harley explains, looking to Krippen to back her up.  "At the very least we'd like an NDA and NAP." 

If Dshot agrees to an NDA:  "That being said, there are also a few sides around here we'd like information about... do you know anything about the Empire of Motes, Winstrum, or Reimier?" 
WurmD
We shouldn't be so detailed at first speak
meowcats734
Sure, +1 to this.
_Wiz_
(Refinement of the refinement)

 "We'd like to hire you."  Harley begins with a smile  "Arkum gives asylum to all kinds of barbarians—Krippen here can attest to that, (he's a barbarian). Would you like upkeep, signing a Non Disclosure Agreement plus NAP and visit next turn?"  she then simply proposes gesturing backwards towards the direction of her Capital  “Or we could give you a ride back to our capital if you like and we could continue this chat in a little more comfort”  Harley adds gesturing towards one of the wagons.
meowcats734
Sure, +1 to that
Cyphermancer
(Refinement of the refinement)

 "We'd like to hire you."  Harley begins with a smile  "Arkum gives asylum to all kinds of barbarians—Krippen here can attest to that, (he's a barbarian). Would you like upkeep, signing a Non Disclosure Agreement plus NAP and visit next turn?"  she then simply proposes gesturing backwards towards the direction of her Capital  “Or we could give you a ride back to our capital if you like and we could continue this chat in a little more comfort”  Harley adds gesturing towards one of the wagons.



  " You know what I will take a ride back to your capital. With my troops. I would like to learn more about your side, before I make a decision. We are out of move however."  
meowcats734
From Wiz's giga movement plan:


 If barbarians want to come with, Spikes stack (except razor who is replaced by Jab, Scimitar, Point and Thrust who walk 1 hex each) walk the return trip back to 04,04 where they are picked up by the heavy woof with wagon 3. -4 mpve walkers -11 move Heavy Woof 

Should get us back to the farm and we can proceed from there?
_Wiz_
 "Perfect, for both of our benefits I'll just need you to accept a NAP first."  Harley declares as she mentally offers a Nonagression pact to Dshot and the units under his command.


Harley then leads the barbarians back to one of the wagons and has them board before they head back to Arkum via the farm.

 "If you don't mind me asking did you pop long ago?"  Harley enquires as they head back.

 Back to Arkum and preparation for the next steps 

Heavy Woof in Farm hitched to Wagon 3 and pulls it to 04,04 -6 move

STACK A:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm

STACK B:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stack A enters Wagon 1.
Barbarian Stack enters Wagon 2.

Heavy Doe Deer B is pulls Wagon 1 back to farm (via 04,04)** -6.5 move
Heavy Doe Deer C is pulls to Wagon 2 back to farm (via 04,04)** -6.5 move
Stack B walks to to 04,04** where they are picked up by the heavy woof with wagon 3 (All walking except razor who is on Wagon 1 and is replaced by Jab, Scimitar, Point and Thrust who walk 1 hex each) (Spike holding lumberjack axe) -4 move
Heavy woof Pulls stack B back to farm** -5 move

**All stacks travelling together

***return trip to follow different route than we did on the way to the barbarian hex to allow additional forest hexes to be foraged  (though sticking to a route that reaches 04,04 in 4 move)



Uncroaked Flamerthrower Antz A, B and C pull the 3 wagons back to Arkum -3 move carrying the following unts;
-Hobby T16A, Hobby T15B,Uncroaked Heavy Hobby A,Uncroaked Hobby B, Heavy Doe Deer B, Harley , Barbaian Stack


Uncroaked Flamerthrower Antz A, B and C pull the 3 wagons back to the Farm -3 move carrying the following unts;
-Hobby Warhorse A, Heavy Doe Deer D, Doe Deer T20A, Doe Deer B, Hobby T19 A, Hobby T19B, Ivy, Piker Anne, Piker C15A, Piker C15B
meowcats734
Gotcha, +1 to that. (Maybe make it a little more clear that the wagons returning and Stack B walking are simultaneous up until 04,04 though?)

EDIT:

Yeah that makes it clearer, unreserved +1.
Cyphermancer
 "Perfect, for both of our benefits I'll just need you to accept a NAP first."  Harley declares as she mentally offers a Nonagression pact to Dshot and the units under his command.


Dshot accepts the NAP


Harley then leads the barbarians back to one of the wagons and has them board before they head back to Arkum via the farm.

 "If you don't mind me asking did you pop long ago?"  Harley enquires as they head back.


  " This would be turn eight for me and My stack. The swamps took forever. Since I was unlucky enough to be popped in a swamp, but not have the special. My stack was the perfect set up however and we were able to avoid heavies in the swamp. 
 Back to Arkum and preparation for the next steps 

Heavy Woof in Farm hitched to Wagon 3 and pulls it to 04,04 -6 move

STACK A:
Krippen
Champion Jab
Champion Scimitar
Lancer Point
Lancer Thrust
Sniper Bolt
Sniper Shaft
Sniper Storm

STACK B:
Champion Cleave
Champion Razor
Sniper Robin
Sniper Bullseye
Sniper Hawkeye
Lancer Isabel
Spike
Harley

Stack A enters Wagon 1.
Barbarian Stack enters Wagon 2.

Heavy Doe Deer B is pulls Wagon 1 back to farm (via 04,04)** -6.5 move
Heavy Doe Deer C is pulls to Wagon 2 back to farm (via 04,04)** -6.5 move
Stack B walks to to 04,04** where they are picked up by the heavy woof with wagon 3 (All walking except razor who is on Wagon 1 and is replaced by Jab, Scimitar, Point and Thrust who walk 1 hex each) (Spike holding lumberjack axe) -4 move
Heavy woof Pulls stack B back to farm** -5 move

**All stacks travelling together



Uncroaked Flamerthrower Antz A, B and C pull the 3 wagons back to Arkum -3 move carrying the following unts;
-Hobby T16A, Hobby T15B,Uncroaked Heavy Hobby A,Uncroaked Hobby B, Heavy Doe Deer B, Harley , Barbaian Stack


Uncroaked Flamerthrower Antz A, B and C pull the 3 wagons back to the Farm -3 move carrying the following unts;
-Hobby Warhorse A, Heavy Doe Deer D, Doe Deer T20A, Doe Deer B, Hobby T19 A, Hobby T19B, Ivy, Piker Anne, Piker C15A, Piker C15B

All units arrive.
meowcats734
 "Ah, a fairly recent pop, then! I'm twenty-one turns old, and hope to see many more. Condolences on the swamp; Arkum hasn't explored much of it for similar reasons. Might I ask if this is your first city? Come, we can talk while you look around,"  Harley says, showing Dshot around the various buildings.  "Now, you said you wanted to know more about our side before making a decision on whether to discuss Arkum hiring you—commendable circumspection, if I may say so myself. What would you like to know?" 
_Wiz_
 Chopping wood and talking to a tree 

At the Farm Form the following stacks and move to (-2,03) - 5 move

Hobby Warhorse A - pulling
Wagon 1
-Krippen
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Heavy Doe Deer D - pulling
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Hobby T19 A, Hobby T19B - pulling
Wagon 3
Doe Deer T20A
Doe Deer B
Piker Anne
Piker C15A
Piker C15B
Archer C18A

Piker Anne, Piker C15A, Piker C15B, Archer C18A use lumber jack axe to cut wood -2 move each (16 wood chopped)
-Load up wagon in the 4 empty seats they have vacated (4 units of wood in the wagon)
-  9 units of wood placed in Carrion's box
-Piker Anne, Piker C15A, Piker C15B, Archer C18A carry as much wood as they can back to Arkum (1 unit between each pair = +2 units of wood) - 3.5 move

THEN

Below stacks  move to (-2,05) - 2 move

Hobby Warhorse A - pulling
Wagon 1
-Krippen
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Heavy Doe Deer D - pulling
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Hobby T19 A, Hobby T19B - pulling
Wagon 3
Doe Deer T20A
Doe Deer B
-wood
-wood
-wood
-wood

Below stacks step across to -02,06 - 1 move

-Krippen - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Doe Deer T20A
Doe Deer B
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Interact with living tree. Ivy is ready to use Speak with plants.
meowcats734
+1 to this plan—I admittedly didn't re-verify it but it looks the same as the old plan so it should be fine
_Wiz_
(It is indeed the next chunk of the old plan)

(A few slight additions to your proposed dialogue)

 "Ah, a fairly recent pop, then! Compared to Arkum, that is."  Harley then winces slightly at the mention of popping in a swamp with out a swamp capable special.  "Oh that's rough!"  Harley declares with sympathy.  "You've done well to keep any of your stack mates from croaking"  Harley adds.  "Did you run in to many ferals? I imagine they can be rather nasty in the swamps"  Harley asks.


 "Might I ask if this is your first city? Your troops are welcome to rest in our barracks while we talk if you like. Come, we can talk while you look around,"  Harley says, showing Dshot around the various buildings.  "Now, you said you wanted to know more about our side before making a decision on whether to discuss Arkum hiring you—commendable circumspection, if I may say so myself. What would you like to know?"  Harley asks.
meowcats734
Sure, +1 to this.
Cyphermancer
[QUOTE=_Wiz_;25839637](It is indeed the next chunk of the old plan)

(A few slight additions to your proposed dialogue)

 "Ah, a fairly recent pop, then! Compared to Arkum, that is."  Harley then winces slightly at the mention of popping in a swamp with out a swamp capable special.  "Oh that's rough!"  Harley declares with sympathy.  "You've done well to keep any of your stack mates from croaking"  Harley adds.  "Did you run in to many ferals? I imagine they can be rather nasty in the swamps"  Harley asks.


  quite a few lots of poison specials everything was swamp capable. I tamed a few, but used them as meat shields. Croaked almost everything with archery with the pikers taking total defense. 
 "Might I ask if this is your first city? Your troops are welcome to rest in our barracks while we talk if you like. Come, we can talk while you look around,"  Harley says, showing Dshot around the various buildings.  "Now, you said you wanted to know more about our side before making a decision on whether to discuss Arkum hiring you—commendable circumspection, if I may say so myself. What would you like to know?"  Harley asks.

  This is my first city that wasn't a ruin, I was popped in a ruined city south of here in the swamps. Noticed you have uncroaked. Is that your only caster? Are you at war with anyone? How many cities, warlords, ect. Mostly I want to make sure I'm signing on with the right side. I like what I have seen so far. So sell me on why I should stick around. 

Before Harley can answer she feels her lumber party take damage after. Ivy and her team have left the hex.


Piker c15 a - 5 hits
Piker c15B - 3 hits

While Harley and Dshot are talking

The wood cutting goes off with no problems as the last tree is cut Anna runs the axe over to krippen before returning. Before returning to start loading the wagon and box. As krippen heads out with Ivy and the rest of the stack.

[SPOILER]
Chopping wood and talking to a tree

At the Farm Form the following stacks and move to (-2,03) - 5 move

Hobby Warhorse A - pulling
Wagon 1
-Krippen
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Heavy Doe Deer D - pulling
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Hobby T19 A, Hobby T19B - pulling
Wagon 3
Doe Deer T20A
Doe Deer B
Piker Anne
Piker C15A
Piker C15B
Archer C18A

Piker Anne, Piker C15A, Piker C15B, Archer C18A use lumber jack axe to cut wood -2 move each (16 wood chopped)
-Load up wagon in the 4 empty seats they have vacated (4 units of wood in the wagon)
- 9 units of wood placed in Carrion's box
-Piker Anne, Piker C15A, Piker C15B, Archer C18A carry as much wood as they can back to Arkum (1 unit between each pair = +2 units of wood) - 3.5 [/ SPOILER]
meowcats734
“Oh, that’s partially Dee’s work! She’s not our only caster; we have a Shockamancer as well as a natural caster, although there are key differences between the two. We also contract with the magic kingdom. We have no declarations of war with any side; I foresee no issues with one of the three nearby powers, and we are negotiating with another side. There is a third power which we’ve only had conversations with, but we haven’t had any hostilities with them. All this is information we’ve not much reason to withhold, but if I may ask if you’d be willing to sign a non disclosure pact first, we can talk about city count and warlords.”

As for the lumber hex… can Ivy’s stack see anything weird going on in the previous hex? How far did Ivy’s stack manage to move before it happened? Can Harley tell if the hex is contested?
_Wiz_
 Chopping wood 


Where did the damage to our infantry actually occur? If while actually chopping wood our commanders were still in the same hex and should have seen what happen. Previously the lumberjack axe has protected our units from damage while cutting wood (that's why we had it made)


Have the infantry now made it back to Arkum?

Has Spike and Krippen's stacks made it to the living tree hex?

 To Dshot 

Harley nods at the description of the swamps thinking that if they ever had to venture through it using uncroaked and taking plenty of herbs to cure poison would probably be a good idea.

 "Ruins or an actual city site that had been destroyed?"  Harley suddenly asks with interest at the mention of yet another ruin.

Harley then smiles.  "Some of that is sensitive information. While I am happy to share it with you I'd need to ask that you sign an NDA before hand"  Harely replies.


Harley then calls over Herring.  "Herring my good man, would you happen to have a blank NDA contract on you?"  Harley then asks.
WurmD
Better, +1
Cyphermancer
Chopping wood


Where did the damage to our infantry actually occur? If while actually chopping wood our commanders were still in the same hex and should have seen what happen. Previously the lumberjack axe has protected our units from damage while cutting wood (that's why we had it made)

It happen after the axe was handed to krippen and after krippen left the hex. So while the infantry was loading up.


Have the infantry now made it back to Arkum?

No they havnt moved.

The infantry are still in the wood cutting hex

Has Spike and Krippen's stacks made it to the living tree hex?

Yes
_Wiz_
Krippen doesn’t get handed the axe or leave the hex until after the wagon is loaded up

The only time they are not in the same hex is when the infantry are transporting the 2 wood units back to arkum
Cyphermancer
To Dshot

Harley nods at the description of the swamps thinking that if they ever had to venture through it using uncroaked and taking plenty of herbs to cure poison would probably be a good idea.

"Ruins or an actual city site that had been destroyed?" Harley suddenly asks with interest at the mention of yet another ruin.



  Not sure I tried to claim it, but no luck 

Harley then smiles. "Some of that is sensitive information. While I am happy to share it with you I'd need to ask that you sign an NDA before hand" Harely replies.


Harley then calls over Herring. "Herring my good man, would you happen to have a blank NDA contract on you?" Harley then asks.


With Herring not being in the capital. Harley sends him a message.

" sorry Harley I'm currently out, I'm picking up more tonight."
WurmD
The infantry stays in hex, they'll keep


In living tree hex, forest capable stack carefully scouts the hex in search of anything (this hex has not been entered this turn, just scouted from outside)


In Capital
Harley reads the message, quickly scribbles a  'sure thing'  back, and shrugs addressing Dshot " Oh well, we'll only have the NDA ready for signing tonight. We'll have to continue this later. Take your time to explore the place and chat around, my house is yours. And look forward to festivities when the sun sets"  she finishes teasingly
Cyphermancer
Krippen doesn’t get handed the axe or leave the hex until after the wagon is loaded up

The only time they are not in the same hex is when the infantry are transporting the 2 wood units back to arkum.

The wagon wasn't the only thing being loaded. I assumed after the wood was cut. The infantry had been left to finish loading the wagon, box and to carry the last two logs back.
Cyphermancer
Spike and Krippen stacks arrive at the hex where the living tree was spotted. After searching the hex they find no sign of the living tree.
WurmD
Oh well, my bad :sweat:

Next step, hunting woofs

 
Following stacks move to -03,07 - 2 move

-Krippen - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Doe Deer T20A
Doe Deer B
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

Stack up ready to search for Woofs

Front:
-Krippen - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
Middle:
- Doe Deer B -&gt; mounted Sniper Bolt
Back:
-Lancer Thrust
-Sniper Shaft
-Sniper Storm

Front:
-Champion Cleave
-Champion Razor
-Lancer Isabel
-Spike
Middle:
- Doe Deer T20A -&gt; mounted Ivy
Back:
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
_Wiz_
 Chopping wood 

If our units can end up hurt just from carrying wood when they don't have the lumberjack axe I suggest we abandon the 2 units of wood that they were carrying.

 Living Tree 

Looks like it was a mobile unit and it is long gone. Nevermind


 Dshot 

Harley reads the message, quickly scribbles a 'sure thing' back, and shrugs addressing Dshot  "Oh well, we'll only have the NDA ready for signing tonight."  Harley reveals.  "What I can say without the NDA though is no we are not at war with any other sides. There are other sides in the area but they are more concerned with fighting each other than they are about us"  Harley adds.  "As for why you should join us or the very least work with us, we can offer guaranteed upkeep, a safe place to spend the dark night and make sure your well equipped"  Harley lists off.  "As for the sensitive information we'll have to continue this later. But we will happily cover you and your stacks upkeep for the turn while you are our guests. Take your time to explore the place and chat around, my house is yours. And look forward to festivities when the sun sets"  she finishes teasingly.


 On to the woofs 

Following stacks move to -03,07 - 2 move

-Krippen - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Doe Deer T20A
Doe Deer B
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

**foraging in the 2 heavy forest hexes before the woof hex

As soon as they are in the woof hex Spike's stacks leaves the wagon and forms up in to a combat stack.

IF not immediately attacked by the woofs. Unhitch the wagons and form up in to the following stacks.

Stack 1

Front:
-Krippen - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
Middle:
- Doe Deer B
-&gt; mounted Sniper Bolt
Back:
-Lancer Thrust
-Sniper Shaft
-Sniper Storm

Stack 2

Front:
-Champion Cleave
-Champion Razor
-Lancer Isabel
-Spike
Middle:
- Doe Deer T20A
-&gt; mounted Ivy
Back:
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
WurmD
-1 to anything infantry wood related, we'll decide once we're in hex again

+1 to rest

Also, Cyper what was the result of foraging the 3 Light Forest hexes until living tree?
meowcats734
+1 to the woof stuff
Cyphermancer
 Dshot 

Harley reads the message, quickly scribbles a 'sure thing' back, and shrugs addressing Dshot  "Oh well, we'll only have the NDA ready for signing tonight."  Harley reveals.  "What I can say without the NDA though is no we are not at war with any other sides. There are other sides in the area but they are more concerned with fighting each other than they are about us"  Harley adds.  "As for why you should join us or the very least work with us, we can offer guaranteed upkeep, a safe place to spend the dark night and make sure your well equipped"  Harley lists off.  "As for the sensitive information we'll have to continue this later. But we will happily cover you and your stacks upkeep for the turn while you are our guests. Take your time to explore the place and chat around, my house is yours. And look forward to festivities when the sun sets"  she finishes teasingly.

  can do  
 On to the woofs 

Following stacks move to -03,07 - 2 move

-Krippen - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
-Lancer Thrust
-Sniper Bolt
-Sniper Shaft
-Sniper Storm

Doe Deer T20A
Doe Deer B
Wagon 2
-Champion Cleave
-Champion Razor
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike
-Ivy

**foraging in the 2 heavy forest hexes and 3 light forest hexs before the woof hex

5 wild rations

As soon as they are in the woof hex Spike's stacks leaves the wagon and forms up in to a combat stack.

IF not immediately attacked by the woofs. Unhitch the wagons and form up in to the following stacks.

Stack 1

Front:
-Krippen - with lumberjack axe
-Champion Jab
-Champion Scimitar
-Lancer Point
Middle:
- Doe Deer B
-&gt; mounted Sniper Bolt
Back:
-Lancer Thrust
-Sniper Shaft
-Sniper Storm

Stack 2

Front:
-Champion Cleave
-Champion Razor
-Lancer Isabel
-Spike
Middle:
- Doe Deer T20A
-&gt; mounted Ivy
Back:
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye

Woofs don't attack right away. The three woofs are croaked with no problems.
meowcats734
Put the woofs in the box and proceed to the next part of the movement plan? (copied and pasted below)

Krippens stack waits in -03,07

Wagon 2 (taking lumberjack axe) moves -06,05 -4 move

Unhitch wagon

Stack moves in to -07,04 -1 move

Doe Deer T20A
-Champion Cleave (mounted)
Doe Deer B
-Champion Razor (mounted)
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Lancer Isabel
-Spike (lumberjack axe)
-Ivy

croak bear

(Ivy uses Defense of the Wild special in the bear fight, just to see what it does)
_Wiz_
Sure +1

Just to add stack formation when entering hex


 Front 
-Spike (lumberjack axe)
-Lancer Isabel
Doe Deer T20A
-Champion Cleave (mounted)
Doe Deer B
-Champion Razor (mounted)
 Back 
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Ivy

IF bear doesn’t attack immediately switching stack formation to;

 Front 
-Spike (lumberjack axe)
-Lancer Isabel
-Champion Cleave
-Champion Razor
 Middle 
Doe Deer B
-Sniper Hawkeye (mounted)
Doe Deer T20A
-Ivy (mounted)
 Back 
-Sniper Robin
-Sniper Bullseye

THEN go hunting for the bear
meowcats734
+1 to this suggestion
WurmD
Bear only has 1 attack, so we don't need 4 units in front

Entering hex formation:
Front
-Spike (lumberjack axe)
-Lancer Isabel
Middle
Doe Deer T20A
-Champion Cleave (mounted)
Doe Deer B
-Champion Razor (mounted)
Back
-Sniper Robin
-Sniper Bullseye
-Sniper Hawkeye
-Ivy
meowcats734
I'm fine with that too, I guess? +1.
Cyphermancer
Retcon back when loading the wood. While krippen waits for the trees to finish being cut. He notices the pikers having a little trouble loading the box and seems to be having trouble getting the last log in
WurmD
Spike and Krippen inspect the box. Can the contents be visible from the outside?
meowcats734
+1 to this
Cyphermancer
Spike and Krippen inspect the box. Can the contents be visible from the outside?


Seems to be nothing inside beside the 8 logs
meowcats734
Based on the size of the logs compared to the 4 heavies/16 normal units the box is supposed to be able to contain, does it seem like the box should be able to contain the ninth log?
_Wiz_
Units of wood seem to be taking the space of 2 bodies. We should just take a maximum of 4 units in the box and leave the rest in the hex it was cut.
WurmD
+1


________
Cyphermancer
Four logs are loaded into the into the box. The infantry arrive back with thier 6 logs with no issue. The woof are then slain and their three bodies are loaded into the box. The stacks then arrive near the bear. They are able to form up before the bear moves out of the woods.
WurmD
Let the hunt begin!

Front
-Spike (lumberjack axe)
-Lancer Isabel
-Champion Cleave
-Champion Razor
Middle
Doe Deer B
-Sniper Hawkeye (mounted)
Doe Deer T20A
-Ivy (mounted)
Back
-Sniper Robin
-Sniper Bullseye

- careful to not be ambushed
- When in sight, Round 0 open fire, and keep firing until Bear charges
- IF Bear charges Ivy uses Defense of the Wild
_Wiz_
+1 (we’re going on a bear hunt)
Cyphermancer
Let the hunt begin!


The snipers all take aim at the bear as it leaves the forest all but two arrow hit and the bear is over killed by a large margin before Ivy can get her ability off.

Front
-Spike (lumberjack axe)
-Lancer Isabel
-Champion Cleave
-Champion Razor
Middle
Doe Deer B
-Sniper Hawkeye (mounted)
Doe Deer T20A
-Ivy (mounted)
Back
-Sniper Robin
-Sniper Bullseye

- careful to not be ambushed
- When in sight, Round 0 open fire, and keep firing until Bear charges
- IF Bear charges Ivy uses Defense of the Wild
WurmD
- Body into the box

- 3 more Heavy Forest and 2 Light Forest forages
 

- Back to 00.01, to unload wood from box
- Back to Capital
meowcats734
+1 to this
Cyphermancer
[QUOTE=WurmD;25840612]- Body into the box

- 3 more Heavy Forest and 2 Light Forest forages
 

- Back to 00.01, to unload wood from box
- Back to Capital



As you go to load the bear into the box. It doesn't seem to fit. Part of the body seems to go in, but not the rest. There is some give and it seems it should fit, but there is resistance.
meowcats734
Honestly, just unload wood until it fits? We owe Carrion the body anyway.
WurmD
Yup +1
______
Cyphermancer
Honestly, just unload wood until it fits? We owe Carrion the body anyway.


1 green bear bodies
3 woof bodies
1 wood
+5 wild rations

Returned to the capital
meowcats734
Empty the box, then transfer the box and bodies to Carrion.

  “We have these flying antz we’d like to uncroak… how much juice would it take for each?”   Harley asks Carrion.

Harley finds Spike and asks him for a moment in private.   “I have a plan I’d like to run by you as my chief warlord, one that could bring great benefit to the side. In order to get Burtrum back, we need something of great military value to trade, yes? And I think I have a way to try to acquire something. So… hear me out?”  

If Spike agrees to listen:   “Herring can use carnymancy to block three to four melee attacks, barring a crit, and the critical helm can prevent one crit. Additionally, my spell “grounded” can absorb up to two hundred and fifty points of electric damage if I do nothing but defend. Finally, my spells “cutting beam” and “battle mind” combined with my adept shockamancy special can deal 4d8 + 12 damage a round, with an effective caster level of twelve for accuracy. Defensively and offensively, I can survive a blue dwagon’s ranged and melee attacks and deal enough damage to scare it off if I have to. So… this turn, I would like to attempt to tame the blue dwagon up north, fleeing if it fails.”  
WurmD
In private indeed, +1
Cyphermancer
Empty the box, then transfer the box and bodies to Carrion.

  “We have these flying antz we’d like to uncroak… how much juice would it take for each?”   Harley asks Carrion.



After checking the box Carrion folds it up before handing the hammer back to Harley.


" I would say about 50 to 60 juice each"

Harley finds Spike and asks him for a moment in private.   “I have a plan I’d like to run by you as my chief warlord, one that could bring great benefit to the side. In order to get Burtrum back, we need something of great military value to trade, yes? And I think I have a way to try to acquire something. So… hear me out?”  

If Spike agrees to listen:   “Herring can use carnymancy to block three to four melee attacks, barring a crit, and the critical helm can prevent one crit. Additionally, my spell “grounded” can absorb up to two hundred and fifty points of electric damage if I do nothing but defend. Finally, my spells “cutting beam” and “battle mind” combined with my adept shockamancy special can deal 4d8 + 12 damage a round, with an effective caster level of twelve for accuracy. Defensively and offensively, I can survive a blue dwagon’s ranged and melee attacks and deal enough damage to scare it off if I have to. So… this turn, I would like to attempt to tame the blue dwagon up north, fleeing if it fails.”  


[b] well sounds like you have a workable plan, but let me ask you this could all of those Spells be cast on another unit. Me for example and I make the tame attempt? If you have to scare it off you could cross the hex and blast it with the backing of a full team."
meowcats734
  “Herring’s protection, certainly, but the protection from electricity spell costs half again as much juice and has to be cast up front—if we knew how much damage a blast from a dwagon could deal, I’d be less worried, but for the first time we try this I want to have maximum electric protection on board. Plus… it may be beneficial to my knowledge as a Shockamancer to put my grounding spell through a little more challenge than a handful of flaming arrows. And I certainly can’t yet shield a full stack; a dwagon’s breath attack could tear through them, which is why I wanted to try sending our most electric-resistant unit first. Finally, though I base this on nothing but conjecture, if I were a beast with natural shockamancy like a blue dwagon… I’d be more inclined to respect someone who could breathe lightning back at me, and deal just as much damage with her own claws.”  
WurmD
To Carrion
 "Then lets make sure! Would you start with these two?"  Harley asks happily and while he works she takes a moment to grab 3 wild rations and nomnom them in private, spending 30 Juice from the tower


Also, what was the result of the 4 Heavy Forest hex foraging between Woofs and Bear?
 
_Wiz_
+1 to Wurm ….
WurmD
As Harley notices/remembers that the Resistance spell can actually be overcharged with more Juice she focus on it

 - Up to how much more Juice can we put in Resistance, and to give what protection?
Cyphermancer
To Carrion
 "Then lets make sure! Would you start with these two?"  Harley asks happily and while he works she takes a moment to grab 3 wild rations and nomnom them in private, spending 30 Juice from the tower


Also, what was the result of the 4 Heavy Forest hex foraging between Woofs and Bear?
[IMG]https://www.dropbox.com/scl/fi/bee7ktwposashym9xpl6x/Screenshot-2023-08-08-at-07.28.43.png?rlkey=ix2v05iw3bgpny8ptjees897t&amp;raw=1[/IMG

-3 wild rations as Harley forces down twigs and roots
-30 tower Juice
+3 rands

-2 flying ant bodies
- 20 tower Juice "carrion"

X2 Flying ant uncroaked ( 33 turns)
3[1d6]/3/8/12
Specials: uncroaked, Fire restance 3, flying
+4 wild rations from heavy forests
Cyphermancer
[QUOTE=WurmD;25841556]As Harley notices/remembers that the Resistance spell can actually be overcharged with more Juice she focus on it

 - Up to how much more Juice can we put in Resistance, and to give what protection?


