Duvors Posted September 27, 2013 Posted September 27, 2013 Throlar gathers his men and leads them around back of the compound. (OCC; Please put the orc in my group. ) Quote
Sandy Posted September 27, 2013 Posted September 27, 2013 OoC: I'm confused, does Ellaria, Arthur and Throlar lead three different groups of resistance members, or do we three work together with one battalion? Also, I will be away for the entirety of Saturday and most of Sunday, so I cannot check back on the quest until Sunday evening (my timezone being GMT +2). If needed, I hand over control of Ellaria to Flipz during my absence. Ellaria turns to the resistance members. "I'm not much of a leader, but I'm pretty good at keeping people alive. If you follow me and my friends, I promise you that we will make this city a lively place again. No more raids, no more mindless murders, no more Pongcanae. I can give you that, in the name of Sylvania." Ellaria hopes that her little speech would at least somewhat boost the morale of the group she was suddenly supposed to lead into battle. Even though she was still unsure, she had never felt such determination before. These people deserved better than a life like this. Quote
Flipz Posted September 27, 2013 Posted September 27, 2013 "That reminds me, Lady Ellaria..." Arthur passes Ellaria one of his Nostrums, and she drinks it. Quote
Zepher Posted September 27, 2013 Posted September 27, 2013 "But they've got humans with them. Don't you want to know why?" Boomingham grumbles. "We gave your elves a chance, why not the Pongcanis? I've told the boy I'm not a huge fan of unreasonable second chances, but first chances seem fair." Quote
Flipz Posted September 27, 2013 Posted September 27, 2013 "Oh, believe me, I will give them an epic speech first chance when we meet them. And they'll have exactly ten seconds to make good on it." Arthur glowers darkly. Quote
Chromeknight Posted September 27, 2013 Posted September 27, 2013 Nerwen turns to Ahvialyn, the brobric elf that accompanied them and said quietly Much as I dislike spying on my friends and allies, I will not go into this battle unprepared. Nor do I enjoy surprises, where an important person keeps information or abilities that could save lives from me out of embarrassment, modesty or fear. Please use your cloak of the Elven spy and give me, if not all the details, at least a summary of the strengths and numbers of the forces at our disposal. I believe, though time is crucial, we have enough for this task. Quote
Chromeknight Posted September 27, 2013 Posted September 27, 2013 "But they've got humans with them. Don't you want to know why?" Boomingham grumbles. "We gave your elves a chance, why not the Pongcanis? I've told the boy I'm not a huge fan of unreasonable second chances, but first chances seem fair." Nerwen answers gently. But if a first chance, why not a second, seventh or seventy seventh? No, I have been reflecting on this. And I think you have a crucial point on the nature of forgiveness and redemption wrong. Forgiveness is not a matter of worthiness on the part of the recipient