She has yet to use the spell so is unsure.
meowcats734
(to Spike)  "While the spells can be cast on another unit, it's more expensive for me to cast it on you than it is for myself—and I have to charge it up all at once. That being said... what do you think the risk levels would be for you trying to tame alone, me trying to tame alone, or... perhaps both of us working together, with some electricity protection on you and me ready to cast more if you need it?" 
WurmD
Suggested alternative :)

Harley cups her chin and taps her nose in thought  "That's... a great point Spike, thanks for being so wise my Chief!"  she compliments happily

 "Lets see, Herring's melee protection and the crit helm can indeed be put on you or Bill.."  she begins  "the electricity protection as well, albeit at 3 Juice per damage prevented (versus 2 when on myself) and we'd have to decide beforehand how much (versus as much as needed on-the-fly on myself).."  she continues
  "The Titans gave me the spell Dwagonball, named after a Dwagon, and it currently deals up to 18 points of damage, but it scales.."   she describes

 "How much would you spend?"  She thoughtfully ponders, wondering how much damage a Dwagon would be able to deal with one breath, and how much protection would Spike consider adequate
meowcats734
+1 to the edited version
Cyphermancer
[QUOTE=WurmD;25841901]Suggested alternative :)

Harley cups her chin and taps her nose in thought  "That's... a great point Spike, thanks for being so wise my Chief!"  she compliments happily

 "Lets see, Herring's melee protection and the crit helm can indeed be put on you or Bill.."  she begins  "the electricity protection as well, albeit at 3 Juice per damage prevented (versus 2 when on myself) and we'd have to decide beforehand how much (versus as much as needed on-the-fly on myself).."  she continues
  "The Titans gave me the spell Dwagonball, named after a Dwagon, and it currently deals up to 18 points of damage, but it scales.."   she describes

 "How much would you spend?"  She thoughtfully ponders, wondering how much damage a Dwagon would be able to deal with one breath, and how much protection would Spike consider adequate

" could you cast it in the capital. Before we left for battle using tower juice? Also what do you mean you don't know how much damage. The Breath does? What about Specials and such. Can we hire someone to tell us?"
WurmD
 "We could"  she begins (cast it at home from tower juice)  "and we could"  Harley then jots to Herring


  'Herring, can we pay someone a Rand to for the knowledge of an Armored Blue Dwagon stats, or just its breath weapon special?
- ⚡'  
meowcats734
Sure, +1 to this.
Cyphermancer
 "We could"  she begins (cast it at home from tower juice)  "and we could"  Harley then jots to Herring


" let me check"


After a while Harley gets a message back


" I inquired around, the best source for the info is the signamancer library. They do have info on armored blue dwagons, but the info is six rands, but that will include everything. Stats, special, upkeep. Info on just its breath would be one Rand, but you would have to pay full price if you want the rest"
meowcats734
 "A rand for info on its breath would be lovely, actually!"  Harley says.  "Would you also know if there happens to be any predictamancer who can see if there's a high chance of a unit croaking if they take a certain action?" 
WurmD
Harley writes back with surety


  '1 Rand for the Breath Weapon special please, that's all we  need 
- ⚡'  
meowcats734
Sure. +1 to this suggestion
WurmD
and just a minute later she adds

  'PS: Does the library buy new info? Or would appreciate Info donations?'  
Cyphermancer
Harley writes back with surety

'1 Rand for the Breath Weapon special please, that's all we need
- ⚡'


- 1 Rand

2d8 lighting usable 2/turn a level hits a full stack or eight units. Has a bit of range doesn't have to enter melee to be in range.
meowcats734
Harley relays the information to Spike.

 "I could see if the resistance spell can stretch to about 32 electric damage, but in all honesty, I'd much rather go myself. The variance means it would be many times cheaper in juice to cover an average scenario than a worst-case one, my lower stats and HP are overshadowed by the protections Herring and the Cloak of Mists can apply, and now that we have an heir, it's not an existential immediate threat if I go. Plus... I think I need to get stronger as a shockamancer, and absorbing powerful electric attacks or getting XP from leveling might help." 

EDIT:

Also...

Harley walks up to Dee apologetically, three wild rations in hand.  "Would you mind converting these to rands...? It's not the greatest of duties, but someone has to." 
WurmD
 Harley fervently writes back
 
   'Would you write to your luckamancer contact and check if she still has 100 Juice to boost a taming attempt we'll do out of hex (and charge the tower with leftover)? [for 2 Rands]
Plus could you try grab hold of some Doppin beans for 1 Rand? (add to ration gain a bonus on taming attempts)
You're the best!
-⚡ '  



Cyper,
 https://forums.giantitp.com/showsing...postcount=1184 

 Harley Orders her units to take wood from the storehouse and build an archery tower in the capital.

Units assigned to build;

Piker Anne
Piker Isabel
Piker C15A
Piker C15B
Piker C15C
Archer C16A
Archer C18A
Archer C18B
Uncroaked Archer A
Uncroaked Archer B 

 https://forums.giantitp.com/showsing...postcount=1190 

 While in the capital the archery tower is thrown together in the south west corner

Crude archery tower (SW): a single stsck may be posted on the archery tower. The tower grants ranged units stationed in it a +1 to combat and defense.

-10 wood 

How much move was spent by the 10 units when building the Archery tower?



EDIT2:
Harley dumps 380J into the Tower and motions to Carrion  "Please continue with the other 6" 


As Carrion finishes, Harley turns to Dee  "Wanna continue your lich body research? No pressure"  Harley says teasingly given she has an audience


Later, in her workshop, Harley ponders an ingot of Mythral, and the Powerball spell, and if the casting cost of Powerball could be halved in some way related to the Mythral.

Then with the fire out, and powerballs covered, with her last 20J, Harley tries again to create a 1J Powerball, a true Power-point
meowcats734
+1 to this action plan
Cyphermancer
[QUOTE=WurmD;25842120] Harley fervently writes back
 



Cyper,
 https://forums.giantitp.com/showsing...postcount=1184 
 https://forums.giantitp.com/showsing...postcount=1190 

How much move was spent by the 10 units when building the Archery tower?


40 to 50 move



EDIT2:
Harley dumps 380J into the Tower and motions to Carrion  "Please continue with the other 6" 


+380 to the tower

-360 for carrions use

+6 winged antz


As Carrion finishes, Harley turns to Dee  "Wanna continue your lich body research? No pressure"  Harley says teasingly given she has an audience

" I will wait until night to work on them."


Later, in her workshop, Harley ponders an ingot of Mythral, and the Powerball spell, and if the casting cost of Powerball could be halved in some way related to the Mythral.

Then with the fire out, and powerballs covered, with her last 20J, Harley tries again to create a 1J Powerball, a true Power-point.
WurmD
K, last charade removed objection


 20J Research 
Later, in her workshop, Harley ponders an ingot of Mythral, and the Powerball spell, and if the casting cost of Powerball could be halved in some way related to the Mythral.

Then with the fire out, and powerballs covered, with her last 20J, Harley tries again to create a 1J Powerball, a true Power-point


 To Carrion 
 "Thank you Master Carrion, let me know when your next show is going to be, and you're invited to tonights festivities, we'll be putting on a tournament"  Harley invites happily


 To Bulm 
 "Bulm, we brought a curious fella back from the field, would you go to the dungeon and try to turn it?"  Harley asks thinking she'll try up to twice spending 50J


 Ferry Howie over, and give him herbs and stealth armor 
 


0. Check that 2 Flying Antz can pull wagon with 6 Flying Antz and 1 Pondsea in it

IF Yes then


  Dear Howie, we're sending some labeled heabs, 1 Pennilice to cure disease, 1 Bitter Leaf to cure poison, 2 Likkan Leaf to heal, they depop after 2 or 3 turns, an armour you're going to love, and a Pondsea to ferry you over, just scout a little way back to make sure.
Titan-speed
- ⚡  

1.  Howie scouts way to 10.00 
Howie -4 Move

IF no surprises

2.  Howie and Uncroaked Farstrider ferried over the river, and given 1 Pennilice, 1 Bitter Leaf, 2 Likkan Leaf, and stealth armor 
Uncroaked Flying Antz C21A
Uncroaked Flying Antz C21B
Uncroaked Flying Antz C21C
Uncroaked Flying Antz C21D
Uncroaked Flying Antz C21E
Uncroaked Flying Antz C21F
-12 Move
to ferry Pondsea T15 to 10.00 and back

Pondsea T15 -16 Move
to ferry Howie and Uncroaked Farstrider over the river and back

3. Howie and Farstrider explore 14 Move down the road
_Wiz_
+1 to Bulm turning the rock golem
Cyphermancer
20J Research
Later, in her workshop, Harley ponders an ingot of Mythral, and the Powerball spell, and if the casting cost of Powerball could be halved in some way related to the Mythral.


Harley is unsure since she has never crafted before.

Then with the fire out, and powerballs covered, with her last 20J, Harley tries again to create a 1J Powerball, a true Power-point


Harley tries and tries, but a single juice seems to be to little to form anything.

-20 juice

To Carrion
"Thank you Master Carrion, let me know when your next show is going to be, and you're invited to tonights festivities, we'll be putting on a tournament" Harley invites happily.

" Thank you for the invite, but I have work tonight.


To Bulm
"Bulm, we brought a curious fella back from the field, would you go to the dungeon and try to turn it?" Harley asks thinking she'll try up to twice spending 50J.

Bulm takes her time with the turning the rock creature. Ends up spending 50 juice

Rock elemental

2[1d4]/2/8/4 upkeep 35
Special: blind, tremor sense, physical resistance(2)
Xp 0/8

Blind: The creature is blind and can not see

Tremor sense: The unit can sense units that are touching the same surface as its self. This special has a short range.

Physical resistance: takes two less physical damage from melee and ranged attacks



The winged antz are not suited to pull the wagon
meowcats734
Pondsea C17A, C19A pull Pondsea A in a cart with whatever we want to send Howie up to 09.00 going through road &lt;-7.5 move&gt;. Howie backtracks to 11.-01 to scout &lt;-3 move&gt;. Pondsea A gets out of cart and goes to 11.-01 &lt;-2 move&gt;. Howie mounts and grabs Howie stuff, then rides to 15.00 &lt;-5 move&gt;. Howie gets off in 16.00 &lt;-1 move&gt;. Pondsea backtracks to pick up uncroaked and ferry it across &lt;-2 move&gt; &lt;-1 move&gt;. Uncroaked + howie explore 13 hexes down road. Pondsea A goes back to 09.00 &lt;-5 move&gt; and gets pulled back in cart &lt;-7.5 move&gt;.
WurmD
+1 (with fix, Howie explores 15 hex down the road)

now in picture form

 

  Dear Howie, we're sending some labeled heabs, 1 Pennilice to cure disease, 1 Bitter Leaf to cure poison, 2 Likkan Leaf to heal, they depop after 2 or 3 turns, an armour you're going to love, and a Pondsea to ferry you over, just scout a little way back to make sure.
Titan-speed
- ⚡  

Attach items to Pondsea A and order them on, after Howie finishes scouting

Pondsea C17A, C19A -16 Move
Pondsea A -18 Move


 Preparing Scouting for next turn 
 
Pudgie A to 12.07, -9 Move
Scout K21B to 17.-13, -1 Move


 Returning Scout Cotton 
 

Harley meets Scout Cotton near the gates  "Thank you for your service. Now it is time to return to your parent side" 

Scout Cotton to -03.00, attempt to turn to non-commander unit
IF needs commander unit to accept the turn, continue moving to -09.03
meowcats734
+1 to all suggestions
Cyphermancer
[QUOTE=WurmD;25843848]+1 (with fix, Howie explores 15 hex down the road)

now in picture form

 



Attach items to Pondsea A and order them on, after Howie finishes scouting

Pondsea C17A, C19A -16 Move
Pondsea A -18 Move


 Preparing Scouting for next turn 
 
Pudgie A to 12.07, -9 Move
Scout K21B to 17.-13, -1 Move


 Returning Scout Cotton 
 

Harley meets Scout Cotton near the gates  "Thank you for your service. Now it is time to return to your parent side" 

Scout Cotton to -03.00, attempt to turn to non-commander unit
IF needs commander unit to accept the turn, continue moving to -09.03


Scout Cotton bows and leave the hex. Leaving Harleys service shortly after.



[IMG][IMG]file:///C:/Users/neil/Desktop/new%20map.png[/IMG][/IMG]

Howie moves out sending Harley a thank you for the new gear and suppiles.
_Wiz_
(This was missed earlier)

Harley walks up to Dea apologetically, three wild rations in hand.  "Would you mind converting these to rands...? It's not the greatest of duties, but someone has to." 


(Suggestion)

&lt;Ivy borrows the Healing Amulet from Harley and takes all the wild and farm rations&gt;

Heavy Hobby Warhorse A is hitched up to Wagon 1

Aerodactya T20A, Aerodactya C21A, Spike and Ivy board wagon

Heavy Hobby Warhorse A pulls wagon down the road to (04,-06) -4 move

Spike and Ivy mount Aerodactya T20A and Aerodactya C21A fly to (04,-12) [via the hill hexes] -7 move


Ivy tames the goats (first using wild rations)


**Ivy is there for the taming, Spike is there for protection
***I have not included any wood cutting on this trip as I don't like cutting down trees so close to Woodsy elf land. We do however have another pair of mounts that we can use for a wood cutting run next.
WurmD
Warhorse A only has 7 Move left, so it can't go that far

The agreement with the Woodsie's explicitly gives us these Light Forest hexes on this side

 Alternative: 

Harley walks up to Dea apologetically, three wild rations in hand.  "Would you mind converting these to rands...? It's not the greatest of duties, but I already did mine as well." 
 

&lt;Ivy borrows the Healing Amulet from Harley and takes all the wild and farm rations, plus the Axe of chopping wood&gt;

Archer C16A comes from Farm -1.5 Move

Heavy Hobby Warhorse A pulling Wagon 1
- Aerodactya T20A, Aerodactya C21A, Spike and Ivy on Wagon 1
Pondsea T15, Hobby Horse B pulling Wagon 2
- Archer C16A on Wagon 2

Heavy Hobby Warhorse A, Pondsea T15, Hobby Horse B, pull wagons down the road to (04,-03) -2.5 move

Ivy mounts her Aerodactya T20A and fly 1 hex up

Spike oversees as Archer C16A chops wood, and then helps load it into the wagons

Archer C16A -5 Move
+10 Wood

2 Wood loaded on Wagon 1
8 Wood loaded on Wagon 2

Spike mounts Aerodactya C21A, Spike and Ivy fly to (04,-12) [via the hill hexes] -10 move


Ivy tames the goats (first using wild rations)


After goats tamed, evaluate next move given remaining Move of Goats



EDIT:
Harley notices she is unsure if she has told her favourite casters about her festivities plan this eventing, so she feels is better to make sure
also, she notes the sun is still high in the sky given EoM's turn being after hers

  'Dear Herring, I'm planning to have another tournament night this evening, will you try to make it after you're done over there? I'll even set up a room for you so you don't have to slog back in the middle of the night
- ❤️⚡
PS: would you let Anna know?
PPS: and James as well! There will be Mounted Archery!'  

She then goes to her office to carefully pen in large flowery letters

  MASTER HERRING
Voice of Arkum  

and goes tack it to one of the rooms in the tower that seems appropriately away from the other already taken rooms


EDIT2:
After a while Harley is struck by a thought (Shockamancer Lee Bolt, we had offered upkeep to her) and scribbles to Herring

  'Where is Lee? We had offered upkeep, but she hasn't been coming these past few turns. Reiterate the offer if you find it appropriate?'  
WurmD
Harley gently pulls Shadow aside for a quiet word

" Shadow, is harvesting wood something that bothers you at all? What about the Woodsie's?"  Harley questions, wondering if the only think they care is food, bc they need it and it is scarce, and they don't need wood, plus the wood refreshes even faster


And later Harley finds Ivy and leans closer to whisper in her ear
 "(We'll have to harvest some wood next, would that be difficult for you to do?)"  Harley asks wondering if Ivy would actually prefer being the one doing it, if a tree had to croak, let it be her so it's done properly
_Wiz_
+1 to the questions
Cyphermancer
Harley gently pulls Shadow aside for a quiet word

" Shadow, is harvesting wood something that bothers you at all? What about the Woodsie's?"  Harley questions, wondering if the only think they care is food, bc they need it and it is scarce, and they don't need wood, plus the wood refreshes even faster


  If you were clear cutting it would bother me, but each tribe is different. As for the woodsies, it would probably bother them more. However, do you care? If you don't follow the letter of the agreement. If you do message them and ask to harvest the forest.  


And later Harley finds Ivy and leans closer to whisper in her ear
 "(We'll have to harvest some wood next, would that be difficult for you to do?)"  Harley asks wondering if Ivy would actually prefer being the one doing it, if a tree had to croak, let it be her so it's done properly


  I would really rather not, it needs to be done. But I don't need to be there when you cull the forest. 
WurmD
Harley nods to Shadow, and takes her hat to pen to the Woodies


  'Greetings,
We have been harvesting a few trees here and there in our Light Forest hexes. We've been trying to be respectful by being mindful not to over-harvest any one hex of wood.
Have we been respectful enough? Would you like us to stop?
Kind regards
Queen Harley Tesla of Arkum ⚡'  
_Wiz_
(Suggestions for an alternate note)

 Greetings Chief of the Tall Stand Tribe,

I hope the titans have been treating you well.

I just wanted to warn you that our scouts have detected two sides close to our battle space and they may venture as far as your lands. They are known as the Empire of the Motes and Winstrum. They are both powerful sides and I would advise you to think carefully before deciding to attack any of their units that enter your land unless you are directly attacked. We are in contact with both sides and we could pass on a message for you if you wish however we have not yet revealed your presence as we were not sure if you would want us to do so.

We appreciate the scouting reports you have continued to send us aswell as the news of captured pokadaemons however I wonder if we could help each other more? Perhaps you would be interested in partaking in trade between our people? If you have anything that you would be interested in trading, we have a small supply of herbs that you may be interested in, crafting materials such as leather, gems and on occasion a surplus of rations that we could spare.

On the subject of crafting materials we have been harvesting a few trees here and there in our Light Forest hexes for wood. Would you have any objection if we were do so in the light forest hexes that border your lands? We would not cut enough to have any permanent effect however due to our road these would be the most efficient trees for us to harvest.

We look forwards to hearing from you.

Kind regards
Queen Harley Tesla of Arkum ⚡ 
WurmD
yes yes good +1
Cyphermancer
(Suggestions for an alternate note)

 Greetings Chief of the Tall Stand Tribe,

I hope the titans have been treating you well.

I just wanted to warn you that our scouts have detected two sides close to our battle space and they may venture as far as your lands. They are known as the Empire of the Motes and Winstrum. They are both powerful sides and I would advise you to think carefully before deciding to attack any of their units that enter your land unless you are directly attacked. We are in contact with both sides and we could pass on a message for you if you wish however we have not yet revealed your presence as we were not sure if you would want us to do so.

We appreciate the scouting reports you have continued to send us aswell as the news of captured pokadaemons however I wonder if we could help each other more? Perhaps you would be interested in partaking in trade between our people? If you have anything that you would be interested in trading, we have a small supply of herbs that you may be interested in, crafting materials such as leather, gems and on occasion a surplus of rations that we could spare.

On the subject of crafting materials we have been harvesting a few trees here and there in our Light Forest hexes for wood. Would you have any objection if we were do so in the light forest hexes that border your lands? We would not cut enough to have any permanent effect however due to our road these would be the most efficient trees for us to harvest.

We look forwards to hearing from you.

Kind regards
Queen Harley Tesla of Arkum ⚡ 


Greeting queen of Arkum

We appreciate the warning about the two sides. It depends on what are they doing in the area. Are they planning on moving through our forest? As for trade it would depend on what you want or have to offer. Main thing we want are magic items and gems. We produce alot of rations and would prefer you not harvest the light forest. We have found hexes produce more when unharvested and it can effect surrounding hexes.
WurmD
Harley ponders a bit, and then writes carefully back


  Dear Chief,

We can source both gems, and magic items for you.

Up to how many rations would you be able to give for a 100s gem? And for a +1 Bow?

Kind regards,
⚡  

She then reads it back and nods before sending, thinking that albeit gems are super precious for Arkum, as they are needed for city upgrades, perhaps she would be willing to trade 100s away for 5 rations (4 Rands)
As for the +1 weapons, given it would take 4 Rands and masterwork materials, perhaps 25 rations (20 Rands) would be acceptable
_Wiz_
(Alternative response)


 Dear Chief,

We are not privy to the two sides plan’s however we do know that their cities lie to the west of us and that they have an enemy to our east. They will likely seek to attack this enemy and in doing so it is not beyond the realms of possibilities that they may attempt to cross your forest.

We do have access to a number of skilled crafters so we could have magic items made for you however they are in high demand so the price would need to be right. Up to how many rations would you be willing to pay for a +1 weapon for example? (It would make things easier if you would be able to supply the materials, such as high quality wood, certain feral bones, hides or horns). Is it magical bows you are interested in or other weapons and armour aswell?

For gems how many rations would you be willing to trade for a 100 schmucker gem?

In the interest of friendship and cooperation we will try our best not to harvest wood in the hexes that border your land whenever possible.

Kind regards
Queen Harley Tesla of Arkum 


(And based on the responses we got to the questions suggest we go back to the original plan with a slight modification due to the heavy hobbys remaining move)

&lt;Ivy borrows the Healing Amulet from Harley and takes all the wild and farm rations&gt;

Heavy Hobby Warhorse A is hitched up to Wagon 1

Aerodactya T20A, Aerodactya C21A, Spike and Ivy board wagon

Heavy Hobby Warhorse A pulls wagon down the road to (04,-05) -3.5 move

Spike and Ivy mount Aerodactya T20A and Aerodactya C21A fly to (04,-12) [via the hill hexes] -8 move


Ivy tames the goats (first using wild rations)


**Ivy is there for the taming, Spike is there for protection
***Next step of the plan will be made based on the remaining move of any tamed goats.
****Wood cutting plan to be posted later but suggest we chop wood in (-03,02)
WurmD
+1 to all

___

 

8 Wood chopped and transported to Capital

Archer C16A.           -6 Move  and moved to Capital
Uncroaked Archer B -6 Move  and moved to Capital
8x Flying Antz.        -8 Move
Heavy Doe Deer B -4 Move
Hobby T19A, T19B -4 Move
Cyphermancer
[QUOTE=_Wiz_;25847674](Alternative response)


 Dear Chief,

We are not privy to the two sides plan’s however we do know that their cities lie to the west of us and that they have an enemy to our east. They will likely seek to attack this enemy and in doing so it is not beyond the realms of possibilities that they may attempt to cross your forest.

We do have access to a number of skilled crafters so we could have magic items made for you however they are in high demand so the price would need to be right. Up to how many rations would you be willing to pay for a +1 weapon for example? (It would make things easier if you would be able to supply the materials, such as high quality wood, certain feral bones, hides or horns). Is it magical bows you are interested in or other weapons and armour aswell?

For gems how many rations would you be willing to trade for a 100 schmucker gem?

In the interest of friendship and cooperation we will try our best not to harvest wood in the hexes that border your land whenever possible.

Kind regards
Queen Harley Tesla of Arkum 
  Well let us know which direction they are heading and we can adjust from there.

As for magic items, +1 bow we could offer 10 rations per bow we will provide the materials and let's say three rations for 100 shmuckers. Also what are you willing to pay for Master craft materials?  


(And based on the responses we got to the questions suggest we go back to the original plan with a slight modification due to the heavy hobbys remaining move)

&lt;Ivy borrows the Healing Amulet from Harley and takes all the wild and farm rations&gt;

Heavy Hobby Warhorse A is hitched up to Wagon 1

Aerodactya T20A, Aerodactya C21A, Spike and Ivy board wagon

Heavy Hobby Warhorse A pulls wagon down the road to (04,-05) -3.5 move

Spike and Ivy mount Aerodactya T20A and Aerodactya C21A fly to (04,-12) [via the hill hexes] -8 move


Ivy tames the goats (first using wild rations)


Ivy moves forward after the goats make no hostile moves. She uses three wild rations with no successes. Continue?

-3 wild rations
WurmD
Spike is there, if she's doing something wrong, intervene, otherwise continue until there are only 4 rations left (to give spike 4 attempts)


Harley ponders, and writes first to Herring
'
  Herring, are you aware if a Moneymancer is able to turn Juice into gems? (And if so, what's the price in Rands:))
'  

She then sends thinking that turning 1J to 1shmucker in gems would not be an OP ability, and then, being Moneymancers, charging 4Rands for a 100J schmuker gem would be likely


  'Dear Chief

They currently see a long line of scouts moving west, we'll let you know next turn.

[Include rough but to-scale map of Enemy Scouts, Arkum, and their Forest]

And I must apologise, but sadly 10 rations will not be enough to entice the crafting casters to work, nor 3 rations will be enough to justify a 100s gem.

Morosely,
Queen Harley Tesla'  

Harley then sends, hoping they appreciate a free scouting report vs the 50s we've been paying
_Wiz_
(Alternative response)

 Dear Chief

We currently see a number of scouts moving east, we'll let you know next turn.

[Include rough but to-scale map of Enemy Scouts, Arkum, and their Forest]


We would have to to agree the price of each individual trade at the time however in general if you were to provide enough materials for two items and 12 rations we may be able to come to an arrangement.

Likewise if you could stretch to 4 rations per 100s gem (giving an individual ration a trade value of 25s) we should be able to come to an agreement.

Queen Harley Tesla 



————————————————————

Have Spike make the taming attempt for the next 3 rations.
WurmD
+1

___________
Cyphermancer
 Dear Chief

We currently see a number of scouts moving east, we'll let you know next turn.

[Include rough but to-scale map of Enemy Scouts, Arkum, and their Forest]


We would have to to agree the price of each individual trade at the time however in general if you were to provide enough materials for two items and 12 rations we may be able to come to an arrangement.

Likewise if you could stretch to 4 rations per 100s gem (giving an individual ration a trade value of 25s) we should be able to come to an agreement.

Queen Harley Tesla 

[i] understood hopefully they will head south east to avoid our forest.

As for trade we could do two Mastercraft materials and 10 rations for a bow with us providing the materials for the bow as well. As for trading for gems for rations I think we will pass for now.



————————————————————

Have Spike make the taming attempt for the next 3 rations.


Spike uses three wild ration taming two of the goats

2[1d4]/2/8/14 upkeep 35
Special: mount, Mountain Capable
A: 2/8 xp
B: 1/8 xp

Both goats have 2 move remaining.

-3 wild rations


Ivy tries with two more wild rations with no success.

-2 wild rations

Continue?
WurmD
Spike looking over at Ivy, asks her

 "Are you uncomfortable feeding these roots and leaves to the Goats?" 

After she says yes, Spike then proceeds to do the taming attempts himself


Then Ivy and Spike fly back to wagon, and ride back to Capital


 To the woodsies 

  'Very well, see you next turn in the same hex to collect the materials? (05.-07)'  


 Then, chop 8 wood and transport it to Capital?   https://forums.giantitp.com/showthre...1#post25847691 
 Then transport 8 wood to Khelt? 
 

Pondsea T15   -16 Move       moved to Khelt
Hobby B   -14 Move       moved to Khelt
Wagon 1, 8 wood      moved to Khelt
Heavy Doe Deer A  -2 Move
Doe Deer B    -2 Move


Harley ponders, and writes to  Herring  curiously

  'Herring, are you aware if a Moneymancer is able to turn Juice into gems? (And if so, what's the price in Rands:))'  

She then sends thinking that turning 1J to 1shmucker in gems would not be an OP ability, and then, being Moneymancers, charging 4Rands for a 100J schmuker gem would be likely


And anticipating the next step in the plan Harley writes to  Bob 

  'Bob, do you know how to build a watchtower? (And it would take 4 uses of your special yes?)
'  


 
 Spoiler: Building watchtower in Khelt? 
 Building watchtower in Khelt: 
When the wood arrives, Bob oversees
Uncroaked Archer K21A
Uncroaked Piker K20B
Uncroaked Piker K20C
Uncroaked Piker K20D
starting building a Crude Watchtower

Uncroaked Archer K21A -8 Move
Uncroaked Piker K20B -8 Move
Uncroaked Piker K20C -8 Move
Uncroaked Piker K20D -8 Move
-8 Wood

Ongoing Project:
Crude Watchtower in Khelt 32/??Move 8/10Wood
 

 Continuing the world's slowest sneak attack 
Worker Antz A, B, C, D continue work on tunnel, saving Move to sleep at Capital

Worker Antz A -10 Move
Worker Antz B -10 Move
Worker Antz C -10 Move
Worker Antz D -10 Move

Tunnel -01.00 med size was 19/??


 Training 
As Spike and Ivy return, in the Capital, most units gather in the courtyard to watch, participate and cheer the training units

Harley pops by the Workshop and invites Bulm  "Bulm, it's training time! I'm doing it, come with! Or at least cheer us on" 

Quick Lynx T21A
Ash
Rattika A
Rattika C17
Rattika C19
Rattika T16
Big Mouth C19A
Big Mouth T17A
Embar A
Embar C19
Katerpea A
Katerpea T21A
Harley Tesla
Ivy Tesla
Rock Elemental T21A
Bulm
train, under the guidance of Spike.

Spike pays special attention to the new joiner Quick Lynx, with attack/defend manoeuvres (a cat's play-toy at the end of a rope)

(we've previously checked that Ferals can't train *by themselves*, but what about under guidance/orders)

Quick Lynx T21A -4 Move, +1XP
Ash -4 Move, +1XP
Rattika A -4 Move, +1XP
Rattika C17 -4 Move, +1XP
Rattika C19 -4 Move, +1XP
Rattika T16 -4 Move, +1XP
Big Mouth C19A -4 Move, +1XP
Big Mouth T17A -4 Move, +1XP
Embar A -4 Move, +1XP
Embar C19 -4 Move, +1XP
Katerpea A -4 Move, +1XP
Katerpea T21A -4 Move, +1XP
Harley Tesla -4 Move, +1XP
Ivy Tesla -4 Move, +1XP
Rock Elemental T21A -4 Move, +1XP
Bulm -4 Move, +1XP
meowcats734
I'm fine with all this, +1 unless there's something else we want to do with these resources/move this turn?
WurmD
Harley walks up to Dea apologetically, three wild rations in hand.  "Would you mind converting these to rands...? It's not the greatest of duties, but I already did mine as well." 
SomeGuy411
 
 Originally Posted by WurmD 
 Herring, are you aware if a Moneymancer is able to turn Juice into gems? (And if so, what's the price in Rands:)) 
 

+1, I see a LOT of utility in this knowledge. I'd add a further caveat of the exact requirements if possible

Edit:

 
 Originally Posted by WurmD 
 Spike looking over at Ivy, asks her

"Are you uncomfortable feeding these roots and leaves to the Goats?" 
 

+1. This seems like a good thing to check too. I'd rather not cause date-a-mancy issues with our heir because of discomfort over feeding animals. I don't expect this'll be a problem, but well worth checking.
meowcats734
+1 to both (Dee rands and herring question)
Cyphermancer
Harley walks up to Dea apologetically, three wild rations in hand.  "Would you mind converting these to rands...? It's not the greatest of duties, but I already did mine as well." 
  it's fine, but can we do this with normal rations rather than wild in the future 

-3 wild rations
+ 3 rands
- 30 juice

Spike looking over at Ivy, asks her

 "Are you uncomfortable feeding these roots and leaves to the Goats?" 
  Not my favorite thing to be honest, also I don't feel that connection  starting to form like I did with the lynx. 

After she says yes, Spike then proceeds to do the taming attempts himself

- 2 wild ration

3rd goat joins the side. 3 move remaining
1/8 xp


Then Ivy and Spike fly back to wagon, and ride back to Capital


 To the woodsies 
 Then, chop 8 wood and transport it to Capital?   https://forums.giantitp.com/showthre...1#post25847691 

-8 move spike


 Then transport 8 wood to Khelt? 
 

Pondsea T15   -16 Move       moved to Khelt
Hobby B   -14 Move       moved to Khelt
Wagon 1, 8 wood      moved to Khelt
Heavy Doe Deer A  -2 Move
Doe Deer B    -2 Move


Harley ponders, and writes to  Herring  curiously

She then sends thinking that turning 1J to 1shmucker in gems would not be an OP ability, and then, being Moneymancers, charging 4Rands for a 100J schmuker gem would be likely


I have no idea I can check tomorrow on my Rand run.


And anticipating the next step in the plan Harley writes to  Bob 



[SPOILER=Building watchtower in Khelt?] Building watchtower in Khelt: 
When the wood arrives, Bob oversees
Uncroaked Archer K21A
Uncroaked Piker K20B
Uncroaked Piker K20C
Uncroaked Piker K20D
starting building a Crude Watchtower

Uncroaked Archer K21A -8 Move
Uncroaked Piker K20B -8 Move
Uncroaked Piker K20C -8 Move
Uncroaked Piker K20D -8 Move
-8 Wood

Ongoing Project:
Crude Watchtower in Khelt 32/??Move 8/10Wood

" where did you get the wood amount?
No problem with the construction


 Continuing the world's slowest sneak attack 
Worker Antz A, B, C, D continue work on tunnel, saving Move to sleep at Capital

Worker Antz A -10 Move
Worker Antz B -10 Move
Worker Antz C -10 Move
Worker Antz D -10 Move

Tunnel -01.00 med size complete 20/20
Tunnel -02.00 5/??




 Training 
As Spike and Ivy return, in the Capital, most units gather in the courtyard to watch, participate and cheer the training units

Harley pops by the Workshop and invites Bulm  "Bulm, it's training time! I'm doing it, come with! Or at least cheer us on" 


Blum

  No thanks I'm busy 

Quick Lynx T21A
Ash
Rattika A
Rattika C17
Rattika C19
Rattika T16
Big Mouth C19A
Big Mouth T17A
Embar A
Embar C19
Katerpea A
Katerpea T21A
Harley Tesla
Ivy Tesla
Rock Elemental T21A
Bulm
train, under the guidance of Spike.

Spike pays special attention to the new joiner Quick Lynx, with attack/defend manoeuvres (a cat's play-toy at the end of a rope)

All units train
WurmD
Goats ordered to move to 06.-11

 


Harley focuses on the Worker Antz as they worked, how much Move did they spend each time they crossed a hex boundary?


 Moonsong  ordered to place her Juice in the tower
Tower: 70/400
Moonsong: 0/100 J


 Testing if it's worth it to make medium sized tunnel vs small 

Decayed Uncroaked Darf Axeman C19G, that does not have any specials, ordered into tunnel, and to step over the hex boundary

How much move was used? (crawling in small tunnel took 2 Move)
meowcats734
+1 to all suggestions
_Wiz_
Don’t use a Darf from the farm, use one of the many already in Arkum.
WurmD
Editted Decayed Uncroaked Darf Axeman C19G in
meowcats734
Yeah there's tons, but I think it really doesn't matter
Cyphermancer
Goats ordered to move to 06.-11


Done

 


Harley focuses on the Worker Antz as they worked, how much Move did they spend each time they crossed a hex boundary?

1 move


 Moonsong  ordered to place her Juice in the tower
Tower: 70/400
Moonsong: 0/100 J

Done


 Testing if it's worth it to make medium sized tunnel vs small 

Decayed Uncroaked Darf Axeman C19G, that does not have any specials, ordered into tunnel, and to step over the hex boundary

How much move was used? (crawling in small tunnel took 2 Move)

1 move
meowcats734
Question: given that the 5-juice powerball research process consisted of casting the spell until she managed to successfully cast it, does Harley think she could try to make a scroll of e.g. 5-juice powerball and eventually manage to successfully make a scroll?
_Wiz_
(Not sure if the response to the Woodsies was processed. If not I suggest the following expansion.)


 We could possibly work with your tribe trading two Mastercraft materials and 10 rations for a bow (with the Woodsy Elves also providing the materials for the bow as well.)

I suggest we trial the arrangement next turn. We could collect the rations and materials for a single bow from (05.-07) at the beginning of our Turn next turn and have the finished product to you by the end of next turn.

 Materials to be provided by the Tall Stand Tribe 

10x rations (as part of payment)
2x Mastercraft crafting materials (as part of payment)
1x Mastercraft materials required to craft a bow

 Items to be produced by Arkum 

1x +1 Bow

Queen Harley Tesla 
meowcats734
Sure, +1 to this.
WurmD
+1

_________

 Nearing the end of her turn, albeit the sun is still high in the sky given EoM's turn is yet to begin Harley plans and writes


  Hi Herring, it's still early over there, but it's almost the end of my turn, so here is our list of desired hirings for next turn:

Anna MW Bow 100J, +1 the bow 100J,   4Rands
Meta continue work.     6 Rands
Carrion box          25 Rands
Herring melee immune.       2 Rands
Luckamancer, boost Blue Dwagon tame attempt         2 Rands?
Carrion rewrap 11 darfs to regain Sapper special          X Rands + bodies ?
Herring, hat work (linking hat D to Hub hat, Create Hat E, link hat E to Hub)

♥️⚡

PS: we should have more than 50 rations to convert next turn, maybe Dee should go as well? (Together or separately)  

 
 Upgrading the mine 
Upgrade Mine to lvl3
-2000s
Cyphermancer
[QUOTE=_Wiz_;25851307](Not sure if the response to the Woodsies was processed. If not I suggest the following expansion.)


[i]We could possibly work with your tribe trading two Mastercraft materials and 10 rations for a bow (with the Woodsy Elves also providing the materials for the bow as well.)

I suggest we trial the arrangement next turn. We could collect the rations and materials for a single bow from (05.-07) at the beginning of our Turn next turn and have the finished product to you by the end of next turn.

 Materials to be provided by the Tall Stand Tribe 

10x rations (as part of payment)
2x Mastercraft crafting materials (as part of payment)
1x Mastercraft materials required to craft a bow

 Items to be produced by Arkum 

1x +1 Bow


  I agree as does my tribe. If we provided more Mastercraft materials how much in gem could you offer in trade. Also would the bow be delivered the same turn? 

Queen Harley

Question: given that the 5-juice powerball research process consisted of casting the spell until she managed to successfully cast it, does Harley think she could try to make a scroll of e.g. 5-juice powerball and eventually manage to successfully make a scroll?

Harley would have to complete her spell research, before she would have a reasonable chance of making a scroll of the spell.
_Wiz_
(Suggestion for next response to Woodsies)

 I would like for my crafters to take a look at the materials before making any offers on what we would be willing to pay for them separately.

As for the bow yes we should be able to craft the bow and have it delivered to the same hex by the end of the same turn.

Regards

 Queen Harley Tesla 
WurmD
+1


_______________
Cyphermancer
 I would like for my crafters to take a look at the materials before making any offers on what we would be willing to pay for them separately.

As for the bow yes we should be able to craft the bow and have it delivered to the same hex by the end of the same turn.

Regards

 Queen Harley Tesla 
  very well we will see you next turn 
meowcats734
 
 Originally Posted by WurmD 
 +1

_________

Nearing the end of her turn, albeit the sun is still high in the sky given EoM's turn is yet to begin Harley plans and writes
Hi Herring, it's still early over there, but it's almost the end of my turn, so here is our list of desired hirings for next turn:

Anna MW Bow 100J, +1 the bow 100J, 4Rands
Meta continue work. 6 Rands
Carrion box 25 Rands
Herring melee immune. 2 Rands
Luckamancer, boost Blue Dwagon tame attempt 2 Rands?
Carrion rewrap 11 darfs to regain Sapper special X Rands + bodies ?
Herring, hat work (linking hat D to Hub hat, Create Hat E, link hat E to Hub)

♥️⚡

PS: we should have more than 50 rations to convert next turn, maybe Dee should go as well? (Together or separately)



 Upgrading the mine 
Upgrade Mine to lvl3
-2000s 
 

+1 to this
_Wiz_
+1 to the mine upgrade

-1 to the list of casters until I verify how Wurm thinks we will have 50 rations and if we will have enough rands and double check his list of casters
WurmD
 Rations 
Spreadsheet says we have 35 rations surplus next turn
We have 9 now
Woodsies will give us 10
Plus Ivy boost
Plus foraging when we do a run to get bodies for Carrion

 Rands 
Listed is 41 Rands cost + Carrion
We currently have 2
We'll have 40+ Rands from the 50+ Rations
Plus the sale of Honey
meowcats734
Question: Does Harley's ruler senses tell her she can raze buildings/cities/claimed sites for Schmuckers? Does it tell her how much?
_Wiz_
(Ok my musings on Wurms suggested expenditures)


Hi Herring, it's still early over there, but it's almost the end of my turn, so here is our list of desired hirings for next turn:

Anna MW Bow 100J, +1 the bow 100J x2, 5 Rands***
Meta continue Mega Wagon work. 6 Rands
Magic box 25 Rands
Herring melee immune. 2 Rands
Luckamancer, boost Blue Dwagon tame attempt 2-6 Rands?****
Carrion rewrap 11 darfs to regain Sapper special X Rands + bodies ? up to 6-12 rands *****
Herring, hat work (linking hat D to Hub hat, Create Hat E, link hat E to Hub) ?4 rands

**1 rand also needs to be assigned to Herring for his Voice of Arkum pay
*** Our deal with Anna is that we pay for her full juice whenever she wishes to be hired and we are able to. Suggest we pop a twoll in Arkum this turn and they can create a 2nd MW bow from the provided materials which she then makes +1 and we keep.
****We have no price quoted for this so I have put up to 6 to allow for a safety margin.
***** Estimating rewrapping a darf costs 50j and accounting for the fact we currently have no bodies to trade



This could possibly cost us up to 61 rands which we currently cannot afford. (we need to get this below 48 rands which is the amount we can guarantee we will definitely be able to get a hold of)

Of the list the hat work seems the least essential to your plans. Yes they are a nice to have but if it gets delayed by a turn there is no real effect. Also if we do end up having enough Rands Herring may be in the capital anyway.


For Carrion I suggest we only request a minimum guaranteed purchase of 100 J for rewrapping and request Carrion come later in the turn so that we may possibly gather bodies for trade.
WurmD
 Given we have even more rations than I originally stated (starting 24), and I'd like to start paying 6 Rands for Anna

Nearing the end of her turn, albeit the sun is still high in the sky given EoM's turn is yet to begin Harley plans and writes


  Hi Herring, it's still early over there, but it's almost the end of my turn, so here is our list of desired hirings for next turn:

Anna MW Bow 100J, 2x +1 the bow 100J, 6 Rands
Meta continue Mega Wagon work. 6 Rands
Herring melee immune. 2 Rands
Luckamancer, boost Blue Dwagon tame attempt ? Rands
Doppin beans 1 Rand
Magic box 25 Rands

And for later in the turn, after we collect bodies from the field:
Carrion rewrap up to 11 darfs to regain Sapper special X Rands + bodies

Would you let us know the Luckamancer's quote when you know?
  

 thinking that with Herring's 1Rand bonus, before Carrion will cost up to 47 Rands, which with the starting 2 Rands, is doable with a single Herring-only 50ration bank run plus some in-house nomming,

and Carrion will be paid with the extra person bank run or Honey sale 
meowcats734
Sure, +1 to WurmD
_Wiz_
(Added some clarifications to wurms note)

 Hi Herring, it's still early over there, but it's almost the end of my turn, so here is our list of desired hirings for next turn:

Anna MW Bow 100J, 2x +1 the bow 100J each, 6 Rands
Meta continue Mega Wagon work. 6 Rands
Herring melee immune. ?2 Rands
Luckamancer, boost Blue Dwagon tame attempt ? Rands
Doppin beans ? Rand
Magic box 25 Rands

And for later in the turn, after we collect bodies from the field:*
Carrion rewrap up to 11 darfs to regain Sapper special X Rands + bodies

Would you let us know the Luckamancer's quote when you know?

Could you please get a price from Smok Bud  for purchasing some Doppin Beans?

Could you kindly request that Carrion stop by later in the turn if possible so that we have an opportunity to gather some additional bodies for trade. Please confirm that we can guarantee purchasing a minimum of 100j for rewrapping (and possibly more based on whether we have any bodies he is interested in)

You’re the best!

Thanks

Harley 
meowcats734
+1 to Wiz's refinement
WurmD
Beautiful, +111112 indeed



Harley nods self satisfied and sets popping orders
Khelt: 2 Scouts
Arkum: 1 Twoll
Farm: 2 Farmhands

 breathes deep getting herself ready to receive Winstrum's call
and ends the turn 
meowcats734
+1 to that as well
WurmD
Before ending the turn, Harley summons Razor to her quarters along with Spike

She nods as they enter " Champion Razor, would you tell the story  of Arkhum, before us, the attack on the barbarian city, and your captivity with Wistrum?" 
_Wiz_
+1 to talking to Champion razor (although technically he was a prisoner of EOM not Winstrum)
meowcats734
Sure, +1 to that too
Cyphermancer
 Hi Herring, it's still early over there, but it's almost the end of my turn, so here is our list of desired hirings for next turn:

Anna MW Bow 100J, 2x +1 the bow 100J each, 6 Rands
Meta continue Mega Wagon work. 6 Rands
Herring melee immune. ?2 Rands
Luckamancer, boost Blue Dwagon tame attempt ? Rands
Doppin beans ? Rand
Magic box 25 Rands

And for later in the turn, after we collect bodies from the field:*
Carrion rewrap up to 11 darfs to regain Sapper special X Rands + bodies

Would you let us know the Luckamancer's quote when you know?

Could you please get a price from Smok Bud  for purchasing some Doppin Beans?

Could you kindly request that Carrion stop by later in the turn if possible so that we have an opportunity to gather some additional bodies for trade. Please confirm that we can guarantee purchasing a minimum of 100j for rewrapping (and possibly more based on whether we have any bodies he is interested in)

You’re the best!

Thanks

Harley 

[i] indeed,

Anna, Meta, and myself shouldn't be a problem. Smok says he will charge 1 Rand per two beans. The luckamancer I have found will charge four rands for her boost. Carrion won't sell any of his juice he says he has a show coming up. He is willing to cast some tower Juice, but wants to see what you have to offer. He also says that rewrap can not restore specials.

[



Harley nods self satisfied and sets popping orders
Khelt: 2 Scouts
Arkum: 1 Twoll
Farm: 2 Farmhands

✔️



[QUOTE=WurmD;25852291]Before ending the turn, Harley summons Razor to her quarters along with Spike

She nods as they enter " Champion Razor, would you tell the story  of Arkhum, before us, the attack on the barbarian city, and your captivity with eom?" 
  I was one of the first knights popped by king Tesla. For over thirty turn I served the side hunting ferals and gaining levels in preparation of taking one of the three unclaimed cities we had found. Burtrum supplied minor head gear for all the knights. Normally +1 defense items. The forest city was chosen due to it being easy to reach and a mostly known challenge Or so we believed. We camped in the field. The king our chief warlord Harry. Almost two stacks of Knight, several stacks of infantry. With some hired mineataurs to take down the gates. The attack went fine at first. They had a few snipers and archers. Which focused on our own archers. They had three warlords we learned one of which was an Archer. After we breached the gates things went wrong. More archers showed up as well as a few cloth heavies. Then the two hit us. They focused on your father's stack and before I knew it he was croaked with Burtum kneel next to him. We all then became Barbarians and froze.  
_Wiz_
(to Herring)

 'Excellent please confirm with the luckamancer that that price is acceptable and confirm with Smok that we would like to purchase 4 beans then.

We are also going to require some new NDA contracts atleast one for the Barbarian warlord Dshot that we are negotiating with and one for the Luckamancer

Thanks


Harley 


(To Razor)


Harley leans forwards taking intense interest as Razor tells his tell, once Razor comes to an end and pauses Harley speaks up and asks a couple of questions.

 "Razor if we were to show you our current maps do you think you would be able to point out the relative positions of the unclaimed cities that you were aware off and perhaps fill in any details on hexes we have not yet scouted..."  Harley asks with a hopeful look.  "Also information on what ferals you have faced would be of use to the side aswell"  Harely adds.

 "Were the Archers and Heavies barbarians aswell or were they sided units?"  Harley asks at the mention of facing cloth heavies. The two possibilities that came to mind were the units of the Empire of the Motes and the Cloth heavies that they had just faced in the ruins.

 "Are you aware of what level Burtrum was?"  Harley questions with a thoughtful look.  "And purely out of curiosity the level of my father and his chief warlord Harry?"  She adds.


 "Do you remember anything from your time in captivity?"  Harley finally questions.




*Also I believe you may have missed the upgrading of the Mine that had been +1d
WurmD
+1


Thinking on a dwagon taming attempt Harley examines a Fat Ratz body to estimate how many rations would it provide when harvested.



Decayed Uncroaked Darf Axeman C19G ordered back to Capital :), -1 Move



Harley quickly writes again

  '(Sorry Herring, I can't help myself XD)

4 Rands for the Taming boost? Wow! That much Juice should give a great effect! We'll be very curious to hear what the caster guarantees. And aww, how disappointing that we can't get the Sapper special back from the Darfs. Then we won't need Carrion's expertize tomorrow, we'll update him on Dee's progress when she succeeds.

PS: Will you re-iterate our breakfast invite to Lee Bolt?

PPS: You mentioned you can make a Mining Cap before, does *that* give a special enabling one to mine?

Thank you so much!
⚡'  
Cyphermancer
(to Herring)

[i]'Excellent please confirm with the luckamancer that that price is acceptable and confirm with Smok that we would like to purchase 4 beans then.

We are also going to require some new NDA contracts atleast one for the Barbarian warlord Dshot that we are negotiating with and one for the Luckamancer.

Thanks

  Harley I am out of NDA I will be getting a few more tonight however. Both have confirmed the order and being hired.


Harley 


(To Razor)


Harley leans forwards taking intense interest as Razor tells his tell, once Razor comes to an end and pauses Harley speaks up and asks a couple of questions.

 "Razor if we were to show you our current maps do you think you would be able to point out the relative positions of the unclaimed cities that you were aware off and perhaps fill in any details on hexes we have not yet scouted..."  Harley asks with a hopeful look.  "Also information on what ferals you have faced would be of use to the side aswell"  Harely adds.

Looking at the map he motioned to khelt and the forest city.


  these were two of the cities know to us. The last was almost directly south of the capital, but in the swamp. As for filling in them map. I didn't see it much. I could guess, but not sure it would be accurate. 
 "Were the Archers and Heavies barbarians aswell or were they sided units?"  Harley asks at the mention of facing cloth heavies. The two possibilities that came to mind were the units of the Empire of the Motes and the Cloth heavies that they had just faced in the ruins.



  they were all Barbarian units, I belive there was a barbarian caster in the city. 
 "Are you aware of what level Burtrum was?"  Harley questions with a thoughtful look.  "And purely out of curiosity the level of my father and his chief warlord Harry?"  She adds.


  not sure about Burtrum, Harry was atleast level four, by the bonus he gave. As for your father, I'm not sure. 
 "Do you remember anything from your time in captivity?"  Harley finally questions.


  not much one of thier warlords would come down and try and convince me to join the side, but didn't seem to be in a rush about it. Was kept in a cell by myself.  




*Also I believe you may have missed the upgrading of the Mine that had been


Mine level 3
-2000 shmuckers

600 shmuckers worth of gems a turn
5 normal metal a turn
1 mc metal a turn
_Wiz_
+1 to the following;


Thinking on a dwagon taming attempt Harley examines a Fat Ratz body to estimate how many rations would it provide when harvested.



Decayed Uncroaked Darf Axeman C19G ordered back to Capital :), -1 Move


(To Razor)


 "Hmmm can you be any more precise about the swamp city?"  Harley asks  "We actually have a scout in place who could start looking for it now..."  Harley adds.

Harley then orders scout D to head directly south of the Capital heading for 00,13 if possible (unless Razor adjust the direction that the scout should head)(Arrow marked on map)

 "As for filling in the map lets just put it this way, are you aware of any sites of interest that aren't already on our current map?"  Harley asks.


 "Level 4 huh... about the same as you are now then Spike..."  Harley comments thoughtfully.
WurmD
+1

Scout only has 2 Move, so moves 1 hex
Cyphermancer
Thinking on a dwagon taming attempt Harley examines a Fat Ratz body to estimate how many rations would it provide when harvested.

 four rations



Decayed Uncroaked Darf Axeman C19G ordered back to Capital :), -1 Move

✔️


(To Razor)


 "Hmmm can you be any more precise about the swamp city?"  Harley asks  "We actually have a scout in place who could start looking for it now..."  Harley adds.

Harley then orders scout D to head directly south of the Capital heading for 00,13 if possible (unless Razor adjust the direction that the scout should head)(Arrow marked on map)

 "As for filling in the map lets just put it this way, are you aware of any sites of interest that aren't already on our current map?"  Harley asks.



 "Level 4 huh... about the same as you are now then Spike..."  Harley comments thoughtfully.

Razor
I'm afraid not your majesty, I only saw the map in passing. The swamp city was a lucky find, from a swamp capable feral we had tamed.


Spike

Indeed your majesty


The scout D uses his two move.

Nothing new spotted.
WurmD
Harley quickly writes again

  '(Sorry Herring, I can't help myself XD)

Aww, how disappointing that we can't get the Sapper special back from the Darfs. Then we'll just ask him to Uncroak 2 Hobby
Horses.

PS: Will you re-iterate our breakfast invite to Lee Bolt?

PPS: You mentioned you can make a Mining Cap before, does *that* give a special enabling one to mine?

Thank you so much!
⚡'  
_Wiz_
A negotiated +1
Cyphermancer
Harley quickly writes again
'(Sorry Herring, I can't help myself XD)


Aww, how disappointing that we can't get the Sapper special back from the Darfs. Then we'll just ask him to Uncroak 2 Hobby
Horses.

  OK I will pass it along 

PS: Will you re-iterate our breakfast invite to Lee Bolt?

  Lee is on a long term contract, not sure when she will be back 

PPS: You mentioned you can make a Mining Cap before, does *that* give a special enabling one to mine?

  no it just give a bonus while mining 

Thank you so much!
WurmD
Harley pouts vexed at not being easy to get the Sapper special to make full use of her Mine, and scribbles back

  '(last one, promise!)

Then we'll need May, whenever she is available, to begin work on a item to give the Sapper special (a Miner's Pick?), we'll have the Rands even if we have to harvest bodies

Hug, and thank you
⚡'  
_Wiz_
In for a penny in for a pound, sure +1
Cyphermancer
Harley pouts vexed at not being easy to get the Sapper special to make full use of her Mine, and scribbles back
'(last one, promise!)

Then we'll need May, whenever she is available, to begin work on a item to give the Sapper special (a Miner's Pick?), we'll have the Rands even if we have to harvest bodies

Hug, and thank you
⚡'
  I sent her a message, but she hasn't responded. I will try again later 
WurmD
Harley takes the big 200s mine gem from the treasury and finds Ash, and solemnly presents it to him for popping another tribe member and bank the rest.

Harley then in the privacy of her chambers, looks around, nods to herself, and ends turn.

Lets see what Wistrum says,

and later on, parteeeeeeeeeey! With Mounted Archery and Wrestling tournament, with a 50s gem for each winner.
meowcats734
+1 to this suggestion!
Cyphermancer
]Harley takes the big 200s mine gem from the treasury and finds Ash, and solemnly presents it to him for popping another tribe member and bank the rest.

Harley then in the privacy of her chambers, looks around, nods to herself, and ends turn.

Lets see what Wistrum says,

and later on, parteeeeeeeeeey! With Mounted Archery and Wrestling tournament, with a 50s gem for each winner.


Is Harley bank the rest or the Tribe?

Ash takes the gem, gives a nod of his head and heads into the natural ally ground.

Harley then ends turn. The scouts report seeing movement of more EOM and Winstrum scouts.

Harley then feels an incoming thinkagram from Winstrum.

The same older man pops into Harley vision.

" Greetings again your majesty. I trust you had a productive turn?"


Pausing to give Harley time to respond.

" I have a signamancer on stand by. Can we come to some terms for a Nonagression pact."
WurmD
Harley received the call stoically, and simply regally nods in greeting

As the NAP is mentioned she simply states  "Indeed, 50 turns, 30k penalty as EoM suggested?"  purposely not mentioning Burtum as she has nothing she is willing to part with and offer
meowcats734
EDIT: +1 to this
Cyphermancer
Harley received the call stoically, and simply regally nods in greeting

As the NAP is mentioned she simply states  "Indeed, 50 turns, 30k penalty as EoM suggested?"  purposely not mentioning Burtum as she has nothing she is willing to part with and offer.

Winstrums ruler gives Harley a wide smile.


" excellent I will have my contact deliver the contract to Master Herring soon. I hope we can continue to work together in the future. Perhaps trade a little, we havnt committed any croakamancers to the field, so we will have bodies to trade at the very least. Perhaps for rations or scroll. We will also be moving our armies east this turn and starting work on a road going east towards the river at some point."
WurmD
Harley listens impassively and finally nods "We'll talk. Until then." And breaks the connection.

She then carefully, at her desk pens a letter


  'Dear Flos,

I have Empire of Motes and Wistrum armies in my scouting range.
I can neither confirm nor deny of having a NAP with either or both of them
With that in mind, what could I hypothetically do to obstruct them?

Respectfully,
Queen Harley Tesla ⚡'  

She reads it back, and uses for the first time through the Reim hat
_Wiz_
I don't like that message to Flos, also I want to think about a response to Winstrum before we just 'hang up'
WurmD
Pondering the call, and promptly forgetting her promise to Herring, Harley writes


  Herring, just had a call with Wistrum, they should be getting in touch with you with an NAP to sign.

How secure are hats? Do you know of hat magic able to re-conjure previously sent missives by a particular hat?

Thanks,
⚡  


Pondering that the Crude Archery Tower has 20 wood and 40+ construction Move invested in it, Harley focuses on her ruler senses and checks if she can raze it for schmukers

And while at it, she compares with the other non-crude buildings that she expected to feel them to be razeable for 1000s
meowcats734
+1 to the razing question and herring question
Cyphermancer
Pondering the call, and promptly forgetting her promise to Herring, Harley writes

Herring, just had a call with Wistrum, they should be getting in touch with you with an NAP to sign.

How secure are hats? Do you know of hat magic able to re-conjure previously sent missives by a particular hat?

Thanks,
⚡

  I will be on the lookout for him. As for how secure hats are. Pretty secure. They can be hacked in some cases. Alot of side end up using a code to pass important messages at some point.  

Pondering that the Crude Archery Tower has 20 wood and 40+ construction Move invested in it, Harley focuses on her ruler senses and checks if she can raze it for schmukers

And while at it, she compares with the other non-crude buildings that she expected to feel them to be razeable for 1000s


Harley feel that she could raze on her turn. As for the results she is not sure.
WurmD
Razing regular buildings and city levels is a bog standard mechanic

How much will razing a regular building or city level give?

If Harley doesn't innately know the answer she writes

  'Herring, I don't actually know how much schmukers one gets from razing a building or city level, do you?'  

And then gathers her sided commanders (Ivy, Spike, Bill, Dee) and asks for help scouring the library for mentions of razing in the long gone sides' history books there  "so we know how much we'll get if we raze a building or city level" 
 "You don't happen to know already do you Dee?" 
meowcats734
+1 to all!
Cyphermancer
[QUOTE=WurmD;25855173]Razing regular buildings and city levels is a bog standard mechanic

How much will razing a regular building or city level give?

If Harley doesn't innately know the answer she writes


And then gathers her sided commanders (Ivy, Spike, Bill, Dee) and asks for help scouring the library for mentions of razing in the long gone sides' history books there  "so we know how much we'll get if we raze a building or city level" 
 "You don't happen to know already do you Dee?" 


Standard is half the investment into the structure. Harley isn't sure if she will get shmuckers or half of the wood back.
Cyphermancer
Harley hat buzzes and she receives the following scroll.


Parties: Winstrum and Arkum
Length: 50 Turns
Penalty: 30,000 Shmuckers
Both parties agree to the following
 
  That Arkums units will not attack Winstrum units and winstrun units will not attack Arkums units. For the duration of this agreement. 
  Both parties agree that prisoners in their custody that belong to another member of this agreement will be release and returned to their parent sides. This excludes any prisoners taken prior to this agreement. 
  This agreement will not be shared with other sides. 
  This agreement will be shared with Empire of motes 
  If any of the above is broken the agreement ends and the penalty is paid to the damaged party. 
 


Signatories

Arkum

Winstrum

Overlord Westend of Winstrum
meowcats734
Clarification request—does Arkum also have to share this agreement with the EoM? If not (i.e. as long as at least one side shares it with EoM nothing bad happens), just sign it.
Cyphermancer
Clarification request—does Arkum also have to share this agreement with the EoM? If not (i.e. as long as at least one side shares it with EoM nothing bad happens), just sign it.

Correct you are not required to do anything. Beyond not attacking Winsturm troops and not telling other sides about it
meowcats734
Yeah, I vote sign it. Doesn't seem anything's tricksy about this agreement and it gets one more powerful side off our backs.
WurmD
Sign immediately
SomeGuy411
I don't see any accidentally or remotely triggerable drawbacks here, one more voice to the chorus
WurmD
Next: dusk, Dee research (and if any Juice left, tower), party with the mounted archery and wrestling with 50s gem prizes

Scouting orders in green and purple

 
Cyphermancer
Next: dusk, Dee research (and if any Juice left, tower), party with the mounted archery and wrestling with 50s gem prizes


Dee takes the lich body working on it exploring it with her juice. -195 juice.

" well I think I'm close the lich bodies won't be of use to me in making a lich. But the weird rat. That I can make into a lich. Now good and bad news. Good news is I will be able to make one as soon as I finish my research. Bad news is it will start at level one, will be expensive to make, and they will have an upkeep. "

The wrestling matches are first. Crud has a clear advantage and Krippen seems to be the only real contender. In the end Crud wins the match.

As for mounted Archery. With the mounts going all out. No one seems able to be even close to the target. Some just drop out due to not having any arrows left. Several close call causes Spike to call an end to the event. Looking at the shafts he awards the gem to shadow. Being the closest to hitting the target.

-2 50 shmucker gems
WurmD
Did Dshot participate?

Did Anna attend?
_Wiz_
(Response to Winstrum)

 "Just so we are clear I still have every intention of negotaiating for the return of Burtrum to his rightful place however for now  I will not let it delay the signing of our NAP"  Harley responds as she waits for the contract to be delivered.

 "Let us give it one final try though so that we may both immediately benefit. Would you be willing to consider the following;

-Burturm is released to Arkum but will remain in place in the forest city until such time that a final agreement is agreed.
-Burtrum will provide 50% of his juice to Winstrum for any non-combat projects they deem fit, the remaining 50% will be made up by Arkum in the form of scrolls or other services. (This will also remain until such time a final agreement is agreed)
-Arkum will be responsible for the upkeep of Burtrum
-Winstrum will allow Arkum free access to Burtrum (though he will always remain inside the forest city)

This gives Winstrum all the benefits of having a caster but none of the costs, plus you will benefit immediately and not have to wait until Burtrum is turned...."  Harley explains.

(To Dee)


 "Excellent work Dee then that is exactly what we shall do next turn, hopefully you will be able to finish your research and create your first lich..."  Harley hedges.
WurmD
+1

Did Dshot participate?

Did Anna attend?

Did Herring made it with a sample of the honey mead the brewer will produce?
Cyphermancer
(Response to Winstrum)

 "Just so we are clear I still have every intention of negotaiating for the return of Burtrum to his rightful place however for now  I will not let it delay the signing of our NAP"  Harley responds as she waits for the contract to be delivered.

 "Let us give it one final try though so that we may both immediately benefit. Would you be willing to consider the following;

-Burturm is released to Arkum but will remain in place in the forest city until such time that a final agreement is agreed.
-Burtrum will provide 50% of his juice to Winstrum for any non-combat projects they deem fit, the remaining 50% will be made up by Arkum in the form of scrolls or other services. (This will also remain until such time a final agreement is agreed)
-Arkum will be responsible for the upkeep of Burtrum
-Winstrum will allow Arkum free access to Burtrum (though he will always remain inside the forest city)

This gives Winstrum all the benefits of having a caster but none of the costs, plus you will benefit immediately and not have to wait until Burtrum is turned...."  Harley explains.


[b] I'm open to negotiation, but that deal
 does not work. I doubt I will keep Burtrum in the glade for long. However, feel free to contact me if you find something worth while that your willing to part with.

(To Dee)


 "Excellent work Dee then that is exactly what we shall do next turn, hopefully you will be able to finish your research and create your first lich..."  Harley hedges.

[b] let's hope. Be nice to have a bit of help with all the uncroaking.

[QUOTE=WurmD;25855663]+1

Did Dshot participate?

He did not. He just watched.

Did Anna attend?

She did not.

Did Herring made it with a sample of the honey mead the brewer will produce?

He did not.


Anything else before I process the turn and we start again.
meowcats734
I vote we go next turn?
WurmD
I had a mind to invite James to our room

But meh

Proceed to next turn
_Wiz_
As much as I’d like to fire off counter offer after counter offer I think we need to move on to the next turn.
Cyphermancer
Winstrum conversation concludes.


" I'm glad we could reach an understanding. I know your not happy with the results. However I can allow one thing. Burtum has turned to Winstrum. He told us the hub hat that was in your capital is linked with a hat in his possession. I am willing to allow him to write you. While he has been instructed not to share info about Winstrum in any way. He is able to talk with the sister he never got to meet. "


Awhile later Harleys hat buzzes.

" Queen Harley,

While it wasn't in the cards for me to join Arkum. I am glad to hear that Arkum is surviving and thriving under your rule. If you don't wish to talk I understand. I wish you luck in the future

Burtum Tesla

P.S. on a personal note if you meet a caster In the mk named Herring. Tell him I'm sorry. He works as a go between in the mk.
meowcats734
Harley bites her lip nervously, then writes back,  "Herring is a good friend of ours, as a matter of fact. I hope you're well. If you'd like, I could ask him if he wants to talk. Over the hat, that is. I don't think he'd trek all the way to your city, heh. Haha." 
WurmD
+1.

___________
_Wiz_
(Expansion to previous suggestion )

Harley bites her lip nervously, then writes back,  ”Big Brother it is so good to finally hear from you. I know since due to the circumstances of my popping I never got to meet you or father but ever since I heard about you I have longed to meet you. Herring is a good friend of ours, as a matter of fact. And actually one of the first units to tell me about you. Ofcourse we have Razor now who you must have known aswell? I could ask Herring if he wants to talk. Over the hat, that is. I don't think he'd trek all the way to your city, heh. Haha.

Just so you know I have every intention of getting you back to your rightful place in Arkum and I have told Overlord Westend such. All it requires is the right bargaining chip. It may not be next turn, or in the next ten turn but I promise one turn I will see you home.

Now on a personal note of my own, nothing tactical but I would love to hear about you and my father.

Your little sister Harley!” 
meowcats734
+1 to this
Cyphermancer
Harley bites her lip nervously, then writes back,  ”Big Brother it is so good to finally hear from you. I know since due to the circumstances of my popping I never got to meet you or father but ever since I heard about you I have longed to meet you. Herring is a good friend of ours, as a matter of fact. And actually one of the first units to tell me about you. Ofcourse we have Razor now who you must have known aswell? I could ask Herring if he wants to talk. Over the hat, that is. I don't think he'd trek all the way to your city, heh. Haha.

Just so you know I have every intention of getting you back to your rightful place in Arkum and I have told Overlord Westend such. All it requires is the right bargaining chip. It may not be next turn, or in the next ten turn but I promise one turn I will see you home.

Now on a personal note of my own, nothing tactical but I would love to hear about you and my father.

Your little sister Harley!” 
  Glad to hear it little sister, Herring is a good man.  I will send another letter for you to give to Herring. Sir Razor is know to me one of the few knights of the old Arkum. I'm glad he survived and returned to Arkum.

Father ran the side on his own for around 20 turns, before I was popped. Wasn't long after that our brother Henry was popped. We then spent the next thirty turns building up the city and our forces for the push on the city now know as glade.

Father was sure we had more than enough forces. The attack went fine but as we pushed through the gates. We were hit from all sides. Harry's stack fell first. Along with our infantry and father guard. I was part of his stack. As he fell He gave me a final order to save the side.

I think he ment me to flee, but I knew it wouldn't work. So I cast on him allowing him to promote you to heir. From the field rather than his thrown room.  
meowcats734
Harley smiles.  "Your quick thinking saved me and the side. Send over a letter and I'll get it to Herring at the earliest opportunity. Could you tell me about Henry? I didn't even know we had a third royal sibling..." 
_Wiz_
(I presume Henry / Harry is the same unit and our former chief warlord)


Sure +1
Cyphermancer
Harley smiles.  "Your quick thinking saved me and the side. Send over a letter and I'll get it to Herring at the earliest opportunity. Could you tell me about Harry? I didn't even know we had a third royal sibling..." 
  Well Harry was a dual weapon fighter. Very brave and smart. After he hit level five and got his new special father decided it was time to attack the neutral city. 

A sealed note is also sent marked for Herring.
meowcats734
Harley takes the letter reverently.  "I'll send this to Herring now,"  she writes.  "I hope to talk again soon, time allowing." 

She then writes Herring,  "You might want to sit down for this one." 
WurmD
Letting Wiz doing the plus oneing to let him add to it if want

Can a mount double move and a rider that is able of mounted archery (i.e., a Sniper) effectively attack? [Any penalties?]
_Wiz_
Sure +1…..
Cyphermancer
[QUOTE=WurmD;25857114]Letting Wiz doing the plus oneing to let him add to it if want

Can a mount double move and a rider that is able of mounted archery (i.e., a Sniper) effectively attack? [Any penalties?]

So what trying to make a mounted Mongolian style combat. Not saying you can't do something to this effect. But penalties would be something you would have to discover yourself and it might not work the way you think and there is a limit on how many arrow archers pop with each turn.
WurmD
I want an estimate on the penalties given that was part of the mounted archery contest :)
WurmD
+1 to this

And if Herring doesn't reply , carry on to start of turn

Harley takes the letter reverently.  "I'll send this to Herring now,"  she writes.  "I hope to talk again soon, time allowing." 

She then writes Herring,  "You might want to sit down for this one." [/QUOTE]
Cyphermancer
[QUOTE=WurmD;25857363]I want an estimate on the penalties given that was part of the mounted archery contest :)


No one was double moving
WurmD
They should have been in the highest difficulty brackets, otherwise what's the difference between an Archery contest and a Mounted Archery one?

Retcon that? :)
Cyphermancer
 
 Originally Posted by WurmD 
 They should have been in the highest difficulty brackets, otherwise what's the difference between an Archery contest and a Mounted Archery one?

Retcon that? :) 
 



As for mounted Archery. With the mounts going all out. No one seems able to be even close to the target. Some just drop out due to not having any arrows left. Several close call causes Spike to call an end to the event. Looking at the shafts he awards the gem to shadow. Being the closest to hitting the target.
Cyphermancer
  Turn 22  

Turn begins shortly awhile after dawn




Treasury at Beginning of last turn	5526.5
Spending last turn	5500
Treasury at End of Last Turn	26.5
Income	6000
Upkeep	2523
Treasury	3503.5
Gem horde.          1450



Bill leveled up!

Moonsong leveled up and gained a new spell

Hidden arrow
range: close
cost:50
target: single unit
school: foolamancy
duration: 1 round/a level

The targets arrows turn invisible after they are fired. Any target hit by these arrows is considered unaware and is subject to sneak attack. This spell can be used on any physical ranged attack.

Rattika A level up and gained a new special Hype Fang

Hype fang:

Usable once a turn per level. The units next attack gains the ability to bypass DR. The unit gains a +4 to hit for this attack.

The Pokedamon popped a new pudgie!

Arkum pops a new twoll
Khelt pops two new scouts
Farm pops two farm hands

"units have not been added"



Herring, Anna, and James arrive at the capital

Herring

Herring looks like a shell of himself with deep bags under his eyes as he walks slowly up to Harley

 Thank you for passing on the note Harley. It means a lot to me.  Herring looks almost on the verge of tears.  knowing he is alive is a great weight off of my heart.  Passing Harley a sealed note.   If you can pass this along for me I would appreciate it.  

Switching gear Herring you see a bit of the old Herring come back.

 First a bit of good news. my contact is willing to buy honey. He will offer two rand per ration of honey. Second your order for Ash is finished.  

Passing Harley a choker style necklace.

 Third a little gift from me. 

Passes Harley three NDA's


Scouting
-10.-01: small bears “atleast four”
-09. -04: Flock of cat sized birds “atleast 16”
-07.05: pack of woofs “saw 6”
-01.08: 2 doe deers
-07.05: Army EOM colors
05.02: Army Winstrum (yes they are that far to the east)
07.04: 3 boars
02.10: Large frogs “four atleast
03.11: snakes saw 3
02.13: Gators saw 1
03.14: Large insects Centapides atleast 5
-01.08: 4 goats
03. 05: pokedamon Large cow
14.-14 Herd of deer “13”
10.04: Holes in ground “ saw horned bunnies”
14.-09: 3 woofs
16.-15: Bipedal creatures “kangroos 8”
16.-03: large horned animals “Rhinos 6”
-01.-10: Blue dwagon
00.-03: 1 hobby horse


Pudgie 17A used two move crossing the mountains
Scout K21B path blocked by river - 2 move

I have reset move on all units, but calculated move for the scouts on turn 22

Ivy's blessing increased the yield of the fruit garden and Herb garden by 20%. The effect has faded.


Turn 22 report:
 https://forums.giantitp.com/showthre...1#post25829881 

Rand Pool: (2)
Juice Pool:
Tower: 70/400
Hammer: 100/100 J
Harley: 400/400 J
Moonsong: 100/100 J
Bulm 100/100 J
Anna: 300/300 J
Meta Morf: 0/? J
Dee: 300/300 J
Herring: 400/400 J


 
 Spoiler: Side stats 

  Capital City Arkum 00.00  

lvl3 (40000 to upgrade to lvl4)
 City Zone upgrades: 4/6 (Walls lv2, Tower lv2)
 Building Slots:  8/12 (Administration Center, Workshop, Garden[Orchard], Farrier, Garden [Herb Garden], Crude Archery Tower, Natural Ally Ground (Pokedaemons), Natural Ally Ground (Shady Elf))
Tower lvl2 400J capacity
Income 2000/ 3000 "Managed"
Building income
Garden: 5 rations (15)(18) "Managed"
Herb Garden: (2) Stantch Leaf, (1)(2) Bitter leaf, (1) Pennilice, (4) Likkan, (1)(2) Juicy Fruit, (1) Alonas Grace
Production: twoll
Production capacity:
 
 Spoiler 

Scouts (6/turn)
Pikers (6/turn)
Stabbers (3/turn)
Archers (3/turn)
Laborers (3/turn)
Courtier (2/turn)
Hobby horse (2/turn)
War hobby horse (1/Turns)
Knight "champion" (1/Turns)
Knight "Lancer" (1/Turns)
Knight "Sniper" (1/Turns)
Knight "Far strider" (1/Turns)
Heavy "Twoll" (1/Turn)
Warlord (1 per 3 turns)
Riding hawk (1 per 2 turns)
Heir (10 turns)
 

 Tower:  lvl2Spoiler]
 Caster Bonus:  Spells cast while in the tower are cast at caster lvl+2
 Arrow slits:  The tower is lined with enough arrow slots to allow 16 archers to fire at once. (4N,4E,4S,4W)
 Workshop  (1 building slot used. Provides a bonus to crafting and spell research.)
Herring's Room (provides no bonus)
Dee's Room (provides no bonus)
Bulm's room (provides no bonus)
Krippen's room (provides no bonus)
Spike's room (provides no bonus)
 

 Garrison: lvl0  
 Spoiler 

Basic Barracks (provides no bonus)
Basic Stables (allows the popping of hobby horses and war hobby horses. 0 building slot used)
Basic library (provides no bonus)
Throne Room (provides no bonus)
 

 City Zone:  
 Spoiler 

Dwellings (provides no bonus)
Storehouse (provides no bonus)
Larder (provides no bonus)
Administration center (allows popping of courtiers with random special) (1 building slot used)
Farrier (may assign up to 16 mounts here at end of turn to half their upkeep) (1 building slot used)
Garden (pops 5 rations a turn) (1 building slot used)
Herb Garden (pops 10 herbs a turn) (1 building slot used)
Natural Ally Ground (Pokedaemons) (1 building slot used)
Natural Ally Ground (Shady Elf) (1 building slot used)

b]Walls:[/b] lvl2 (100 hp walls) (2 gates 50hp)
 Dungeons:  lvl0
Portal room:
Cells: 1 (crude cavern, low security) Capacity 0/2
 

 Walls:  lvl2 (100 hp walls) (2 gates 50hp)
 Dungeons:  lvl0
Portal room:
Cells: 1 (crude cavern, low security) Capacity 0/2
 
 Spoiler: Loot/gear 

    Loot/Gear    
   Larder   
31 Farm rations
3 Wild rations
11 Honey rations
5 bird rations

 Magical armory 
2 Twin fang swords 1 firey
1 Lumberjack axe
Oversized axe of Cutting
1 Critical helm
+1 shield
+1 armor
-- 2 turn old –
0 Stantch Leafs
1 Pennilice
0 Likkan
1 Juicy Fruit
-- 1 turn old --
2 Stantch Leafs
1 Bitter leaf
1 Pennilice
4 Likkan
1 Juicy Fruit
1 Alonas Grace

– fresh–
2 Stantch Leafs
2 Bitter leaf
1 Pennilice
4 Likkan
2 Juicy Fruit
1 Alonas Grace

+1 sword of darf slaying
+1 shattering bow
+1 stealthy leather armor
+1 mace of stunning
Marble mount
2 Royal Honey ( one at auction house turn 24)
1 arc blade

 Armory 
2 vials of poison (injest)
silver can
Master Craft ant Armor (for Howie)
6 grapple hooks
10 battle axes
12 light darf armor
2 warlord armors
16 crossbows
4 special arrows
4 shields and shortswords
(bodies and prisoners gear stored elsewhere)
3 knight axes
2 knight crossbows
9 darf crossbows
1 long dagger
3 short daggers
3 spears
3 bows
X2 mw lances
A

 Morgue 

--  5 turn old --
4 fat ratz
1 weird ratz
2 hobby horses
1 piker

--  4 turn old  --

--  3 turn old  --
X2 lich bodies

--  1 turn old  --

--  Fresh  --

 Other loot 
1 battle wagon (carries 8, 2 mounts)
2 chests
1 Tent
100 ft of rope
1 set of rattika teeth
1 Message hat D (linked to Herring hat)
Message hat C (linked to Hub)
1 Candle lvl Power orb (permanent)

11 units of wood in capital
2 chunks of Mythral
3 chunks of Flame Steel
3 chunks of Adamantine
6 chunks of unknown metal
4 mw silk rolls
Hub hat (linked to Herring’s hat, Darf’s hat, Elf tribe hat, Message hat A, Message hat B, Message Hat C, Unknown hat 1, Unknown hat 2, Unknown hat 3)
9 solder ant chitin
1 queen ant Chitin
1 set of queen ant mandibles
1 queen bee stinger ( sword sized)
6 darter poison gland
8 Killer bee stingers
35 leather
6 MW leather
5 iron ore
1 MW metal
4 goat hides
4 woof hides
 



[ 
 Spoiler: farm 
b] Stead hold farm lvl5 (03.01) [/b]
Income:20 rations a turn (37 managed), 5 leather, 1 master craft leather
Farm zone up upgrades 1/1 (Walls lvl1)
Building slots (0/2)
Production: 4 farmhands “Boosted”
Production capacity:
Militia (2/turn)
Farmhand (2/turn)
Hunter (1/turn)
Laborer (1/turn)
 

 
 Spoiler: Khelt 
  City Khelt 12.-10  

lvl1 (6000 to upgrade to lvl2)
 City Zone upgrades: 1/2 (scry shield)

 Building Slots:  2/4 (trapper hut, crypt)
Tower lv 0 0J capacity
Income 1000/ 2000
Building income
Production: 2 scouts
Production capacity:
Scouts (2/turn)
Pikers (2/turn)
Stabbers (1/turn)
Archers (1/turn)
Trapsmith (1 every two turns)

 Tower:  lvl0, 0/0 (Raw 0)
 Scry Shield:  The cities tower and command building are lined with lead. This blocks all lookamancy focused on this part of the city.
 Arrow slits:  The tower is lined with enough arrow slots to allow 16 archers to fire at once. (4N,4E,4S,4W)
 Garrison: lvl0  
 Spoiler 

Basic Barracks  (provides no bonus)
 

 City Zone: 
 
 Spoiler 
Dwellings (provides no bonus)
Storehouse (provides no bonus)
Larder (provides no bonus)
Trapper hut (can pop trap smiths this building also functions as a workshop for trapsmiths)
  Crypt  the crypts randomly pops bodies every turn. These bodies are always capable of being uncroaked. These bodies will last until end of turn.

 Walls:  lvl0 (0 hp walls) (gates 0hp)
 Dungeons:  lvl0
Cells: 1 (crude cavern, low security) Capacity 1/2
 

   Larder   
 Magical armory 
 Armory 
(bodies and prisoners gear stored elsewhere)

 Morgue 
--  5 Turns --
1 Knight lancer
--  3 Turn --
Shady
Woof
Twin horn
Pondsea
Lancer ike

 Other loot 
3 battle wagon (carries 8, 2 mounts)
2 chests
8 wood
 

 
 Spoiler: Mine 
Mine lvl3 10.-12
600 shmuckers in gems
5 iron
1 mw metal
 


unit link
 https://docs.google.com/spreadsheets...it?pli=1#gid=0 
 
 Spoiler: Agreements 

   Agreements   
Nonaggression and Nondisclosure with Anna Meta. Verbal agreement for 300 shmuckers or 3 Rands for juice each turn Anna wishes to be hired.
Verbal Also 1 Ration given at start of turn.

Nonaggression and Nondisclosure with Master Herring. Verbal agreement to act as Voice of Arkum in the Magic kingdom for 1 ration a turn.

Non Aggression and Nondisclosure with Bulm.
Verbal give upkeep, lodging, workshop space, materials for half Juice pool.
Verbal if more than half Juice asked for, repay with 1.5 tower Juice.

Nonaggression and Nondisclosure with Spi Glass.

Nonaggression and Nondisclosure with james pond

Nonaggression and Nondisclosure with May Stitch.

Nonaggression and Nondisclosure with Meta Morf.

Nonaggression and Nondisclosure with Carrion

Non Aggression and Nondisclosure with Ding Dogg

Non Aggression and Nondisclosure with Smok Bud

Non Aggression with Signamancer Thea Seirs

Non Aggression with Signamancer Mack Mark

Non Aggression with Changeamancer Trans Mation


Nonaggression pact with Badgalor

Nonaggression pact with Dshot

Nonaggression, Nondisclosure, alliance, and upkeep payment with Barbarian warlord Krippen.
Verbal agreement for hired work 250 shmucker or loot and popped units, Replace lost units

Natural ally "shady elves Nightshade tribe" contract
250 shmucker new pop (100 banked)

Natural Ally “Pokedamons Ash tribe” contract
Current forms: Embar, Pudgie, Rattika, Twin horn, Pondsea, Shocorpion, Big mouth, Areodactya
, Katerpea
(9) 180 shmuckers new pop (90 banked)
“Agreement to expand the tribe and pop more pokedamons”


The side of Arkum and the Tall Stand Tribe enter into a non aggression pact for a minimum of 20 turns from turn 17. After 20 turns have passed either side may end the nonaggression pact without penalty by giving one turn notice.

Arkum agrees to recognise the forests marked in Appendix A as belonging to the Tribe.
Arkum agrees not to enter heavy forest hexes in the designated area unless granted prior permission (not including the road that passes through the forest.)
Arkum agrees not to hunt or forage in the light forest hexes in the designated area. If attacked by ferals in the designated area the forces of Arkum may defend themselves but the Tribe must be immediately informed and any rations obtained from the encounter handed over to the Tribe.
Arkum agrees to gift 500s in gems to the Tribe in payment for allowing the construction of the road through the forest.
Arkum agrees to gift the Tribe a messenger hat.

The Tribe agrees to allow Arkum to complete their planned road and not to attack any contractors working on the road.
The Tribe agrees to allow Arkum (and any of their contractors) safe passage down the road.
The Tribe agrees to provide scouting reports covering the entirety of their land and the hexes that border it for a fee of 50 per turn. These reports will be given at the beginning of the turn via hat.

Penalty of 5000 shmuckers

NAP, 50 turns, 30k penalty, with Empire of Motes (signed Turn 20)
Parties: Empire of Motes and Arkum
Length: 50 Turns
Penalty: 30,000 Shmuckers
Both parties agree to the following
 
  That Arkums units will not attack Empire of Motes units and Empire of Motes units will not attack Arkums units. For the duration of this agreement. 
  Both parties agree that prisoners in their custody that belong to another member of this agreement will be release and returned to their parent sides. 
  This agreement will not be shared with other sides. With Winstrum being told to facilitate them also signing an agreement. 
  If any of the above is broken the agreement end and the penalty is paid to the damaged party. 
 


Parties: Winstrum and Arkum
Length: 50 Turns
Penalty: 30,000 Shmuckers
Both parties agree to the following
That Arkums units will not attack Winstrum units and winstrun units will not attack Arkums units. For the duration of this agreement.
Both parties agree that prisoners in their custody that belong to another member of this agreement will be release and returned to their parent sides. This excludes any prisoners taken prior to this agreement.
This agreement will not be shared with other sides.
This agreement will be shared with Empire of motes
If any of the above is broken the agreement ends and the penalty is paid to the damaged party.



Signatories

Arkum

Queen Harley

Winstrum

Overlord Westend of Winstrum
 
meowcats734
To Herring:  "Thank you. I'll be sure these get to whom they need to."  Harley takes the letter and the necklace and the contracts, then handles them in that order.

She walks upstairs and passes a note through the hat. She begins to write:


  "Dear brother,

Herring sent a reply. He seemed quite shaken by"  

Hesitating, she scratches out the last line, then crumples up the letter and decides she's overcomplicating things.


  "Herring sent a reply."  

She then finds Ash.  "As per our agreement... the necklace that should translate your speech. I haven't tested it, since I'm not a pokedaemon, but I hope it suits you?" 

She then finds DShot, holding up an NDA.  "You had questions about Arkum; I have answers. All you need to do is sign the NDA." 

Finally, she asks Herring,  "Now if I may impose on you a moment... how long does that melee immunity spell of yours last?" 
WurmD
Pudgie C16A ordered to spend his last 4 Move

 

If no structures found, then Scout D nudged to carefully move up to 4 hex South


Scout K21B to scout a bit more
 
meowcats734
+1 to movement!
WurmD
Scout K21A scouts the road and path of Goats, if clear, Goats move to road
Scout K21A  -10 Move, 07.-10
Goat T21A, Goat T21B, Goat T21C  -4 Move, 10.-09
 
meowcats734
+1 as well, seems reasonable
_Wiz_
Rations that should have popped for turn

Arkum Garden

Base 5
Managed +1
Farmer special +5
2x farm hands +4
Aid growth +20%

= 18 Rations

Farm

Base 20
Managed +4
Farmer Special +5
10 x Farmhands +20

=49


Total rations popped = 67

rations eaten 36


should be 31 rations left
WurmD
For historical purposes, to be added to Turn post



Archer C16A lvl1, 1/1/6(6)/8, 2/8xp, 14s  (C)  Specials:  Archery
Archer C18A lvl1, 1/1/6(6)/8, 2/8xp, 14s  (C)  Specials:  Archery
Archer Charlie Brown C16B lvl1, 1/1/6(6)/8, 4/8xp, 14s  (K)  Specials:  Archery
Areodactya C21A, Pokedaemon "Areodactya" lvl1, 2/2/10(10)/20, 0/8xp, 40s  (C)  Specials:  Mount, Fly
Big Mouth C19A, Pokedaemon "Big Mouth" lvl1, 1/2/6(6)/8, 0/8xp, 40s  (C)  Specials:  Payday
Big Mouth T17A, Pokedaemon "Big Mouth" lvl1, 1/2/6(6)/8, 3/8xp, 40s  (C)  Specials:  Payday
Bill, Warlord lvl3, 5/5/12(12)/9, 27/48xp, 150s 'paid' (C)  Specials:  Farmer, Steadholder, Leadership,  Equipment:  Pitch Fork
Bulm Spin, Caster lvl1, 100/100J, 110s 'paid' (C)
Caw T21A lvl1, 2/1/2(2)/16, 0/8xp, 10s  (K)  Specials:  Flight, Sharp Eye
Caw T21B lvl1, 2/1/2(2)/16, 0/8xp, 10s  (K)  Specials:  Flight, Sharp Eye
Decayed Uncroaked Darf Axeman C19E, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (F)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19F, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (F)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19G, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (F)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19H, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19I, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (F)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19J, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19K, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19L, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19M, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19N, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19O, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19P, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19Q, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19R, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Decayed Uncroaked Darf Axeman C19S, Darf "Axeman" lvl1, 2/3/8(4)/6 (21 turns) (C)  Specials:  Uncroaked
Doe Deer B lvl2, 2/2/9(9)/14, 11/24xp, 40s  (C)  Specials:  Mount, Forest Capable
Doe Deer T20A lvl1, 2/2/9(9)/14, 0/8xp, 35s  (C)  Specials:  Mount, Forest Capable
Dshot Archer A lvl1, 1/1/6/8, 0/8xp, 14s  (C)  Specials:  Archery
Dshot Archer B lvl1, 1/1/6/8, 0/8xp, 14s  (C)  Specials:  Archery
Dshot Archer C lvl1, 1/1/6/8, 0/8xp, 14s  (C)  Specials:  Archery
Dshot Piker A lvl1, 1/2/6/8, 0/8xp, 12s  (C)
Dshot Piker B lvl1, 1/2/6/8, 0/8xp, 12s  (C)
Dshot Piker C lvl1, 1/2/6/8, 0/8xp, 12s  (C)
Dshot Piker D lvl1, 1/2/6/8, 0/8xp, 12s  (C)
Embar A, Pokedaemon "Embar" lvl1, 2/2/8(8)/8, 4/8xp, 40s  (C)  Specials:  Breath Weapon Fire 1d4 (4) 0/2, Fire Immunity
Embar C19, Pokedaemon "Embar" lvl1, 2/2/8(8)/8, 1/8xp, 40s  (C)  Specials:  Breath Weapon Fire 1d4 (4) 0/2, Fire Immunity
Farmhand F19A lvl1, 0/1/6(6)/4, 1/8xp, 12s  (F)  Specials:  Extra Yield
Farmhand F19B lvl1, 0/1/6(6)/4, 1/8xp, 12s  (F)  Specials:  Extra Yield
Farmhand F19C lvl1, 0/1/6(6)/4, 1/8xp, 12s  (F)  Specials:  Extra Yield
Farmhand F19D lvl1, 0/1/6(6)/4, 1/8xp, 12s  (F)  Specials:  Extra Yield
Farmhand F20A lvl1, 0/1/6(6)/4, 1/8xp, 12s  (F)  Specials:  Extra Yield
Farmhand F20B lvl1, 0/1/6(6)/4, 1/8xp, 12s  (F)  Specials:  Extra Yield
Farmhand F20C lvl1, 0/1/6(6)/4, 1/8xp, 12s  (F)  Specials:  Extra Yield
Farmhand F20D lvl1, 0/1/6(6)/4, 1/8xp, 12s  (F)  Specials:  Extra Yield
Foreman Bob, Courtier lvl1, 0/0/4(4)/8, 2/8xp, 30s  (K)  Specials:  Foreman
Goat T21A lvl1, 2/2/8(8)/14, 2/8xp, 35s  (06.-11)  Specials:  Mount, Mountain Capable
Goat T21B lvl1, 2/2/8(8)/14, 1/8xp, 35s  (06.-11)  Specials:  Mount, Mountain Capable
Goat T21C lvl1, 2/2/8(8)/14, 1/8xp, 35s  (06.-11)  Specials:  Mount, Mountain Capable
Green Bear A lvl2, 5/4/15(15)/10, 8/8xp, 110s 'paid' (M)  Specials:  Heavy, Forest Capable
Harley Tesla, Caster lvl4, 3(4)/3(5)/9(9)/9, 0/400J, 59/72xp, 150s 'paid' (C)  Specials:  Caster "Shockamancy adept", Noble,  Equipment:  Ring of Slow Fall,  Spells Known:  [Croakamancy] Basic Uncroak, Preserve Body [Hat Magic] Identify [Shockamancy] Battle Mind, Cutting Beam, Dwagonball, Energy Shot, Fields Meddle "Fire", Fireblast, Flame Ball, Grounded, Hoboken, Powerball, Resistance, Tazer ,  Research Performed:  Flame Ball, Fields Meddle, Tazer, Powerpoint
Heavy Doe Deer A lvl1, 4/4/12(12)/14, 4/8xp, 100s 'paid' (C)  Specials:  Mount, Forest Capable, Heavy
Heavy Doe Deer B lvl1, 4/4/12(12)/14, 4/8xp, 100s 'paid' (C)  Specials:  Mount, Forest Capable, Heavy
Heavy Doe Deer C lvl1, 4/4/12(12)/14, 4/8xp, 100s 'paid' (C)  Specials:  Mount, Forest Capable, Heavy
Heavy Doe Deer D lvl1, 4/4/12(12)/14, 4/8xp, 100s 'paid' (C)  Specials:  Mount, Forest Capable, Heavy
Heavy Hobby Warhorse A lvl2, 5/4/12(12)/16, 9/24xp, 110s 'paid' (C)  Specials:  Mount, Passenger, Heavy
Heavy Woof A lvl1, 5/5/12(12)/12, 5/8xp, 100s 'paid' (F)  Specials:  Forest Capable, Heavy
Hobby Horse B lvl1, 1/2/8(8)/14, 7/8xp, 35s  (K)  Specials:  Mount, Passenger
Hobby Horse T15B lvl1, 1/2/8(8)/14, 5/8xp, 35s  (C)  Specials:  Mount, Passenger
Hobby Horse T16A lvl1, 1/2/8(8)/14, 3/8xp, 35s  (C)  Specials:  Mount, Passenger
Hobby Horse T19A lvl1, 1/2/8(8)/14, 1/8xp, 35s  (C)  Specials:  Mount, Passenger
Hobby Horse T19B lvl1, 1/2/8(8)/14, 0/8xp, 35s  (C)  Specials:  Mount, Passenger
Hobby Horse T21A lvl2, 1/2/8(8)/16, 9/24xp, 40s  (12,-11)  Specials:  Mount, Passenger
Hobby Horse T21B lvl1, 1/2/8(8)/14, 0/8xp, 35s  (12,-11)  Specials:  Mount, Passenger
Hobby Horse T21C lvl1, 1/2/8(8)/14, 0/8xp, 35s  (K)  Specials:  Mount, Passenger
Hobby Horse T21D lvl1, 1/2/8(8)/14, 15/24xp, 35s  (K)  Specials:  Mount, Passenger
Katerpea A, Pokedaemon "Katerpea" lvl2, 2/1/5(5)/8, 6/15xp, 45s  (C)  Specials:  Bug, Silk Shot
Katerpea T21A, Pokedaemon "Katerpea" lvl1, 1/1/4(4)/8, 2/6xp, 40s  (C)  Specials:  Bug, Silk Shot
Knight Farstrider Howie lvl2, 4/4(5)/8(8)/18, 18/24xp, 110s 'paid' (-14,01)  Specials:  Knight, Scout, Sneak Attack,  Equipment:  1 Grappling Hook, Message Hat A, 2 Wild Rations, 1 Pennilice to cure disease, 1 Bitter Leaf to cure poison, 2 Likkan Leaf to heal
Knight Sniper C19A (Robin) lvl1, 4/4/8(8)/8, 6/8xp, 100s 'paid' (C)  Specials:  Knight, Archer, Rapid Shot
Knight Sniper C19B (Bullseye) lvl1, 4/4/8(8)/8, 4/8xp, 100s 'paid' (C)  Specials:  Knight, Archer, Rapid Shot
Knight Sniper C19C (Hawkeye) lvl1, 4(5)/4/8(8)/8, 3/8xp, 100s 'paid' (C)  Specials:  Knight, Archer, Rapid Shot
Krippen's Champion Jab lvl2, 6(7)/4/9(9)/8, 9/24xp, 110s 'paid' (C)  Specials:  Cutter, Knight
Krippen's Champion Scimitar lvl1, 5(6)/4/8(8)/8, 0/8xp, 100s 'paid' (C)  Specials:  Cutter, Knight
Krippen's Lancer Point lvl2, 4(5)/6/9(9)/8, 8/24xp, 110s 'paid' (C)  Specials:  Knight, Lancer
Krippen's Lancer Thrust lvl1, 4(5)/5/8(8)/8, 0/8xp, 100s 'paid' (C)  Specials:  Knight, Lancer
Krippen's Sniper Bolt lvl2, 5/4/9(9)/8, 11/24xp, 110s 'paid' (C)  Specials:  Archery, Knight, Rapid Shot
Krippen's Sniper Shaft lvl2, 5/4/9(9)/8, 12/24xp, 110s 'paid' (C)  Specials:  Archery, Knight, Rapid Shot
Krippen's Sniper Storm lvl1, 4/4/8(8)/8, 1/8xp, 100s 'paid' (C)  Specials:  Archery, Knight, Rapid Shot
Lancer Isabel lvl1, 4(5)/5/8(8)/8, 7/8xp, 100s 'paid' (C)  Specials:  Knight, Joust
Master Herring, Caster lvl4, 400/400J, 150s 'paid'
MoonSong, Shady Elf "Natural Caster" lvl3, 3(4)/2(3)/7(7)/8, 150/150J, 27/48xp, 120s 'paid' (C)  Specials:  Shady, Archery, Natural Caster "Foolamancy",  Equipment:  Wand of Lesser Heal (0/1), Wand of Hoboken (0/1), Wand of Fiery Blast (1/1),  Spells Known:  [Foolamancy] Blur, Shadow Blend, Flash, Foolamancy Construct, Hidden Arrow
Piker Anne lvl2, 1/3(4)/7(7)/8, 11/24xp, 14s  (C)
Piker C15A lvl1, 1/2(3)/6(6)/8, 2/8xp, 12s  (C)
Piker C15B lvl1, 1/2(3)/6(6)/8, 2/8xp, 12s  (C)
Pondsea C17A, Pokedaemon "Pondsea" lvl1, 3/2/8(8)/16, 4/8xp, 40s  (K)  Specials:  Mount, Water Walking
Pondsea C19A, Pokedaemon "Pondsea" lvl1, 3/2/8(8)/16, 0/8xp, 40s  (K)  Specials:  Mount, Water Walking
Pudgie A, Pokedaemon "Pudgie" lvl2, 1/3/6(6)/20, 13/24xp, 45s  (12,-07)  Specials:  Flight, Scout, Natural Thinkamancy (15)
Pudgie C16A, Pokedaemon "Pudgie" lvl2, 1/3/6(6)/20, 9/24xp, 45s  (-03,04)  Specials:  Flight, Scout, Natural Thinkamancy (15)
Pudgie C17A, Pokedaemon "Pudgie" lvl1, 0/3/5(5)/20, 6/8xp, 40s  (-06.-04)  Specials:  Flight, Scout, Natural Thinkamancy (10)
Pudgie C22A, Pokedaemon "Pudgie" lvl1, 0/3/5(5)/20, 0/8xp, 40s  (C)  Specials:  Flight, Scout, Natural Thinkamancy (10)
Quick Lynx T21A lvl1, 2/2/6(6)/14, 4/8xp, 35s  (C)  Specials:  Forest Capable, Charge
Rattika A, Pokedaemon "Rattika" lvl2, 2/2/6(6)/10, 8/8xp, 45s  (C)  Specials:  Mini-sized, hype fang
Rattika C17, Pokedaemon "Rattika" lvl1, 1/2/5(5)/10, 3/8xp, 40s  (C)  Specials:  Mini-sized
Rattika C19, Pokedaemon "Rattika" lvl1, 1/2/5(5)/10, 0/8xp, 40s  (C)  Specials:  Mini-sized
Rattika T16, Pokedaemon "Rattika" lvl1, 1/2/5(5)/10, 6/8xp, 40s  (C)  Specials:  Mini-sized
Rock Elemental T21A lvl1, 2/2/8()/4, 0/8xp, 35s  (C)  Specials:  blind, tremor sense, physical resistance (2)
Scout B lvl1, 1/1/5(5)/12, 5/8xp, 12s  (00,01)  Specials:  Scout
Scout C lvl1, 1/1/5(5)/12, 6/8xp, 12s  (04,01)  Specials:  Scout
Scout Cotton (Turned back to EOM) lvl1, 1/1/5(5)/12, 4/8xp (-03,00)  Specials:  Scout, Clothbound
Scout J lvl1, 1/1/5(5)/12, 1/8xp, 12s  (-08,01)  Specials:  Scout
Scout K lvl1, 1/1/5(5)/12, 1/8xp, 12s  (04,04)  Specials:  Scout
Scout K21A lvl1, 1/1/5(5)/12, 0/8xp, 12s  (04,-03)  Specials:  Scout
Scout K21B lvl1, 1/1/5(5)/12, 3/8xp, 12s  (17,-13)  Specials:  Scout
Scout K22A lvl1, 1/1/5(5)/12, 0/8xp, 12s  (K)  Specials:  Scout
Scout K22B lvl1, 1/1/5(5)/12, 0/8xp, 12s  (K)  Specials:  Scout
Shadow, Shady Elf Chief lvl3, 5(6)/5(6)/11(11)/10, 44/48xp, 130s 'paid' (C)  Specials:  Shady, Archery, Tribal Command "Shady Elves",  Equipment:  Bow, Sword
Shady Elf C11A lvl2, 3/2/8(8)/8, 10/24xp, 40s  (C)  Specials:  Shady, Archery
Shady Elf C11B lvl2, 3/2/8(8)/8, 11/24xp, 40s  (C)  Specials:  Shady, Archery
Shady Elf C11C lvl2, 3/2/8(8)/8, 10/24xp, 40s  (C)  Specials:  Shady, Archery
Shady Elf C16B lvl1, 2/2/7(7)/8, 6/8xp, 35s  (C)  Specials:  Shady, Archery
Shady Elf C18A lvl1, 2/2/7(7)/8, 5/8xp, 35s  (C)  Specials:  Shady, Archery
Shady Elf Sneak C18A (Dusk), Shady Elf "Sneak" lvl1, 4/4/8(8)/8, 5/8xp, 100s 'paid' (C)  Specials:  Shady, Archery, Sneak Attack, Knight
Shockamancer Lee Bolt, Caster lvl?, ?/?J
Soldier Antz A, Antz "Soldier" lvl1, 3/3/12(12)/10, 2/8xp, 45s  (F)  Specials:  Crawler, Fire Resistance 3, Poison, Tunnel Fighting
Sparky, Pokedaemon Subchief "Shocorpion" lvl2, 4/5/10(10)/9, 8/24xp, 100s 'paid' (K)  Specials:  Shocking Tail 1d8 2/2, Mountain Capable, Tribal Leadership "Pokedaemon"
Spike, Warlord lvl4, 7(8)/6(7)/13(13)/9, 53/96xp, 150s 'paid' (C)  Specials:  Leadership, Base Popped
Twinhorn A, Pokedaemon "Twin Horn" lvl2, 3/2/9(9)/14, 18/24xp, 45s  (C)  Specials:  Charge, Mimic (2/2)
Twinhorn C16A, Pokedaemon "Twin Horn" lvl1, 2/2/8(8)/14, 6/8xp, 40s  (C)  Specials:  Charge, Mimic (1/1)
Twinhorn C19A, Pokedaemon "Twin Horn" lvl1, 2/2/8(8)/14, 2/8xp, 40s  (C)  Specials:  Charge, Mimic (1/1)
Twoll C22A lvl1, 5/4/12(12)/8, 0/8xp, 100s 'paid' (C)  Specials:  Heavy, Fabrication,  Equipment:  Bag of Junk, MW Tools
Uncroaked Archer B lvl1, 1/1/6(6)/8 (21 turns) (C)  Specials:  Archery, Uncroaked
Uncroaked Archer K21A lvl1, 1/1/6(6)/8 (21 turns) (K)  Specials:  Archery, Uncroaked
Uncroaked Crossbow Darf A, Darf "Crossbow" lvl1, 3/2/8(8)/6 (21 turns) (F)  Specials:  Archery, Hardy, Uncroaked
Uncroaked Crossbow Darf A, Darf "Crossbow" lvl1, 3/2/8(8)/6 (21 turns) (M)  Specials:  Archery, Hardy, Uncroaked
Uncroaked Darf Axeman A, Darf "Axeman" lvl1, 2/3/8(8)/6 (21 turns) (F)  Specials:  Uncroaked
Uncroaked Flying Antz C21A, Antz "Flying" lvl1, 3/3/8(8)/12 (21 turns) (C)  Specials:  Uncroaked, Fire Resistance 3, Flying
Uncroaked Flying Antz C21B, Antz "Flying" lvl1, 3/3/8(8)/12 (21 turns) (C)  Specials:  Uncroaked, Fire Resistance 3, Flying
Uncroaked Flying Antz C21C, Antz "Flying" lvl1, 3/3/8(8)/12 (21 turns) (C)  Specials:  Uncroaked, Fire Resistance 3, Flying
Uncroaked Flying Antz C21D, Antz "Flying" lvl1, 3/3/8(8)/12 (21 turns) (C)  Specials:  Uncroaked, Fire Resistance 3, Flying
Uncroaked Flying Antz C21E, Antz "Flying" lvl1, 3/3/8(8)/12 (21 turns) (C)  Specials:  Uncroaked, Fire Resistance 3, Flying
Uncroaked Flying Antz C21F, Antz "Flying" lvl1, 3/3/8(8)/12 (21 turns) (C)  Specials:  Uncroaked, Fire Resistance 3, Flying
Uncroaked Flying Antz C21G, Antz "Flying" lvl1, 3/3/8(8)/12 (21 turns) (C)  Specials:  Uncroaked, Fire Resistance 3, Flying
Uncroaked Flying Antz C21H, Antz "Flying" lvl1, 3/3/8(8)/12 (21 turns) (C)  Specials:  Uncroaked, Fire Resistance 3, Flying
Uncroaked Green Bear A lvl1, 4/4/14(14)/10 (21 turns) (M)  Specials:  Heavy, Forest Capable, Uncroaked
Uncroaked Green Bear B lvl1, 4/4/14(14)/10 (21 turns) (M)  Specials:  Heavy, Forest Capable, Uncroaked, Rewrapped
Uncroaked Heavy Hobby A lvl1, 4/4/12(12)/14 (21 turns) (C)  Specials:  Heavy, Mount, Passenger, Uncroaked
Uncroaked Hobby Horse B lvl1, 1/2/8(8)/14 (21 turns) (C)  Specials:  Mount, Passenger, Uncroaked
Uncroaked Knight Farstrider A lvl2, 4/4/8(8)/18 (21 turns) (-14,01)  Specials:  Knight, Scout, Sneak Attack, Uncroaked
Uncroaked Hobby Horse E lvl1, 1/2/8(8)/14 (21 turns) (C)  Specials:  Mount, Passenger, Uncroaked
Uncroaked Knight Farstrider A lvl2, 4/4/8(8)/18 (21 turns) (-14,01)  Specials:  Knight, Scout, Sneak Attack, Uncroaked
Uncroaked Minertaur A lvl1, 6/5/12(12)/8 (21 turns) (K)  Specials:  Heavy, Mountain Capable, Sapper, Uncroaked
#REF!
Uncroaked Piker K20A lvl1, 1/2/6(6)/8 (21 turns) (M)  Specials:  Uncroaked
Uncroaked Piker K20B lvl1, 1/2/6(6)/8 (21 turns) (K)  Specials:  Uncroaked
Uncroaked Piker K20C lvl1, 1/2/6(6)/8 (21 turns) (K)  Specials:  Uncroaked
Uncroaked Piker K20D lvl1, 1/2/6(6)/8 (21 turns) (K)  Specials:  Uncroaked
Uncroaked Warlord A lvl2, 5(6)/4/11(11)/8 (21 turns) (M)  Specials:  Archery, Leadership, Uncroaked, Rewrapped
Uncroaked Warlord Breach lvl3, 7/6/12(12)/8 (21 turns) (K)  Specials:  Uncroaked, Leadership,  Equipment:  Battleaxe, Armor
Uncroaked Worker Ant A, Antz "Worker" lvl1, 1/2/10(10)/10 (21 turns) (K)  Specials:  Crawler, Uncroaked
Warlord Krippen lvl4, 7/6(8)/14(14)/10, 70/96xp, 160s 'paid' (C)  Specials:  Martial Artist, Chakkra (4/4)
, purse 907
Woof Soldier A lvl1, 2/2/8(8)/0, 20s  (C)  Specials:  Golem, Garrison
Woof Soldier B lvl1, 2/2/8(8)/0, 20s  (C)  Specials:  Golem, Garrison
Worker Antz A, Antz "Worker" lvl1, 1/2/10(10)/10, 5/8xp, 35s  (C)  Specials:  Crawler, Fire Resistance 3, Tunneler
Worker Antz B, Antz "Worker" lvl1, 1/2/10(10)/10, 1/8xp, 35s  (C)  Specials:  Crawler, Fire Resistance 3, Tunneler
Worker Antz C, Antz "Worker" lvl1, 1/2/10(10)/10, 1/8xp, 35s  (C)  Specials:  Crawler, Fire Resistance 3, Tunneler
Worker Antz D, Antz "Worker" lvl1, 1/2/10(10)/10, 0/8xp, 35s  (C)  Specials:  Crawler, Fire Resistance 3, Tunneler
_Wiz_
Expansions on Last's suggestions


 To Herring 

Seeing the state that Herring is in Harley reaches out and hugs the man.  "Mine too, mine too..."  Harley agrees before releasing the carnymancer with a small smile on her face filled with mixed emotions.  "I'll make sure that he gets this."  Harley the declares as she takes the letter delicately.

 "Excellent. I'm more than happy with 2 rands a ration"  Harley declares with a smile.  "Is he interested in just a one off purchase or is he also interested in a permanent supply"  Harley then asks referring to the honey rations.

 "And this should be a great help!"  Harley then comments as she accepts the pokadaemon translator.

 "Thankyou Herring, are you sure you don't want anything for these?"  Harley then asks as she accepts the NDAs.

 "We just need to collect some rations from the Woodsy elves and then we should be ready for your bank run"  Harley adds getting back to buisiness for a moment.

Harley then walks upstairs to her office and passes a note through the hat. She begins to write:

 "Dear brother,

Herring sent a reply. He seemed quite shaken by" 
Hesitating, she scratches out the last line, then crumples up the letter and decides she's overcomplicating things.

 "Dear Brother,

Herring has written a reply. I have sent it with this note.

Be Well

Harley" 

Harley then sends both her note and the sealed letter through the hat to Burtrum.

 To Ash 


Harley then finds Ash.  "As per our agreement... the necklace that should translate your speech. I haven't tested it, since I'm not a pokedaemon, but I hope it suits you?"  Harley declares as she holds out the magic item for the pokadaemon.

(Saving the DShot conversation for later)



+1 to all wurms movement suggestions
WurmD
+1

______________
meowcats734
+1 as well
Cyphermancer
[QUOTE=WurmD;25858056]Pudgie C16A ordered to spend his last 4 Move

 

If no structures found, then Scout D nudged to carefully move up to 4 hex South


Scout K21B to scout a bit more
 


Pudgie takes off deeper into the swamp.

00.15: Level 0 fishing camp " harley  can see something moving in the water, but it never surfaces. -4 move


Scout K21 B 19.-11 large cats the scout went around the hex -5 move
Cyphermancer
 
 Originally Posted by WurmD 
 Scout K21A scouts the road and path of Goats, if clear, Goats move to road
Scout K21A  -10 Move, 07.-10
Goat T21A, Goat T21B, Goat T21C  -4 Move, 10.-09
  
 



Scout K21 A Moves along the road as he reaches 09.-09 he turns off the road into the forest. He enter hex 08.-09. A short while later Harley feels he light go out.
Cyphermancer
 To Herring 

Seeing the state that Herring is in Harley reaches out and hugs the man.  "Mine too, mine too..."  Harley agrees before releasing the carnymancer with a small smile on her face filled with mixed emotions.  "I'll make sure that he gets this."  Harley the declares as she takes the letter delicately.

Herring stiffens as Harley hugs him before slowly returning the hug.

 Thank you. 
 "Excellent. I'm more than happy with 2 rands a ration"  Harley declares with a smile.  "Is he interested in just a one off purchase or is he also interested in a permanent supply"  Harley then asks referring to the honey rations.

 "And this should be a great help!"  Harley then comments as she accepts the pokadaemon translator.

 "Thankyou Herring, are you sure you don't want anything for these?"  Harley then asks as she accepts the NDAs.


 For the Honey Nothing formal, but said he would take everything you had this time and more in the future and no I dont need anything for the NDA's but thank you for offering. 
 "We just need to collect some rations from the Woodsy elves and then we should be ready for your bank run"  Harley adds getting back to buisiness for a moment.

Harley then walks upstairs to her office and passes a note through the hat. She begins to write:

 "Dear brother,

Herring sent a reply. He seemed quite shaken by" 
Hesitating, she scratches out the last line, then crumples up the letter and decides she's overcomplicating things.

 "Dear Brother,

Herring has written a reply. I have sent it with this note.

Be Well

Harley" 

Harley then sends both her note and the sealed letter through the hat to Burtrum.


Harley does not receive a reply

 To Ash 


Harley then finds Ash.  "As per our agreement... the necklace that should translate your speech. I haven't tested it, since I'm not a pokedaemon, but I hope it suits you?"  Harley declares as she holds out the magic item for the pokadaemon.

Ash snaps the necklace into place. It glows slightly. Then Ash begins to speak. rather than Ash speaking normally a deep voice seems to come from the necklace.

 I thank you Queen of Flame, for keeping your word. We have much to speak of, but it can wait until we are finished for the turn. 
WurmD
Erfman could carry 24 rations in a bag, 48 in a backpack

- How many rations a humanoid can carry in Arkum?

- How many MW materials?


 Ash 
After Ash replies Harley nods and moves on to business
 "Pokedaemon Cow spotted, who should challenge it? Sparky? You? Another?" 


Scout D ordered to carefully and thoroughly scout all hex boundaries, hugging hex boundaries, before proceeding to the next hex, and to "as usual" not enter an hex with enemies spotted in it
 
meowcats734
+1 to all.
_Wiz_
yes +1 aswell
Cyphermancer
Erfman could carry 24 rations in a bag, 48 in a backpack

- How many rations a humanoid can carry in Arkum?

12

- How many MW materials?

Most mw material will take up the space of 6 rations

Non humanoids will need bags of some sort to carry anything

 Ash 
After Ash replies Harley nods and moves on to business
 "Pokedaemon Cow spotted, who should challenge it? Sparky? You? Another?" 
  popped new pudgie send to near by hex let me see 


Scout D ordered to carefully and thoroughly scout all hex boundaries, hugging hex boundaries, before proceeding to the next hex, and to "as usual" not enter an hex with enemies spotted in it
 

Scout D crosses into 00.10 -3 move. Scouting around.

H forest
01.09

Swamp
-01.09
-01.10
00.10
01.10
00.11

Scout D crosses into 00.11 moving around the edge of the hex. Harley feels Scout D's light go out.
WurmD
Bob,
Scout K22A,
Uncroaked Archer K21A
Uncroaked Piker K20B
Uncroaked Piker K20C
Uncroaked Piker K20D
Archer Charlie Brown C16B
Lancer body
board Wagon T2
pulled by
Pondsea C17A -3 Move
Pondsea C19A -3 Move
1 hex

Build 1 1/3 of road

Uncroaked Archer K21A -4 Move, end in 11.-10
Uncroaked Piker K20B -4 Move, end in 11.-10
Uncroaked Piker K20C -4 Move, end in 11.-10
Uncroaked Piker K20D -4 Move, end in 11.-10
Archer Charlie Brown C16B -4 Move, end in 11.-10

Bob,
Scout K22A,
Lancer body
board Wagon T2
pulled by
Pondsea C17A -1 Move
Pondsea C19A -1 Move

1 more hex

Scout disembarks and scouts the path of the Goats, triple looking into hex boundaries of the hex where the other scout died

If path clear, Goats collect Scout and move to road

Goat T21A -4 Move, end in 10.-09
Goat T21B -4 Move, end in 10.-09
Goat T21C -4 Move, end in 10.-09
Scout K22A end in 10.-09

Then
Bob (end in Capital)
Scout K22A (end in Capital)
Lancer body (end in Capital)
board Wagon T2 (end in Capital)
pulled by
Pondsea C17A (-8.5 Move, end in Capital)
Pondsea C19A (-8.5 Move, end in Capital)
move to Capital, picking up rations and MW wood from Woodsies, pondseas (and Bob) look into the   pokadeamon cow hex to see if they can describe it to Ash and save a pudgie a trip.

 
meowcats734
+1 to all.
_Wiz_
It is unknown whether an ant can be a recipient of the build up special. We need to send 5 humanoids to be safe. (we have a living archer in khelt who we can send)

Do we want to take any other bodies from Khelt's morgue along with us?

On the way to the capital have the pondsea (and Bob) look in to the hex with the pokadeamon cow to see if they can describe it to Ash and save a pudgie a trip.


Otherwise +1
meowcats734
Fair enough, +1 to those suggestions.
WurmD
Editted in "look at cow"

- Wagon is full,
- Archer if he doesn't use move he can get to Mine with Minertaur's help
- Let's try the Ant, she has appendages to carry and manipulate stuff
- If Ant fails, Archer can walk there to fill in
meowcats734
Sure, why not. +1.
WurmD
Bob inspects the Worker Antz to feel if it can be a target for his Special, he'll be the one to pick the units to go
_Wiz_
Sure +1 if the ant is valid target you can take him if not take the archer
WurmD
Edited Archer Charlie Brown C16B replacing Ant


Was caster spotted in Wistrum army? Plains hex
meowcats734
+1 to both, although don't try too hard looking for a caster; we don't want to annoy them.
Cyphermancer
]Bob,
Scout K22A,
Uncroaked Archer K21A
Uncroaked Piker K20B
Uncroaked Piker K20C
Uncroaked Piker K20D
Archer Charlie Brown C16B
Lancer body
board Wagon T2
pulled by
Pondsea C17A -3 Move
Pondsea C19A -3 Move
1 hex

Build 1 1/3 of road

Uncroaked Archer K21A -4 Move, end in 11.-10
Uncroaked Piker K20B -4 Move, end in 11.-10
Uncroaked Piker K20C -4 Move, end in 11.-10
Uncroaked Piker K20D -4 Move, end in 11.-10
Archer Charlie Brown C16B -4 Move, end in 11.-10

Bob,
Scout K22A,
Lancer body
board Wagon T2
pulled by
Pondsea C17A -1 Move
Pondsea C19A -1 Move

1 more hex

Scout disembarks and scouts the path of the Goats, triple looking into hex boundaries of the hex where the other scout died

If path clear, Goats collect Scout and move to road

Goat T21A -4 Move, end in 10.-09
Goat T21B -4 Move, end in 10.-09
Goat T21C -4 Move, end in 10.-09
Scout K22A end in 10.-09

Then
Bob (end in Capital)
Scout K22A (end in Capital)
Lancer body (end in Capital)
board Wagon T2 (end in Capital)
pulled by
Pondsea C17A (-8.5 Move, end in Capital)
Pondsea C19A (-8.5 Move, end in Capital)
move to Capital, picking up rations and MW wood from Woodsies, pondseas (and Bob) look into the   pokadeamon cow hex to see if they can describe it to Ash and save a pudgie a trip.

 [/QUOTE]



Road 2/3 complete

Path clear for goats they move to the road.


Scout K22A

 Didn't see anything if the light forest hex where the other scout was lost. 

Bob

Hands over the 10 rations and two Mastercraft wood. He then hand Harley a darker colored wood.

  the elves requested the bow be made of the darker wood. The pokedamon is very large. I think it's a heavy, but doesn't look that threating, but it is a heavy.... 


Ask

After speaking with the pondsea Ash turns to Harley.

  It's a miltank while not strong they can take alot of punishment and are hard to hurt. I can try and take it on, but not sure I will win. 

+ 10 rations
+2 mw wood
+1 mw. Black wood
meowcats734
Harley ponders whether the oversized axe would be usable by Ash. If so, she asks,  "Would being able to bypass damage resistance help?" 

We could do a slightly more efficient bank run if we pick up one more ration somewhere:

31 Farm rations
3 Wild rations
5 Bird meat ration
10 Shady Elf rations

And then separately:
5 Honey (for changeamancer)


(I don't think we have to avoid doing a separate run to the changeamancer, just avoid two bank runs in one turn)
WurmD
As scouting finally finishes with the arrival of Bob, Harley finally summons all her Capital units to the Great Hall to properly break fast


In parallel, Harley orders 1 Fat Ratz body harvested (+4 rations)

and all the surplus rations taken to the Portal room

31 Farm rations
3 Wild rations
5 Bird meat ration
10 Elf given rations
1 Fat rat ration

10 Honey rations


As the units start to dig in, Harley surveys her family and friends eating and feels deep satisfaction.
She fondly pats Herring on the shoulder and lets him know  "The 50 rations for your first run are being assembled in the Portal room, alongside 10 Honey's for the brewer. Do you want Dee to come with?"  Harley asks thinking if Dee actually goes she would be ordered to take not only her cloak but a crit helm and the amulet of healing

 "You wrote May last turn about a Mining pick and she didn't reply? and now that we know we can afford it, it'd be great to slot in 8 rands of 1 BuildUp casting in the Farm, and Road work from whomever is still available"  she finally says thinking of Ding or the other Changeamancer she still has a NAP up Trans Mation


 
 Spoiler: Money 

Herring Best Friend bonus.       1 Rand
Twols 1 MW bow
Anna 1 MW Bow 100J, 2x +1 the bow 100J,   6Rands
Meta continue work.     6 Rands
Carrion box          25 Rands
Herring melee immune.       2 Rands
Luckamancer, boost Blue Dwagon tame attempt         4 Rands
4 Dopping Beans					   2 Rands
Carrion  2 Rands + bodies?
								(48 Rands)
50 rations 10 honey + 2 starting Rands = 62 Rands

14 left for May and Construction work
 

 James 
 "That was a good showing last turn"  smiling
 "How are my subjects feeling this turn"  whispering close
_Wiz_
Sure +1 to Wurm ……….
meowcats734
+1 as well
Cyphermancer
As scouting finally finishes with the arrival of Bob, Harley finally summons all her Capital units to the Great Hall to properly break fast


In parallel, Harley orders 1 Fat Ratz body harvested (+4 rations)

and all the surplus rations taken to the Portal room

31 Farm rations
3 Wild rations
5 Bird meat ration
10 Elf given rations
1 Fat rat ration

10 Honey rations


As the units start to dig in, Harley surveys her family and friends eating and feels deep satisfaction.
She fondly pats Herring on the shoulder and lets him know  "The 50 rations for your first run are being assembled in the Portal room, alongside 10 Honey's for the brewer. Do you want Dee to come with?"  Harley asks thinking if Dee actually goes she would be ordered to take not only her cloak but a crit helm and the amulet of healing

 "You wrote May last turn about a Mining pick and she didn't reply? and now that we know we can afford it, it'd be great to slot in 8 rands of 1 BuildUp casting in the Farm, and Road work from whomever is still available"  she finally says thinking of Ding or the other Changeamancer she still has a NAP up Trans Mation


  yes may messaged me this morning, that she has an ongoing job for a side. She said she could make time, but you would have to provide the juice. I can try Ding, but he is normally booked by now 

Pausing to write a quick message and sending it.

  As for Trans he isn't one of my contacts I can inquire about someone for build up casts, during my trip. I will be fine on my own. I have been hinting I'm gating rations from several side and converting them on mass for sides. 

Herring will finish his meal before heading out.

Dee will call out to Herring having him pause  before she speaks.

  Harley can you book me some tower Juice if I unlock the lich this turn. I want to use my personal Juice. For the uncroaking.  
 
 Spoiler: Money 

Herring Best Friend bonus.       1 Rand
Twols 1 MW bow
Anna 1 MW Bow 100J, 2x +1 the bow 100J,   6Rands
Meta continue work.     6 Rands
Carrion box          25 Rands
Herring melee immune.       2 Rands
Luckamancer, boost Blue Dwagon tame attempt         4 Rands
4 Dopping Beans					   2 Rands
Carrion  2 Rands + bodies?
								(48 Rands)
50 rations 10 honey + 2 starting Rands = 62 Rands

14 left for May and Construction work
 

 James 
 "That was a good showing last turn"  smiling
 "How are my subjects feeling this turn"  whispering close

  better with the pokedamons and a little better over all. Two points with your Barbarians. Whoever that is. 
Motioning to Dshot

  he has a very strong connection to you personally and seem very attached here not sure how that happen. On the other side Krippen seems to have dropped a bit, not sure what happen there, but something is up. Still strong, but not as close 
meowcats734
Harley relays Dee's request to Herring.  "Do you have any contacts who'd be willing to charge the tower?" 


In addition, she is curious about the limits of luckamancy.  "Could we talk to the luckamancer contract? I'd like to ask if we can drain luck from some taming attempts to boost luck in a different one." 

(to James)  "We did offer Krippen a chance to turn... could that have been it?" 
_Wiz_
(To Dee and Herring)

 "As in you'd like to hire some casters to charge the tower this turn?"  Hareley replies with a raised eyebrow.  "Sure we should have a few extra rands that we can spare. Herring if you think you can get your hands on any casters that would be up for tower charging work please do so!"  Harley adds.

(To James)



 "Well thats good to hear that things are looking up !"  Harley declares with a smile.

 "Hmmm do you think he already know me or Arkum then?"  Harley asks with a raised eyebrow  "Or is it just that he thinks I'm super hot and Arkum is super awesome!"  Harley adds with a smirk.

 "Hmm wonder if I said or did something..."  Harley adds with a contemplative look. at the mention of Krippen.  "Well as long as its not dropped too much I am sure I can make it up to him!"  Harley adds quickly bouncing back.
meowcats734
Sure, +1 to all
Cyphermancer
(To Dee and Herring)

 "As in you'd like to hire some casters to charge the tower this turn?"  Hareley replies with a raised eyebrow.  "Sure we should have a few extra rands that we can spare. Herring if you think you can get your hands on any casters that would be up for tower charging work please do so!"  Harley adds.


Dee
  200 juice should be more than enough, I don't think we need NDA or anything. Just have them charge the tower and leave. 

Herring

  can do I know a few people. Two rand for 100 juice ok? 

If yes Herring will head out.

(To James)



 "Well thats good to hear that things are looking up !"  Harley declares with a smile.

 "Hmmm do you think he already know me or Arkum then?"  Harley asks with a raised eyebrow  "Or is it just that he thinks I'm super hot and Arkum is super awesome!"  Harley adds with a smirk.

 "Hmm wonder if I said or did something..."  Harley adds with a contemplative look. at the mention of Krippen.  "Well as long as its not dropped too much I am sure I can make it up to him!"  Harley adds quickly bouncing back.

James

  I don't think it's an attraction thing, I know all about that 

Pausing to give Harley a knowing wink 😉

  I think it's more he feels like he belong, not sure you should really talk with him when you get a chance.  
meowcats734
Harley nods.  "Four rands worth of tower juice, please!" 

When Herring returns, she also asks,  "Could we talk to the luckamancer contract? I'd like to ask if we can drain luck from some taming attempts to boost luck in a different one." 
WurmD
{We had 6 slotted for May, if she's casting from tower that lowers to 3, but we need 6 more to charge tower, so 9 for May, 4 for Dee, and 2 for just a Build Up casting = 15, we'll have 14, so we'll have to provide 50J ourselves, acceptable}


Harley nods.  "Ten rands worth of tower juice, please! And just 1 Build Up casting then" 

(and about luckamancy it should be asked now so we don't tame stuff in the meanwhile)

 "Oh! And we'd like to know if we can drain luck from some taming attempts to boost luck in a different one."  Harley finally asks
meowcats734
+1 to all!
WurmD
As Harley spots Crud and the new Twoll staring morosely at the licked-clean empty plates Harley mentally nudges them to go make a Masterwork Bows from the light MW wood, while sharing the tools

Crud -6 Move
Twoll C22 -6 Move


 "Dee, go on, you'll be doing the research first thing this turn"  she nudges smiling while    gesturing in the general direction of the Tower and Workshop


Harley has the dark wood brought to her while she goes and sits by Anna

 "Anna, look at this beauty"  Harley says handling the dark material and passing it to her  "I wonder what will happen if you make a magical bow out of it. Wanna find out?"  Harley asks happily wagging her eyebrows

As the Twolls finish, she nudges them to bring the bow over

 "And then, if you have leftover Juice we'd ask you to +1 this one."  Harley finishes smiling


After Anna goes to the workshop to work Harley fingers the NDAs in her pocket and goes to Dshot
 "Master Herring finally came through"  she says taking an NDA from her pocket  "Shall we retire to a more private setting?"  she nudges him and then leads him to her office

After sitting and having the NDA signed, Harley takes a deep breath and nods
 "Then lets start with the big one, Queen Harley Tesla, Shockamancer, pleased to properly meet you." 

(pause for reponse)

 "Second, you've seen Dee, she's our only other sided caster, the Croakamancer,
and Bulm (the blue haired lady?), our resident Turnamancer contractor, great for boosting city production besides the turning of prisoners.
But you'll see a lot more coming through today from the Magic Kingdom"  she continues and starts to count off her fingers
 "You also saw Herring, our main contact in the Magic Kingdom, Carnymancer, and acting Hatamancer;
Anna, Changeamancer, able to do magic item, promotion, and construction work - she actually was able to turn our Farm into a mini city!;
Meta, likewise Changeamancer, builder of most of our wagons that give us such great mobility;
May, Dollamancer, for cloth golems and magic item production;
Carrion, Master Croakamancer, his uncroaked last for longer than we've been in this Erf, 23 turns, more when we upgrade our tower to level 3;
James outside is a Date-a-mancer, great for promoting all our tamed ferals to Heavy, and popping extra Natural Allies;
Spi, Lookamancer, crucial for knowing exactly what will be facing before going into hexes where more than 1 stack seem to lurk;
and finally Ding, Dirtamancer, he can do *a lot* of construction in a single turn"  Harley finishes almost running out of fingers

(pause for response)

 "About side diplomacy, the only two sides we've met in the field we currently have 50 turn NAPs with them; and come look at the map"  she invites gesturing as she talks
 "Only the Capital and another city so far, with corresponding Farm and Mine. We plan to upgrade Khelt to lvl2 this turn; and we got another report that indicates the place where you popped should actually  *be*  a city, and we may find it this very turn , should be close to this Fishing Camp" 

(pause for response/questions)

 "Warlords, you've met them"  she flashes a grin  "but there's our Chief Warlord Spike, Krippen who you've met and Bill" 
 "You also saw our two natural Ally tribes. Shady elves and Pokadaemons. They each have their own chiefs. Shadow for the Shadys and Ash for the Pokadaemons. The Shadys also have a natural foolamancy caster called Moonsong and the Pokadaemons have a subchief called Sparky" 
 "So what you think? Feel like this is the place for you?"  she finishes with a brilliant smile
_Wiz_
Add


 "but there's our Chief Warlord Spike, Krippen who you've met and Bill" 
 "we also have contracts with two natural Ally tribes. Shady elves and Pokadaemons. They each have their own chiefs. Shadow for the Shadys and Ash for the Pokadaemons. The Shadys also have a natural foolamancy caster called Moonsong and the Pokadaemons have a subchief called Sparky" 


Otherwise +1 to all


(Also we still have an unused pudgie. I think we might be able to find the city THIS turn)
meowcats734
+1 to all!
WurmD
After Dshot is out of the office Harley pings Spike to join her

 "Thanks for coming Spike. James just told me he sensed Krippen's loyalty to me just lowered a tad from last turn to now. Can you remember anything I did to justify that?" 
meowcats734
Also a +1.
Cyphermancer
Herring arrives with the 60 rands!

 I have found five level one caster willing to be batteries. Three are here now the other two will be along later in the turn. I will hold onto ten rand and handle paying them all if you wish. I also have the Luckamancer with me her name is Keno. If you wanted to talk with her or have her sign a NDA. 

-10 rands
- 1 NDA?


As Harley spots Crud and the new Twoll staring morosely at the licked-clean empty plates Harley mentally nudges them to go make a Masterwork Bows from the light MW wood, while sharing the tools

Crud -6 Move
Twoll C22 -6 Move

Crud and the new female twoll head into the work shop. There is alot of banging and grunting before the two emerge. With a masterwork bow.


 "Dee, go on, you'll be doing the research first thing this turn"  she nudges smiling while    gesturing in the general direction of the Tower and Workshop.

Dee head to the workshop she feels the tower jump to 370 juice then drop by 125.

Harley then feels a new unit join the side

Ratface lich
level 1 natural caster "croakamancy (50/50"
Upkeep 100
Special: Natural caster, Lich

Lich: A thinking uncroaked. Immune to most poisons.

Spells: Basic uncroak, Smoked, Weird flesh

Weird flesh
Cost: 25/50
target:  ally uncroaked.
Range: touch
Duration: one turn or permanent
cast time 3 rounds

The caster can change the special an uncroaked has to a new random one. The caster has no control over what this special is. Only the special that is targeted. The spell cannot target the uncroaked special. This spell lasts one turn for 25 juice or 50 juice the spell is permanent( choice to make spell permanent must be made before you know what the special is).


Dee will head to Harley with the new natural caster

 Its done harley, meet your new subject! I'm out of juice its an expensive spell, but I hit adept! 

Adept Croakamancy: X3 casting for croakamancy spells. Full caster level to combat bonus when leading uncroaked.


Dee new spells


Create lich
cost 300 juice
Target: 1 natural caster or caster body
range touch
cast time: 10 rounds
Duration: permanent

Caster creates a lich loyal to the caster or side. This creature is considered a command unit. The bodies condition and caster type can affect the spells known when created.


Modify uncroaked
Cost 50 or more juice
target: 1 allied uncroaked
Range touch
cast time: 3 rounds
Duration: permanent

The caster can Modify one of their uncroaked. To better suit the caster. There are many ways to modify an uncroaked. Giving the uncroaked the Mount or Heavy special are the most common. This spell will reduce the duration of the uncroaked. The bigger the change the more time lost.

Croaked Special
Cost 10 or more juice
Target on body
range close
cast time: see description
Duration: see description

This spell is cast as part of the basic uncroak spell. It allows the uncroaking of most ferals and help maintain special of uncroaked. Each special will cost 10 or more juice while the body of the feral will add a flat plus ten to the cost.


Harley has the dark wood brought to her while she goes and sits by Anna

 "Anna, look at this beauty"  Harley says handling the dark material and passing it to her  "I wonder what will happen if you make a magical bow out of it. Wanna find out?"  Harley asks happily wagging her eyebrows


 Wow where did you find this, this will make something special. 

As the Twolls finish, she nudges them to bring the bow over

 "And then, if you have leftover Juice we'd ask you to +1 this one."  Harley finishes smiling

Anna will +1 the bow the twolls made
then goes to work on the dark wood bow. When she brings both bows to Harley. She can see a real difference. The +1 bow is just that. but the black bow looks slick and deadly

+1 dark bow " the bow poisons any arrow shot from the bow. The poison is stronger when out of direct sunlight."

- 6 rands anna

 I could have done more with that bow, but out of juice. 


After Anna goes to the workshop to work Harley fingers the NDAs in her pocket and goes to Dshot
 "Master Herring finally came through"  she says taking an NDA from her pocket  "Shall we retire to a more private setting?"  she nudges him and then leads him to her office

After sitting and having the NDA signed, Harley takes a deep breath and nods.

Dshot reads the contract before signing.

 "Then lets start with the big one, Queen Harley Tesla, Shockamancer, pleased to properly meet you." 

The lack of surprise on Dshot face, is surprising to Harley.

 Nice to meet you your highness, wasn't really a secret. I did spend a full day in your capital and your troops like to brag while they drink. 
 "Second, you've seen Dee, she's our only other sided caster, the Croakamancer,
and Bulm (the blue haired lady?), our resident Turnamancer contractor, great for boosting city production besides the turning of prisoners.
But you'll see a lot more coming through today from the Magic Kingdom"  she continues and starts to count off her fingers
 "You also saw Herring, our main contact in the Magic Kingdom, Carnymancer, and acting Hatamancer;
Anna, Changeamancer, able to do magic item, promotion, and construction work - she actually was able to turn our Farm into a mini city!;
Meta, likewise Changeamancer, builder of most of our wagons that give us such great mobility;
May, Dollamancer, for cloth golems and magic item production;
Carrion, Master Croakamancer, his uncroaked last for longer than we've been in this Erf, 23 turns, more when we upgrade our tower to level 3;
James outside is a Date-a-mancer, great for promoting all our tamed ferals to Heavy, and popping extra Natural Allies;
Spi, Lookamancer, crucial for knowing exactly what will be facing before going into hexes where more than 1 stack seem to lurk;
and finally Ding, Dirtamancer, he can do *a lot* of construction in a single turn"  Harley finishes almost running out of fingers

 Thats alot of casters your hiring each turn. Seems you are willing to work with Barbarians alot. 
 "About side diplomacy, the only two sides we've met in the field we currently have 50 turn NAPs with them; and come look at the map"  she invites gesturing as she talks
 "Only the Capital and another city so far, with corresponding Farm and Mine. We plan to upgrade Khelt to lvl2 this turn; and we got another report that indicates the place where you popped should actually  *be*  a city, and we may find it this very turn , should be close to this Fishing Camp" 
 So not facing any real combat for now. Yes the city is near a fishing camp. Me and my troops found a boat there and floated down the river for a bit. Ran into a heavy in the water. it damaged the boat and we had to beach it and continue overland. 
 "Warlords, you've met them"  she flashes a grin  "but there's our Chief Warlord Spike, Krippen who you've met and Bill" 
 "You also saw our two natural Ally tribes. Shady elves and Pokadaemons. They each have their own chiefs. Shadow for the Shadys and Ash for the Pokadaemons. The Shadys also have a natural foolamancy caster called Moonsong and the Pokadaemons have a subchief called Sparky" 
 "So what you think? Feel like this is the place for you?"  she finishes with a brilliant smile[/QUOTE]

Dshot give Harley a long look before answering

 I was... less sure now. You talked alot about your hired caster and chief caster. About your natural allies you went into detail. But your chief warlord, Knight captain, and Farm Warlord you seemed to throw in as an after thought. Didn't here what they can do and what they bring to your side. Do you place more importance on casters than warlord? Still willing to hire on, but I was considering just asking to join. Not so sure now.... 

[QUOTE=WurmD;25860172]After Dshot is out of the office Harley pings Spike to join her

 "Thanks for coming Spike. James just told me he sensed Krippen's loyalty to me just lowered a tad from last turn to now. Can you remember anything I did to justify that?" 



Spike looks a little uncomfortable , but answers.

 Harley can you really not think of it. Carrions box. Krippen saw him do us a favor. Then you went behind his back and used his trust. To gather wood and dont say you didn't know it was dishonest otherwise you would have unloaded the wood in front of him. For Titans sake Harley we almost broke the item trying to over fill it. Who knows what would have happen then and for what? To save a trip in a wagon or not have our troops carry it back. Heck you could have just asked him, if we could do it, he probably would have said yes or charged us a token cost to use it. It's the same thing with the pokedamons and the shadies. Did you ever ask if Shadow was ok with us uncroaking her sisters? Did you ever ask about harvesting the pokedamons?  
WurmD
 Calling Anna close Harley shares " Anna, I'm sure Herring already told you, but I'd like you to hear it from me directly."

"It was very much appreciated when you offered to take 1 Ration in place of a Rand for each of those past turns, but we think your time, and juice, is precious, and should be recompensed fully, and the ration we gift you at each turn start is exactly that: a gift - you are worthy of it simply by existing."

"Thank you Anna."  She finishes solemnly  


Shadow with her Dittoing bow and a Worker Antz then approach at Harley's mental nudge, and Harley begins anew

 "Next turn you'll have your pick of interesting projects"  Harley says with an excited smile " Either attempting to duplicate this beautiful Dittoing bow"  as she gestures Shadow to allow Anna to handle it,  "or attempting to make some sort of shovel that imparts the Tunneler special of this little fella here"  she says patting the Worker Antz fondly
meowcats734
+1 to both, a few more suggestions:

(to Dee)  "Congrats on the adept! Should we say hi to our new lich?" 

(to Herring)  "Yes, we'd like to talk with and have an NDA with Keno!" 

(to Keno)  "Hi! I'm Harley. I was wondering if you could drain some luckamancy from a few taming attempts in order to boost one later this turn?" 

(to DShot)  "Oh, not at all—I figured since you'd already met our warlords, you didn't need me telling you what to think about them. Spike's the voice of reason and half of why Arkum stands to this day; they're all croaked now, but several stacks of barbarians tried to conquer Arkum many turns ago, and it was only thanks to Spike and Krippen's battling on the front lines that we became the side you see today. Bill used to be a courtier, but in that very same battle he became a warlord, and he's made the farm you met him on the productive and well-defended steadhold that has been the backbone of our economy. Krippen also has some unique specials, although I'd want to ask him first before sharing them. We don't value casters more than warlords—if we could hire them through the magic kingdom, we would, but the only reason we have so many casters is because we're able to reach them." 

(to Spike)  "That's... a perfectly good point. I'm glad I have you to ground out my more shocking tendencies, Spike. Perhaps... in the future, I'll make a running policy of looping you in on everything I do that might be a little sneaky or underhanded, and feel free to go out of your way to remind me. I don't know what I'd do without you." 
WurmD
 +1 to
(to Dee)  "Congrats on the adept! Should we say hi to our new lich?" 

(to Herring)  "Yes, we'd like to talk with and have an NDA with Keno!" 



Refined/Expanded:

(to Keno)  "Hi! I'm Harley. Would you enlighten us on what you propose to cast to boost the intended taming attempt, and if it would help and you can drain some luckamancy from a few taming attempts in order to boost another later this turn?" 


(to DShot)  "Oh, not at all—I figured since you'd already met our warlords, you didn't need me telling you what to think about them.

Warlords are the backbone of any side, this one included, you can have a side without casters, but you certainly can't survive without warlords. The ability to meaningfully reshuffle stacks, and withdraw without provoking is literally the difference between Life and Croaking in battle. The ability to manage cities and Farms is exactly the difference between Striving or Starving. This is common knowledge, you're a Warlord yourself, you know all this!

Nevertheless, to go into detail:

- Spike's much more than the significant +2/+2 advantage when tackling the innumerable Ferals that pop each and every turn, his wisdom in guiding me has with no doubt changed the side for the better. He is the voice of reason and half of why Arkum stands to this day; they're all croaked now, but several stacks of barbarians tried to conquer Arkum many turns ago, and it was only thanks to Spike and Krippen's battling on the front lines that we became the side you see today.

- Bill used to be a courtier, but in that very same battle he became a warlord, with his Farmer special he's made the farm you met him on the productive and well-defended steadhold that has been the backbone of our economy. He is without a question the reason why we *can* hire so many casters, while still feeding all our Heavy's and Knights *and thus* have such a force while still upgrading our cities regularly.

- Krippen also has some unique specials, although I'd want to ask him first before sharing them. What I can say is that he is crucial for the foundational side tactic of growing by taming hostile ferals, and whenever he's not on the front line he's still changing the battlefield with his other special.

We don't value casters more than warlords—if we could hire them through the magic kingdom, we would, but the only reason we have so many casters is because we're able to reach them." 


(to Spike)  "That's... a perfectly good point. I'm glad I have you to ground out my more shocking tendencies, Spike. In the future, I'll strive to loop you in on everything I do that might be a little sneaky or underhanded, and feel free to go out of your way to remind me. I don't know what I'd do without you."  
meowcats734
+1 to all.
_Wiz_
(Ok refinements of refinements)

(to Dee)

  "Dee that’s amazing. Congratulations on making adept! You’re starting to make me look like a slacker! Novice in Shockamancy and Adept in croakamancy already, I certainly made the right choice for my chief caster!”  Harley praises.  ” I bet your exhausted. Introduce me to our new Lich and then you can get some well earned rest”  Harley suggests.

 ”He’s intelligent right? And he can speak?”  Harley questions as she carefully inspects the unit.  ”Does he have a name? If not I suggest Rattikus.”  Harley comments.

 ”Welcome to the side!”  Harley then declares with a wide smile as she turns to face the lich.  ”We are certainly glad to have you and I hope you can lighten the load on poor Dee here.”  Harley declares still smiling.  ”To that end we are going to have to level you up quickly. Dee do you know if he can use scrolls and wands?”  Harley then asks.  ”Also he’s a command unit, does he provide a leadership bonus to uncroaked?”  she questions.


(to Herring)

  "Yes, we'd like to talk with and have an NDA with Keno!"  Harley replied politely.


(to Keno)

  "Hi! I'm Harley. I’m not sure how much Herring has told you but we plan on making an attempt at taming a blue Dwagon. Would you enlighten us on what you propose to cast to boost the intended taming attempt, and if it would help and you can drain some luckamancy from a few taming attempts in order to boost another later this turn?"  Harley questions.

(To Anna)

 ”This was supplied by the Woodsy elves, we’ve now got a trade arrangement set up with them”  Harley explains.

 ”As a craftswoman what would you value the masterwork wood and the dark wood as being worth. The Woodsy elves seem to have a supply and are willing to trade though I wasn’t certain what would be a fair price”  Harley asks.

 ”Another work of art Anna, though I must admit  I’m a little disappointed that this beauty is destined to go back to the Woodsy elves”  Harley reveals.  ”What do you think you could have done with it if you had used extra juice?”  Harley then asks.

 "Anna, while I have you here I'm sure Herring already told you, but I'd like you to hear it from me directly."

"It was very much appreciated when you offered to take 1 Ration in place of a Rand for each of those past turns, but we think your time, and juice, is precious, and should be recompensed fully, and the ration we gift you at each turn start is exactly that: a gift - you are worthy of it simply by existing."

"Thank you Anna."  She finishes solemnly

Harley then quickly perks up.  ”With that said have you given any more thought to working with Arkum long term? I know that now that Dee has joined the side she’s flourishing. Did you hear she has already made Adept in croakamancy and Novice in Shockamancy. We’d like to be able to do the same for you.”  Harley offers.


(to DShot)

 ”I’m touched that they’re so proud of me”  Harley replies with a wave of the hand at the mention that her troops had been bragging about her.

 ”Oh yes we’re very open to working with barbarians particularly ones in need of support or somewhere safe to call home”  Harley responds. Harley then nods.  ”Yes we do hire  quite a few, casters. While we have the funds to do so we like to take advantage of being able to quickly build up the side so if there is ever a point where we don’t have access to the magic kingdom or the necessary funds we will be in a good position to be able to thrive on our own”  Harley explains.  ”While there are a lot of contractors that we work with there are only a couple that are practically part of the side such as Herring and Anna”  Harley then clarifies.

 "Oh, not at all—I figured since you'd already met our warlords last turn, you didn't need me telling you too much about them but I am more than happy to go in to detail.

Warlords are the backbone of any side, this one included, you can have a side without casters, but you certainly can't survive without warlords. The ability to meaningfully reshuffle stacks, and withdraw without provoking is literally the difference between Life and Croaking in battle. The ability to manage cities and Farms is exactly the difference between Striving or Starving.

Spike's our Chief Warlord and our most trusted and loyal unit. He was actually promoted up from the ranks back when Arkum only had infantry. While he is powerful in battle, fearless, strong and brave. It is his unending support and guidance that I appreciate the most along with his ability to lead large scale battles. He is the voice of reason and half of why Arkum stands to this day; they're all croaked now, but several stacks of barbarians tried to conquer Arkum many turns ago, and it was only thanks to Spike and Krippen's battling on the front lines that we became the side you see today.

Bill used to be a courtier, but in that very same battle he earnt a rare automatic promotion to warlord. I guess with his Farmer special he's also our unofficial head of agriculture, he made the farm you met him on the productive and well-defended steadhold that has been the backbone of our economy. He is without a question the reason why we *can* hire so many casters, while still feeding all our Heavy's and Knights *and thus* have such a force while still upgrading our cities regularly. Due to earning his upgrade defending the city, his second speciality is in defence. He can defend a city or a resource site as though he were a higher level warlord then  he actually is.

Krippen as you have said is the captain of our knights and he has some rather unique talents.  He is our highest level warlord along with Spike and he specialises in taking down high threat targets. His other talent is capturing enemy units alive, an ability we take great advantage of inorder to be able to grow our feral forces.

We don't value casters more than warlords—if we could hire them through the magic kingdom, we would, but the only reason we have so many casters is because we're able to reach them. We certainly need more good warlords, particularly ones like yourself who are skilled at keeping their stack mates from croaking"  Harley declares.

 ”Now you have let me talk on and on about Arkum, which I am happy to do but I would like to hear a little about yourself and what you dan do”  Harley then asks.


(to Spike)

 ”You are right, I never should have taken advantage of Carrions trust like that. It was a stupid thing to do, I don’t know what I was thinking. I will not do anything like that again…”  Harley declares seriously.
WurmD
*nod* +1

______
meowcats734
+2 to all!
Cyphermancer
[QUOTE=_Wiz_;25860625](Ok refinements of refinements)

(to Dee)

  "Dee that’s amazing. Congratulations on making adept! You’re starting to make me look like a slacker! Novice in Shockamancy and Adept in croakamancy already, I certainly made the right choice for my chief caster!”  Harley praises.  ” I bet your exhausted. Introduce me to our new Lich and then you can get some well earned rest”  Harley suggests.

 ”He’s intelligent right? And he can speak?”  Harley questions as she carefully inspects the unit.  ”Does he have a name? If not I suggest Rattikus.”  Harley comments.


 I think I will after, the meeting with the lich and Keno. Maybe take some time in the magic kingdom, see some old friends. He is intelligent, but lacked a name until you spoke it.   
 ”Welcome to the side!”  Harley then declares with a wide smile as she turns to face the lich.  ”We are certainly glad to have you and I hope you can lighten the load on poor Dee here.”  Harley declares still smiling.  ”To that end we are going to have to level you up quickly. Dee do you know if he can use scrolls and wands?”  Harley then asks.  ”Also he’s a command unit, does he provide a leadership bonus to uncroaked?”  she questions.

The ratman approches, dee seems to have found him some pants somewhere. He is clearly uncroaked, but lacks the smell and mostly rotted appearance of most uncroaked. when he speaks his voice is raspy and soft.

Rattikus

 Greeting my queen, Thank you for bringing to life, well a half life anyway. I will indeed work to help my mistress, in anyway I can. I can use scroll and wand. While I can lead troops I don't grant them a bonus and I dont gain a bonus from Mistress Dee. Perhaps between the two of us we could research a spell to give me a leadership bonus?  


(to Herring)

  "Yes, we'd like to talk with and have an NDA with Keno!"  Harley replied politely.

-1 NDA
hand over the contract for Harley to sign

 Please grant Keno a NAP after she sign the NDA 

herring will then leave to bring the caster in.


(to Keno)

  "Hi! I'm Harley. I’m not sure how much Herring has told you but we plan on making an attempt at taming a blue Dwagon. Would you enlighten us on what you propose to cast to boost the intended taming attempt, and if it would help and you can drain some luckamancy from a few taming attempts in order to boost another later this turn?"  Harley questions.


A woman with long Red hair, wearing a yellow sun dress with green highlights enters the room with Herring behind her.

She will flash Harley a winning smile.

 Well, Herring you were not kidding about how much she would ask about my art. Nice to talk with someone who understands a bit. Well we have a few options. I could give a general buff, this would increase the tame attempt, but the real thing is we need to dissuade the dwagon from attack before a tame attempt is made. I could give a buff to both of those while a huge bonus it will increase the odd of success. The other option I buff both of those same odd, but incur a penalty to your side. I cant focus where the luck will go bad however. The fates are tricky like that, but it will be important to the side. Both options will cost four rands. If you dont want to hire me that is fine as well, but I will still charge you one rand for my time.  

(To Anna)

 ”This was supplied by the Woodsy elves, we’ve now got a trade arrangement set up with them”  Harley explains.

 ”As a craftswoman what would you value the masterwork wood and the dark wood as being worth. The Woodsy elves seem to have a supply and are willing to trade though I wasn’t certain what would be a fair price”  Harley asks.

 ”Another work of art Anna, though I must admit  I’m a little disappointed that this beauty is destined to go back to the Woodsy elves”  Harley reveals.  ”What do you think you could have done with it if you had used extra juice?”  Harley then asks.

 "Anna, while I have you here I'm sure Herring already told you, but I'd like you to hear it from me directly."

"It was very much appreciated when you offered to take 1 Ration in place of a Rand for each of those past turns, but we think your time, and juice, is precious, and should be recompensed fully, and the ration we gift you at each turn start is exactly that: a gift - you are worthy of it simply by existing."

"Thank you Anna."  She finishes solemnly

Harley then quickly perks up.  ”With that said have you given any more thought to working with Arkum long term? I know that now that Dee has joined the side she’s flourishing. Did you hear she has already made Adept in croakamancy and Novice in Shockamancy. We’d like to be able to do the same for you.”  Harley offers.


 Well its hard to judge a crafting material. Basic MC quality material can be made in the Mk about a hundred juice and a basic piece of material. So maybe two rands. Stuff like that dark wood thats a whole different story. Something like that maybe eight rands or more. Its hard to judge without exploring the material in depth. I thank you for the upkeep Harley, and the increased pay. I'm happy for Dee she is a good fit here, but honestly not sure I will take that leap with you. I'm happy where I am, but if that changes I will let you know. 


(to DShot)

 ”I’m touched that they’re so proud of me”  Harley replies with a wave of the hand at the mention that her troops had been bragging about her.

 ”Oh yes we’re very open to working with barbarians particularly ones in need of support or somewhere safe to call home”  Harley responds. Harley then nods.  ”Yes we do hire  quite a few, casters. While we have the funds to do so we like to take advantage of being able to quickly build up the side so if there is ever a point where we don’t have access to the magic kingdom or the necessary funds we will be in a good position to be able to thrive on our own”  Harley explains.  ”While there are a lot of contractors that we work with there are only a couple that are practically part of the side such as Herring and Anna”  Harley then clarifies.

 "Oh, not at all—I figured since you'd already met our warlords last turn, you didn't need me telling you too much about them but I am more than happy to go in to detail.

Warlords are the backbone of any side, this one included, you can have a side without casters, but you certainly can't survive without warlords. The ability to meaningfully reshuffle stacks, and withdraw without provoking is literally the difference between Life and Croaking in battle. The ability to manage cities and Farms is exactly the difference between Striving or Starving.

Spike's our Chief Warlord and our most trusted and loyal unit. He was actually promoted up from the ranks back when Arkum only had infantry. While he is powerful in battle, fearless, strong and brave. It is his unending support and guidance that I appreciate the most along with his ability to lead large scale battles. He is the voice of reason and half of why Arkum stands to this day; they're all croaked now, but several stacks of barbarians tried to conquer Arkum many turns ago, and it was only thanks to Spike and Krippen's battling on the front lines that we became the side you see today.

Bill used to be a courtier, but in that very same battle he earnt a rare automatic promotion to warlord. I guess with his Farmer special he's also our unofficial head of agriculture, he made the farm you met him on the productive and well-defended steadhold that has been the backbone of our economy. He is without a question the reason why we *can* hire so many casters, while still feeding all our Heavy's and Knights *and thus* have such a force while still upgrading our cities regularly. Due to earning his upgrade defending the city, his second speciality is in defence. He can defend a city or a resource site as though he were a higher level warlord then  he actually is.

Krippen as you have said is the captain of our knights and he has some rather unique talents.  He is our highest level warlord along with Spike and he specialises in taking down high threat targets. His other talent is capturing enemy units alive, an ability we take great advantage of inorder to be able to grow our feral forces.

We don't value casters more than warlords—if we could hire them through the magic kingdom, we would, but the only reason we have so many casters is because we're able to reach them. We certainly need more good warlords, particularly ones like yourself who are skilled at keeping their stack mates from croaking"  Harley declares.

Dshot doesn't look entirely convinced but seems happy enough

 ”Now you have let me talk on and on about Arkum, which I am happy to do but I would like to hear a little about yourself and what you dan do”  Harley then asks.

 I understand still think its a bit strange not to brag how your warlord have saved and valued by your side when your trying to hire another warlord. Until I prompted you.

As for my self and my troops. I'm level two close to level three. All of my troops are level one, but close to leveling up as well. I have the archery special, but also have the precise shot special. It give me a bonus to hit and I can bypass one screen with my shot. I can use it twice a turn right now. 


(to Spike)

 ”You are right, I never should have taken advantage of Carrions trust like that. It was a stupid thing to do, I don’t know what I was thinking. I will not do anything like that again…”  Harley declares seriously.

Spike give Harley a warm smile

 Harley Erfworld is rough, being sneaky and underhanded is fine too. But pick your targets better. Losing Carrion would be bad, but do you think he would keep it to himself. If we screwed him over? I highly doubt it.  
WurmD
 Keno 
 "So going to try tame something else where you would make us fail, or going to fight a lone feral where you would make us miss, to then boost the Dwagon taming attempt is not something desirable or doable?" 
 Dee/Rattikus 
Harley nods looking pleased  "We'll see"  and privately thinks he won't lower Dee's burden at all, but instead increase it by putting his Juice in the tower, as it would be wasteful to have him uncroak and produce super short lived Uncroaked in comparison to what Dee can now produce being Adept

 Anna 
Harley nods and changes gears

Shadow with her Dittoing bow and a Worker Antz then approach at Harley's mental nudge, and Harley begins anew

 "Well, next turn you'll have your pick of interesting projects"  Harley says with an excited smile  "Either attempting to duplicate this beautiful Dittoing bow"  as she gestures Shadow to allow Anna to handle it,  "or attempting to make some sort of shovel that imparts the Tunneler special of this little fella here"  she says patting the Worker Antz fondly  "Think about it and let us know, thank you so much for today"  ^_^


As Anna leaves, Meta arrives

 "Greetings"  Harley says with a nod  "Just self Juice this turn, have fun"  she prods with a smile gesturing outside to where the Mega Wagon in construction stands
meowcats734
+1 to Keno, not so sure about rattikus since I want to at least play around with weird flesh but +1 to the dialogue. +1 to Anna/Meta, I guess? I'm not sure why we want a tunneler shovel but I don't see why not, so fi you want it go crazy
_Wiz_
+1 to Keno though I may add to it when I get a chance

HOLD on Dee / Rattikus that came across as insulting to me.

HOLD on Anna, the ditto shot bow required twin horn horns to make. And the tunneller shovel sounds like an investment that could be better spent elsewhere. What’s its purpose? Why do we need to dig a tunnel? I’d rather have tools made for Bob or a wide range of other equipment.
meowcats734
Y'know, we could start looking into hot air balloon tech with shockamancy/changeamancy teamups.
Cyphermancer
Harley
"So going to try tame something else where you would make us fail, or going to fight a lone feral where you would make us miss, to then boost the Dwagon taming attempt is not something desirable or doable?"

Keno

  what you are talking about is possible, but it's something sided or a more knowledgeable luckamancer can do I belive. I could do something If I could see both parties, but it would be an active effect. So while im boosting the tame attempt, I could tank something from another party. Sorry, but doing something remotely like that is currently outside of my skill set.  
meowcats734
(to Keno)  "I have quite a lot of defensive abilities that I think can stand up to even a blue dwagon for four or five rounds—perhaps if I tank a few of its hits, then demonstrate that I  could  hurt it without actually doing so, with a little bit of luckamancy on my side it could give the dwagon pause and confuse it long enough for me to get that tame attempt? If so, I think the minor buff to both the tame attempt and getting a tame attempt in the first place is what I want." 
_Wiz_
(To Dee)

 "Well you certainly deserve a good rest Dee..."  Harley comments with a smile.

(To Rattikus)

 "Hmmm that just might be worth researching, particularly if non-croakmancer casters such as myself could benefit from the spell aswell..."  Harley thinks to herself idly.  "I certainly want you to start casting this turn and gaining experience but we might wait until after master Carrion has been so that we can see what we have got left to work with"  Harley then adds.

(To Keno)

 "Hmmm if we went with option two this negative luckamancy that would effect the side would it only be limited to this turn or would it persist across turns? If it is just for one turn then we could make sure we only use uncroaked in the field for one turn so that if anyone suffers backlash it will most likely be the uncroaked..."  Harley reasons with a thoughtful look as she looks to Keno for confirmation.

(To Anna)

 "Thanks Anna, that guidance really helps. Do you think you would be able to make bows that have a different effect other than poison arrows when using the dark wood?"  Harley then asks.

Harley then pouts slightly before smiling.  "Thats fine Anna, just know that there will always be a place for you here even if it is just for you to crash for a turn or two when you need a break from the magic kingdom"  Harley comments.


(To Dshot)

Harley grins slightly.  "I prefer to speak with actions rather than words, stick around for a few turns and you'll see how much I value my warlords"  Harley replies.  "How about this, how about I give you a similiar deal to what I gave Krippen the first time I met him. You'll stay in Arkum and assist with city defence if required and in return Arkum shall cover the cost of you and your stack's upkeep. If you choose to partake in any field work such as hunting ferals while staying here Arkum will also pay you a danger bonus for field work"  Harley offers.

 "Now your bow is it enchanted?" Looks like your stack could do with a little equipment upgrade"  Harley comments.


(I still want to find this Swamp City I suggest we send Pudgy C22A down to 00,13 (via the orange line I have drawn on the map)
meowcats734
+1 to all, although I'm not quite sure why we're asking about the dark wood; is it something we're planning on getting more of?
WurmD
HOLD on the Pudgie movement, we can do better

+1 to rest, albeit I also don't understand the Anna speech
_Wiz_
(The Woodsy have mentioned wanting to sell us crafting materials so it is something we could potentially get hold of if we wanted to. Just trying to find out if it would be worth our time doing so)
Cyphermancer
[QUOTE=_Wiz_;25862798](To Dee)

 "Well you certainly deserve a good rest Dee..."  Harley comments with a smile.


Dee will smile and depart.

(To Rattikus)

 "Hmmm that just might be worth researching, particularly if non-croakmancer casters such as myself could benefit from the spell aswell..."  Harley thinks to herself idly.  "I certainly want you to start casting this turn and gaining experience but we might wait until after master Carrion has been so that we can see what we have got left to work with"  Harley then adds.

Rattikus will bow to Harley

  Of course your majesty I will do all I can for you and the side 

(To Keno)

 "Hmmm if we went with option two this negative luckamancy that would effect the side would it only be limited to this turn or would it persist across turns? If it is just for one turn then we could make sure we only use uncroaked in the field for one turn so that if anyone suffers backlash it will most likely be the uncroaked..."  Harley reasons with a thoughtful look as she looks to Keno for confirmation.

Keno doesn't answer right away, seeming to ponder the question. Before answering
[ b]That I am unsure of. The way the backlash works it latches onto a subject. It could disappear at the end of turn or it could persist. But if I had to bet I would say it would persist until used up.[/b]

(To Anna)

 "Thanks Anna, that guidance really helps. Do you think you would be able to make bows that have a different effect other than poison arrows when using the dark wood?"  Harley then asks.


  I'm not sure, boosting the stealth of a target might be possible. I think If I made arrow from this wood they could disappear in shadows. However I'm guessing. So no real way to tell 

Harley then pouts slightly before smiling.  "Thats fine Anna, just know that there will always be a place for you here even if it is just for you to crash for a turn or two when you need a break from the magic kingdom"  Harley comments.

Anna will  nodd

  Thank you, Harley 




(To Dshot)

Harley grins slightly.  "I prefer to speak with actions rather than words, stick around for a few turns and you'll see how much I value my warlords"  Harley replies.  "How about this, how about I give you a similiar deal to what I gave Krippen the first time I met him. You'll stay in Arkum and assist with city defence if required and in return Arkum shall cover the cost of you and your stack's upkeep. If you choose to partake in any field work such as hunting ferals while staying here Arkum will also pay you a danger bonus for field work"  Harley offers.

 "Now your bow is it enchanted?" Looks like your stack could do with a little equipment upgrade"  Harley comments.


  that sounds like a deal I could accept, at least for a while. I have a few conditions. One I like my current stack and way we fight. My pikers form a defense screen and me and my archers just plug away. I would want to keep that set up and just stack with my troops. 2nd if hired a portion of the loot from the battle field. As for an enchanted bow yes, I could take that in lue of payment. How much is this hazard pay. 
WurmD
 Keno 
 "Thank you for your patience caster Keno, we will then take the first option, a smaller bonus for no backlash. Let me confer with my Chiefs to figure out who shall be the tamer this turn."  Harley requests


 Dshot 
 "Krippen initially asked for 250 shmuckers, or part of the loot loot and popped units, as well as replacing lost units. In alternative to 250 shmuckers, or part of the loot loot and popped units, I can also provide 2 Rands, which pays for the promotion of a lvl1 infantry to Knight."  Harley proposes with a nod and a smile with raised brows as in 'Looking good yeah?'


Cyper, confirmation please:
Spike's out of hex bonus (1/3 rounded up) is now +2, correct? (the same as in-hex 1/2 rounded up)


 Herring 
 "Herring, could you get us the box? We need it to move out next"  Harley asks politely


 Krippen 
"Dearest Krippen, want to try subdue some Boars, tame some Deer, and croak some Woofs, while taking Bob along?" Harley asks, slightly saddened by her thoughtlessness last turn, but hoping to rebuild the relation through time and hires

 "You'll have your pick from the Magical Armoury and a Heavy Mount for the Woofs"  Harley mentions


 Starting run: 
 
 Subdue some boars 
Krippen
Champion Razor
Krippen's Champion Jab
Foreman Bob
Knight Sniper C19A (Robin)
Krippen's Sniper Bolt
Krippen's Sniper Shaft
Krippen's Sniper Storm
get whole Magical Armoury into box,  in particular get a hat and borrow all critical helms and defensive gear,  
 "Dee, would you borrow your Cloak to Krippen for this outing?" 
and board Wagon C14
&lt;gear assigned&gt;

Pudgie C22A
Heavy Doe Deer A
board Wagon C17

Hobby Horse T15B -5.5 Move to 06.04
Hobby Horse T16A -5.5 Move to 06.04
Uncroaked Hobby Horse B -5.5 Move to 06.04
Uncroaked Hobby Horse E -5.5 Move to 06.04
pull wagons to 06.04

Krippen (f) -1 Move to 07.04
Champion Razor (f) -1 Move to 07.04
Krippen's Champion Jab (f) -1 Move to 07.04
Foreman Bob (m) -1 Move to 07.04
Knight Sniper C19A Robin (b) -1 Move to 07.04
Krippen's Sniper Bolt (b) -1 Move to 07.04
Krippen's Sniper Shaft (b) -1 Move to 07.04
Krippen's Sniper Storm (b) -1 Move to 07.04
and Subdue at least 1 Boar, suggestion to Krippen:
Round 1, 7 arrows on 2 Boars, 1 arrow on Krippen's boar, Champion's and Bob total defense, Krippen subdual slap on Boar
Round 2, If lucky/unlucky and a boar survives the arrows, don't shoot it, and Krippen subdual slap it

 Bring back boars 
Take prisoner the unconscious Boars,
put croaked bodies into Box
Krippen -1 Move to 06.04
Champion Razor -1 Move to 06.04
Krippen's Champion Jab -1 Move to 06.04
Foreman Bob -1 Move to 06.04
Knight Sniper C19A Robin -1 Move to 06.04
Krippen's Sniper Bolt -1 Move to 06.04
Krippen's Sniper Shaft -1 Move to 06.04
Krippen's Sniper Storm -1 Move to 06.04
carrying prisoners in pairs such as not to be encumbered, and put onto Wagon C17

Hobby Horse T15B -2 Move to 06.04
Hobby Horse T16A -2 Move to 06.04
Uncroaked Hobby Horse B -2 Move to 06.04
Uncroaked Hobby Horse E -2 Move to 06.04
pull wagons to 04.05

Stack forages 4 Light Forest hexes


 Pudgie scouts 
 
Pudgie C22A -9 Move to 00.12


 Tame some Deer 
 
Heavy Doe Deer A hitched to Wagon C14
Heavy Doe Deer A -6 Move to -01.08

Stack forages 4 Heavy Forest hexes

Krippen and Bob to carefully approach Deer, Bob to try and tame with Wild Rations, always leaving 2 Wild Rations per Deer for Krippen to do it if Bob is failing

Re-plan after that
meowcats734
I'll be honest, my head spins a little at all those move orders, but I can +1 the dialogue.

EDIT:

Looked at move orders a little, didn't go through and verify all of them but they seem fine. +1?
Cyphermancer
Just doing finishing up your many many ongoing conversations.


Keno
"Thank you for your patience caster Keno, we will then take the first option, a smaller bonus for no backlash. Let me confer with my Chiefs to figure out who shall be the tamer this turn." Harley requests


  Of course your majesty let me know who will be in lucks favor 


Dshot
"Krippen initially asked for 250 shmuckers, or part of the loot loot and popped units, as well as replacing lost units. In alternative to 250 shmuckers, or part of the loot loot and popped units, I can also provide 2 Rands, which pays for the promotion of a lvl1 infantry to Knight." Harley proposes with a nod and a smile with raised brows as in 'Looking good yeah?'


[B] I'm not to sure on how much two rands with worth, but upgrading my archers sounds worthwhile to me. How about this 250 shmuckers and a travel ration per hire or two rands and a percentage of the loot lets say percentage equal to the the number of full allied stacks in the hex. ( so four stacks including d shots 25% of the loot?)

Cyper, confirmation please:
Spike's out of hex bonus (1/3 rounded up) is now +2, correct? (the same as in-hex 1/2 rounded up)


That doesn't seem right to me. Let me think on it. I feel like it should be less than if spikes in the hex.

So +2 in hex +1 out of hex. But at level 5 it will be +3 and +2. We will go with that for now.

Herring
"Herring, could you get us the box? We need it to move out next" Harley asks politely

-25 rands

+1 storage box


Krippen
"Dearest Krippen, want to try subdue some Boars, tame some Deer, and croak some Woofs, while taking Bob along?" Harley asks, slightly saddened by her thoughtlessness last turn, but hoping to rebuild the relation through time and hires

"You'll have your pick from the Magical Armoury and a Heavy Mount for the Woofs" Harley mentions

" I'm up for a hire how loot and maybe a mount for my stack? Also why am I bringing Bob. He has no place in combat?"
WurmD
 "That is fine"  she answers to his price  "Leveling Bob is a the current side priority, it would be your mission to keep him safe and allow him to try and tame the Deer"  she then clarifies
_Wiz_
(Was it not agreed that Spike would now be the one attempting to make the Dwagon taming attempt once he has been suitably buffed up?)

-1 to borrowing Dee’s cloak. One of the conditions of recruiting her was that her personal equipment remains her own. Besides she’s currently taking a well earned break in the magic kingdom.

Krippen has a full stack for a reason, he likes to fight with his full stack.

You mention Woofs in the conversation with Krippen but I don’t see that in your plan.

Let’s try not to shuffle round too much equipment so Cyper doesn’t have to constantly update stat blocks. Critical helms should be fine as they don’t change a unit’s stats. Also not stated but Krippen should bring some herbs along with him.

 To Dshot 
 ”Hmmm that price sounds like something we could work with”  Harley agrees with a nod.  ”We will try to find you a suitable target this turn so we can test out how well we work together”  Harley adds.

 ”Now back to to your bow. Is it only crossbows you use or would you be willing to use a regular bow?”  Harley then asks as she has the regular  +1 bow that Anna had just made brought out.  ”We could call it a loan for now…”  she suggests as she holds out the bow.  ”Also would you be willing to trial something that I have been considering implementing for the entire side for a while now?”  she asks as she has the four shields and short spears brought out.  ”Given your tactics in battle I believe these would work perfectly for your stack!”  Harley declares enthusiastically.

 To Krippen 
 ”Hmmm a mount is more expensive but since you gave us a couple of free turns it only seems fair we return the favour. Sure it’s a deal. “  Harley replies with a grin.  ”Now the mount can’t be a Pondsea for obvious reasons. Other than that  you are free to pick what suits you best?”  Harley then offers.

 ”We had hoped to level Bob up through relatively safe combat so that he can make more use of his Foreman special however I can understand if you don’t wish to compromise your stack”  Harley explains
WurmD
+1 to Dshot and Krippen


In a later moment, in private with Dee

 "Dee, upon joining the side we agreed that your equipment is your own. Now that you're part of the side, do you feel Duty to borrow your cloak to other commanders in turns you're not to see field action?"

"This is a genuine curiosity on my part, I wouldn't Order you to, and if the commander was Krippen, I don't think he would even accept it unless *you* had the initiative to offer" 
Cyphermancer
To Dshot

”Hmmm that price sounds like something we could work with” Harley agrees with a nod. ”We will try to find you a suitable target this turn so we can test out how well we work together” Harley adds.

”Now back to to your bow. Is it only crossbows you use or would you be willing to use a regular bow?” Harley then asks as she has the regular +1 bow that Anna had just made brought out. ”We could call it a loan for now…” she suggests as she holds out the bow. ”Also would you be willing to trial something that I have been considering implementing for the entire side for a while now?” she asks as she has the four shields and short spears brought out. ”Given your tactics in battle I believe these would work perfectly for your stack!” Harley declares enthusiastically.


Dshot will pick up the bow give in a few test pull, before drawing an arrow and looking around not seeing a target he slowly releases the shot. Seeing shields and short spears. He will nod.

 While I prefer my cross bow, The boost to my combat and damage more than make up for it. More than make up for it and those shield are exactly what my piker need! Glad we can come to an agreement. So what we hitting this turn. 

To Krippen

”Hmmm a mount is more expensive but since you gave us a couple of free turns it only seems fair we return the favour. Sure it’s a deal. “ Harley replies with a grin. ”Now the mount can’t be a Pondsea for obvious reasons. Other than that you are free to pick what suits you best?” Harley then offers.

”We had hoped to level Bob up through relatively safe combat so that he can make more use of his Foreman special however I can understand if you don’t wish to compromise your stack” Harley explains

 I was thinking of taking one of the doe deer that I tame this turn, just turn it to me and having bob try and tame the other one. Looking at what you are sending me with, do you want Bob on the front line? 
WurmD
 Dshot 
 "How about these small bears"  she proposes pointing at the map  "with herbs for healing, and then perhaps join up with another stack to also hit the birds?" 
 Krippen 
 "To make it relatively safe, I'd think he'd have to be in the middle, no?"  she tentatively hedges

Krippen (f)
Champion Razor (f)
Krippen's Champion Jab (f)
Foreman Bob (m)
Knight Sniper C19A Robin (b)
Krippen's Sniper Bolt (b)
Krippen's Sniper Shaft (b)
Krippen's Sniper Storm (b)



In a later moment, in private with Dee

 "Dee, upon joining the side we agreed that your equipment is your own. Now that you're part of the side, do you feel Duty to borrow your cloak to other commanders in turns you're not to see field action?"

"This is a genuine curiosity on my part, I wouldn't Order you to, and if the commander was Krippen, I don't think he would even accept it unless *you* had the initiative to offer" 



As Anna leaves, Meta arrives

 "Greetings"  Harley says with a nod  "Just self Juice this turn, have fun"  she prods with a smile gesturing outside to where the Mega Wagon in construction stands
Cyphermancer
Titanic retcon: Sniper knights will now be known as rain-bow knights.
Cyphermancer
 Starting run: 
 
 Subdue some boars 
Krippen
Champion Razor
Krippen's Champion Jab
Foreman Bob
Rain-bow knight C19A (Robin)
Krippen's Rain-bow knight Bolt
Krippen's Rain-bow knight Shaft
Krippen's Rain-bow knight Storm
get whole Magical Armoury into box,  in particular get a hat and borrow all critical helms and defensive gear,  
 "Dee, would you borrow your Cloak to Krippen for this outing?" 
and board Wagon C14
&lt;gear assigned&gt;

Pudgie C22A
Heavy Doe Deer A
board Wagon C17

Hobby Horse T15B -5.5 Move to 06.04
Hobby Horse T16A -5.5 Move to 06.04
Uncroaked Hobby Horse B -5.5 Move to 06.04
Uncroaked Hobby Horse E -5.5 Move to 06.04
pull wagons to 06.04

Krippen (f) -1 Move to 07.04
Champion Razor (f) -1 Move to 07.04
Krippen's Champion Jab (f) -1 Move to 07.04
Foreman Bob (m) -1 Move to 07.04
Knight Sniper C19A Robin (b) -1 Move to 07.04
Krippen's Sniper Bolt (b) -1 Move to 07.04
Krippen's Sniper Shaft (b) -1 Move to 07.04
Krippen's Sniper Storm (b) -1 Move to 07.04
and Subdue at least 1 Boar, suggestion to Krippen:
Round 1, 7 arrows on 2 Boars, 1 arrow on Krippen's boar, Champion's and Bob total defense, Krippen subdual slap on Boar
Round 2, If lucky/unlucky and a boar survives the arrows, don't shoot it, and Krippen subdual slap it

 Bring back boars 
Take prisoner the unconscious Boars,
put croaked bodies into Box
Krippen -1 Move to 06.04
Champion Razor -1 Move to 06.04
Krippen's Champion Jab -1 Move to 06.04
Foreman Bob -1 Move to 06.04
Knight Sniper C19A Robin -1 Move to 06.04
Krippen's Sniper Bolt -1 Move to 06.04
Krippen's Sniper Shaft -1 Move to 06.04
Krippen's Sniper Storm -1 Move to 06.04
carrying prisoners in pairs such as not to be encumbered, and put onto Wagon C17

Hobby Horse T15B -2 Move to 06.04
Hobby Horse T16A -2 Move to 06.04
Uncroaked Hobby Horse B -2 Move to 06.04
Uncroaked Hobby Horse E -2 Move to 06.04
pull wagons to 04.05

Stack forages 4 Light Forest hexes


 Pudgie scouts 
 
Pudgie C22A -9 Move to 00.12


 Tame some Deer 
 
Heavy Doe Deer A hitched to Wagon C14
Heavy Doe Deer A -6 Move to -01.08

Stack forages 4 Heavy Forest hexes

Krippen and Bob to carefully approach Deer, Bob to try and tame with Wild Rations, always leaving 2 Wild Rations per Deer for Krippen to do it if Bob is failing

Re-plan after that





I follow most of this at the end of these long and complex move order can a total of the move used for each unit be placed at the bottom. That way i dont have to try and adjust it several times

 
 Spoiler: move totals 


example

Piker R: 4 move used
Archer D 3 move used
ect
 


Krippen head out with the troops under his command. As you feel your troops approach the Winstrum army. Instead of going through the 05.02 you feel your troops go south into 04.03 and onto 05.03 before continuing the route. Harley feels her troops enter 07.04. After a brief battle. Harley feels a single prisoner taken for her side. With an upkeep of 35. None of Harley troops are injured in the fight.

Pudgie C22A takes off spotting no enemies along the wagons route. It then heads into the swamp spotting no new enemies along its route. In hex 00.11 it sees no sign of the scout and no enemies. Finding nothing but swamps as far as it can see. Krippens stack continues on with the Heavy deer moving through the forest.

It isnt long before Harley feels a new doe Deer join her side.

(Doe deer added to the side doc. Has 7 move remaining.)

Notes:

Wagon C17 is still in the field. With two hobbies and two uncroaked hobbies guarding your prisoner.
Because Krippen is in command. Your not getting details on the fight or how many rations you have found/used.]
Harley did see her plan for the boars go off almost to the letter. One boar was croaked in round one with the following croaked in round two. Krippen kicking the boar down. She also saw Krippen find two wild rations before the Pudgie headed off on its scout run.

move updated
WurmD
Harley jots down and sends to Krippen

  'Success? Both Deer are tamed? Also, standby for Pudgie scouting and showing you what it sees'  


 Foraging run and return Deer and Wagons to Capital 
Harley seeks Shadow out "Shadow, Krippen and Bob tamed the 2 Deer, would you send 2 Shadies to collect them, and do some foraging in the way?"  Harley asks politely gesturing at the route in the map
 

Heavy Woof A collects Shady Elf C11A and Shady Elf C11B by Wagon T2 and takes them 03.02 and returns to Farm (-8.5 Move)
Wagon T2 (Moved to Farm)

Shady Elf C11A and Shady Elf C11B go separately to meet up with Krippen in -01.08 and forage 9 Light Forest hexes and 1 Heavy Forest hex along the way
Shady Elf C11A and Shady Elf C11B mount Doe Deer T22A and Doe Deer T22B and go to Wagon C14 foraging 5 Heavy Forest hexes along the way

Wagon C14 (moved to Capital)
with
Shady Elf C11A (moved to Capital)
Shady Elf C11B (moved to Capital)
Boar prisoner  (moved to Capital)
Doe Deer T22A (moved to Capital)
Doe Deer T22B (moved to Capital)
pulled by
Hobby Horse T15B (-5.5 Move to Capital)
Hobby Horse T16A (-5.5 Move to Capital)
foraging the last unforaged Light Forest hex on the way

Uncroaked Hobby Horse B (-5.5 Move to Capital)
Uncroaked Hobby Horse E (-5.5 Move to Capital)
collect
Wagon T2 (moved to Capital)
and return to Capital

 
 Spoiler: Final status 

Heavy Woof A (3.5 Move, in Farm)
Wagon T2 (in Capital)
Shady Elf C11A (0 Move, in Capital)
Shady Elf C11B (0 Move, in Capital)
Doe Deer T22A (0 Move, in Capital)
Doe Deer T22B (0 Move, in Capital)
Wagon C14 (in Capital)
Boar prisoner (in Capital)
Hobby Horse T15B (3 Move, in Capital)
Hobby Horse T16A (3 Move, in Capital)
Uncroaked Hobby Horse B (3 Move, in Capital)
Uncroaked Hobby Horse E (3 Move, in Capital)
Wagon T2 (in Capital)

10 Light Forest hexes foraged
6 Heavy Forest hexes foraged
 

 Pudgies scouts some more transmitting to Krippen, pauses if finds structure 
 
_Wiz_
+1 let’s find that swampy city!
Cyphermancer
[QUOTE=WurmD;25867719]Harley jots down and sends to Krippen



 Foraging run and return Deer and Wagons to Capital 
Harley seeks Shadow out "Shadow, Krippen and Bob tamed the 2 Deer, would you send 2 Shadies to collect them, and do some foraging in the way?"  Harley asks politely gesturing at the route in the map
 

Heavy Woof A collects Shady Elf C11A and Shady Elf C11B by Wagon T2 and takes them 03.02 and returns to Farm (-8.5 Move)
Wagon T2 (Moved to Farm)

Shady Elf C11A and Shady Elf C11B go separately to meet up with Krippen in -01.08 and forage 9 Light Forest hexes and 1 Heavy Forest hex along the way
Shady Elf C11A and Shady Elf C11B mount Doe Deer T22A and Doe Deer T22B and go to Wagon C14 foraging 5 Heavy Forest hexes along the way

Wagon C14 (moved to Capital)
with
Shady Elf C11A (moved to Capital)
Shady Elf C11B (moved to Capital)
Boar prisoner  (moved to Capital)
Doe Deer T22A (moved to Capital)
Doe Deer T22B (moved to Capital)
pulled by
Hobby Horse T15B (-5.5 Move to Capital)
Hobby Horse T16A (-5.5 Move to Capital)
foraging the last unforaged Light Forest hex on the way

Uncroaked Hobby Horse B (-5.5 Move to Capital)
Uncroaked Hobby Horse E (-5.5 Move to Capital)
collect
Wagon T2 (moved to Capital)
and return to Capital

 
 Spoiler: Final status 

Heavy Woof A (3.5 Move, in Farm)
Wagon T2 (in Capital)
Shady Elf C11A (0 Move, in Capital)
Shady Elf C11B (0 Move, in Capital)
Doe Deer T22A (0 Move, in Capital)
Doe Deer T22B (0 Move, in Capital)
Wagon C14 (in Capital)
Boar prisoner (in Capital)
Hobby Horse T15B (3 Move, in Capital)
Hobby Horse T16A (3 Move, in Capital)
Uncroaked Hobby Horse B (3 Move, in Capital)
Uncroaked Hobby Horse E (3 Move, in Capital)
Wagon T2 (in Capital)

10 Light Forest hexes foraged
6 Heavy Forest hexes foraged
 

 Pudgies scouts some more transmitting to Krippen, pauses if finds structure 
 


Shadow

 Moving through the forest stealthy is one thing, Foraging is another. My girls cant hide while they harvest, but they will do their best. 


After a while Harleys hat buzzes with a message from Krippen.

The Two shadies elves have arrived. One Shady elf reported seeing a small cat feral in 01.06. They are taking the rations I found along with the rations they found. Harley feels her new doe deer moving through the wood, but doesn't have the same sense from the her natural allies or Barbarian hires. She feels the deer briefly enter combat, but only for a short time with no injuries to Harley's deer.

The wagons arrive a short while later. With all units. Shadies C11B is down 5 hits.

+11 wild rations


Pudgie C22A moves deeper into the swamp after three more hexes it finally spots a city.

Note from Krippen
City level 0 (-03.14) 8 Lizard folk "Natural allies"
Cyphermancer
  Titanic retcon!!  

A unit must have the mount special to pull a wagon and not have riders loss move.


 
Caster senses/ abilities 

The Idea behind these are Jack when he was a prisoner. He still had tricks he could use without juice. and Wanda with the scout she croaked and her brother. I like the croakamancy sense. Not sold on the shockamancy senses. If anyone has a better idea i'm open to it.

These are abilities that take no juice. Unless otherwise listed.



 
 Spoiler: senses 
Croakamancy- the caster can sense bodies in the same hex. In addition the caster can tell the relative strength of the body (level) and sometimes the specials a body could have. The strength of this sense increases at adept.

Shockamancy- the caster is in touch with the destructive energy of erf. The caster can sense this energy in object's and units near by. The distance and accuracy of this sense increases at adept.
 



Outstanding actions for the turn.


Krippen finish his run " and paying him"

D shots run

Meta finishing the mega wagon

Master Carrion uncroaking hobbies

Keno and the dwagon taming

Ash going after the heavy pokedamon?

Beans for taming

Finishing road

Claiming swamp city

I'm sure there are other things.
WurmD
Harley focuses on her ruler senses, is any of the Pokedaemons a valid target for Heavy promotion by spending schmukers?


Harley and Spike seek Shadow and her shadies to get the report on the run. They finds them relaxing at the NA Grounds.

As Harley and Spike join them Harley asks  "What did you encounter on the way back? In future foraging runs could such danger be mitigated in some way?"  Harley asks thinking of doing two rounds of each hex, a first round mounted, searching for forage but having the mount interact with the foliage, to then on the second pass actually dismount on the spots edible forage was spotted to collect it

 "Would you prefer to be the forager on future similar runs?"  Harley finally asks thinking Shadow is stronger and thus better able to handle surprises, plus would get all the XP


Afterwards Harley and Spike seek Ash out and upon finding him next door lounging in a heated water pond motion for him to join them for a private audience

In private Harley begins  "Ash, will you help me understand what we can and cannot do to help you in the sacred Pokedaemon challenges?"  she then gestures to his armour  "You're wearing your armour, will you remove it to participate in the challenge?"  she asks thinking to suggest using the Amulet of Healing if items are allowed


And if items are allowed Harley would then ask about magical buffs  "Then could we magically buff you, to perhaps be able to bypass Damage reduction?" 
Cyphermancer
Harley focuses on her ruler senses, is any of the Pokedaemons a valid target for Heavy promotion by spending schmukers?


Harley feels no way to increase them to a heavy, but she does feel something connected with their evolution, but it currently feels blocked. She believes after one of the pokedamons evolve she can then pay smuckers to promote a base pokedamon to thier new form.


Harley and Spike seek Shadow and her shadies to get the report on the run. They finds them relaxing at the NA Grounds.

As Harley and Spike join them Harley asks  "What did you encounter on the way back? In future foraging runs could such danger be mitigated in some way?"  Harley asks thinking of doing two rounds of each hex, a first round mounted, searching for forage but having the mount interact with the foliage, to then on the second pass actually dismount on the spots edible forage was spotted to collect it

 "Would you prefer to be the forager on future similar runs?"  Harley finally asks thinking Shadow is stronger and thus better able to handle surprises, plus would get all the XP.

" foraging is done by most natural ally tribes, however. We tend to limit it a bit, the more you forage the less ferals will pop and existing ferals will have a harder time feeding. It's a fine balance. As for making foraging runs safer. More extensive scouting would be helpful. Also moving in a larger group. To croak any ferals that attack and add them to the pot."


Afterwards Harley and Spike seek Ash out and upon finding him next door lounging in a heated water pond motion for him to join them for a private audience

In private Harley begins  "Ash, will you help me understand what we can and cannot do to help you in the sacred Pokedaemon challenges?"  she then gestures to his armour  "You're wearing your armour, will you remove it to participate in the challenge?"  she asks thinking to suggest using the Amulet of Healing if items are allowed




And if items are allowed Harley would then ask about magical buffs  "Then could we magically buff you, to perhaps be able to bypass Damage reduction?" 

The monotone voice that comes out of Ash as he speaks is very at odds with how excited Ash seems about finally being able to talk with his ally.

" During a challenge I lose my Chief status. This dispels any ongoing magic effect. Magic Items are fine, some pokedamons are crafters so tools maybe used, but have to be activated after a battle starts. The only outside help I have every heard of working, is a caster stood behind a pokedamon during a battle and granted her a bonus too her combat and defense."
WurmD
 Shadow 
Harley nods understandingly

 "What *did* the two of them encounter on the way back?"
 
 Ash 
Harley gets excited with Ash and mentally orders the Axe of Cutting brought to her  "Nice!! Your armour gives you +1 to Def, the Amulet of Healing +6 Hits! Will you benefit from Spike's Chief Warlord Bonus during the challenge??"  


As Ash finishes replying a woof golem arrives with the Axe  "Hm, the axe of cutting seems too big for you.. maybe a one handed weapon could work?.."  Harley's eyes widen as the thought hits her and she reaches for and unslungs her hammer

 "As a weapon of last resort, how about my Hammer?"  She says slowly and reverently extends its hilt to Ash " It's a powerful finisher, it will produce a incredible shockamancy blast the first time you hit" 
 Meta 
As Anna leaves, Meta arrives

 "Greetings"  Harley says with a nod  "Just self Juice this turn, have fun"  she prods with a smile gesturing outside to where the Mega Wagon in construction stands
_Wiz_
(Ash is not humanoid can he even wield an axe or a hammer? for future items for Ash though perhaps we could have adamantium claw bracers made for him)


but sure +1 to all, it doesn't hurt to ask

(Can we process Meta next so we know if the mega wagon is finished or not?)
Cyphermancer
 Shadow 
Harley nods understandingly

 "What *did* the two of them encounter on the way back?"

Some kind of small hunting cat and some kind of plant.

 
 Ash 
Harley gets excited with Ash and mentally orders the Axe of Cutting brought to her  "Nice!! Your armour gives you +1 to Def, the Amulet of Healing +6 Hits! Will you benefit from Spike's Chief Warlord Bonus during the challenge??"  


As Ash finishes replying a woof golem arrives with the Axe  "Hm, the axe of cutting seems too big for you.. maybe a one handed weapon could work?.."  Harley's eyes widen as the thought hits her and she reaches for and unslungs her hammer

 "As a weapon of last resort, how about my Hammer?"  She says slowly and reverently extends its hilt to Ash " It's a powerful finisher, it will produce a incredible shockamancy blast the first time you hit" 


" During the challenge I lose spikes bonus."

Ash will look down at his claws.

" I havnt seen any weapon Arkum has, that I could wield.


 Meta 
As Anna leaves, Meta arrives

 "Greetings"  Harley says with a nod  "Just self Juice this turn, have fun"  she prods with a smile gesturing outside to where the Mega Wagon in construction stands


Meta will move up to the wagon walking around it before beginning to cast. The wagon slowly takes shape. Meta will occasionally pause and have one of the twolls hold up a piece. Before starting again.

In the end you have a massive wagon. It looks like a massive flat bed. With six massive wheels. Two large harness hooked to the front.


" Well it's done should hold 20 infantry or knights with no problem, there is a loading ramp built in. It will take two heavy mounts to pull it however."

-6 rands
WurmD
 Shadow 
Harley scratches her chin in thought..  "They were in a stack of four.. It was the lack of leadership right? If you were in hex do you think you'd have put the deer in the front line and croaked the plant?" 
  Ash 
Harley has Spike go politely fetch Luckamancer Keno while she sets up a local map in a table

As Keno and Spike joins them, Harley begins  "Hello again, Caster Keno. First let me apologize, but our scouts revealed a unexpected target of opportunity that we cannot pass up, making it impossible to also attempt to tame the Dwagon."  she explains transfering 1 Rand to the caster

-1 Rand

 "However, I'm hoping you can still help us."  she restarts with a twinkle in her eye  "Meet Ash, my Pokedaemon Chief"  she introduces with a smile

 "Is accompanying us down the road to this hex"  Harley motions down the road and jabs 04.-04 with her finger  "Waiting for Ash to go into the adjoining hex and begin his Pokedaemon Challenge battle, to then cast (from out of hex) to boost his damage rolls for the whole duration of the challenge something you'd be able and willing to do?"  Harley finishes expectantly

IF caster says YES

 "What do you think Ash?"  Harley asks grinning widely  "With the Armour, the Amulet, and the extra damage from the Luckamancy boost?"  
 Meta 
Harley whistles impressed  "Wow.. It could handle 4 Heavies in the back, with 5 infantry in the driver's seat right?" 
 Ash 
Harley has Spike go politely fetch Herring while she sets up  a local map in a table

 

When he arrives  "Herring! Did you hear? There is a Heavy Pokeadamon over there!"  Harley jabs the hex with her finger  "Do you think making Ash's claws ignore DR for some attacks would be under your purview?" 

IF YES

 "Since we're not going for the Dwagon taming attempt, how do you feel with accompanying Ash and Spike into the hex, and casting *after* Ash begins his Poke challenge?" 
Cyphermancer
 Shadow 
Harley scratches her chin in thought..  "They were in a stack of four.. It was the lack of leadership right? If you were in hex do you think you'd have put the deer in the front line and croaked the plant?" 


Shadow will shrug

  hard to know I instructed my girls not to engage in combat. In general a stack of four is used by the tribes to. Better chances to spot enemies and a better bonus.  


[


 Meta 
Harley whistles impressed  "Wow.. It could handle 4 Heavies in the back, with 5 infantry in the driver's seat right?" 

Meta will motion to the wagon. A single seat on top with two rear facing seat to the left and right.
.
 yep but those seat can fold up. And a heavy can drive it since you have twolls. While it will do fine on roads you may run into problems off road. Trees and such getting in the way.  
 Ash 
Harley has Spike go politely fetch Herring while she sets up  a local map in a table

 

When he arrives  "Herring! Did you hear? There is a Heavy Pokeadamon over there!"  Harley jabs the hex with her finger  "Do you think making Ash's claws ignore DR for some attacks would be under your purview?" 


Herring will pause to consider the question


  maybe it's not something I have considered before. I would have to experiment. I have cast to limit the effect of a heavy special before, but it didn't touch the dr. I also cast on the heavy in question 

IF YES

 "Since we're not going for the Dwagon taming attempt, how do you feel with accompanying Ash and Spike into the hex, and casting *after* Ash begins his Poke challenge?" 

Ash will speak before Herring can respond

  won't work if you cast to aid me or hurt the other Damon. It would end the duel. Might even cause me to lose. Equipment, self buff, or someone standing in the trainer position. Are the only buffs I know of 
Cyphermancer
Herring will take Harley aside to speak with her in private

  Harley just so you know something is happening in the mk. Every change and dirtamancer I know have been hired for a project. Several buildings have been have been set up around the portal park. I have also been invited to a meeting and Anna is being briefed in the morning 



Retcon

Promote lesser

School: changeamancy
Juice cost: 100+ 20
Range: close
Cast time: 3 round
Duration: permanent

Promote an Infantry to a knight this spell costs 100 juice for a level 1 infantry and 20 more juice for every level after.

Also for break rule spell no more negative results instead the buff will just have a limited timeframe/ duration. So being immune to Range attack will last for a number of shots before ending.
WurmD
 Meta 
 "Thanks Meta, we'll deal with the obstacles as we come to them, likely by cutting them down!"   Harley addresses the issue with a grin

 "Now that you've successfully built one, how much Juice without Twoll help would it take to build another?" 
 Ash 
" Wait, the chief status gives you a stat boost? " Harley purses her lips " Then without some Adamantine claws, I don't think tackling a heavy will be doable " she continues resignedly
 "Maybe next turn if May is available" 
 Herring 
" uuuU, how exciting! Go on then, and find out what's happening " she says happily and not at all worried, thinking whatever it is should affect all sides equally

 "And would you ask Anna, that if she has Juice available tomorrow, would it be possible to unlock the further potential of the Dark Bow she made?"  she adds as an afterthought
Cyphermancer
 Meta 
 "Thanks Meta, we'll deal with the obstacles as we come to them, likely by cutting them down!"   Harley addresses the issue with a grin

 "Now that you've successfully built one, how much Juice without Twoll help would it take to build another?" 
  well the twolls were able to cover the few missteps I made on the project. As long as I have some strong hands to hold pieces in place. I can do it for another 12 Rands and two turns worth of juice. 
 Ash 
" Wait, the chief status gives you a stat boost? " Harley purses her lips " Then without some Adamantine claws, I don't think tackling a heavy will be doable " she continues resignedly
 "Maybe next turn if May is available" 
  For the best, probably I thought about sending the level 2 Rattika to take it on, but that is a risk 
 Herring 
" uuuU, how exciting! Go on then, and find out what's happening " she says happily and not at all worried, thinking whatever it is should affect all sides equally

 "And would you ask Anna, that if she has Juice available tomorrow, would it be possible to unlock the further potential of the Dark Bow she made?"  she adds as an afterthought


  Will do and I can ask Anna, but I doubt she will. Most of them have been contacted for over casting. 
flat_footed
  The Fullmetal Mod : Hey guys, congrats on keeping this game going over the past four years! We try to limit threads to 50 pages in length, and this has bypassed that by a large margin. Please create a second thread for the next IC post, and leave a legacy post here directing the players to the new thread. 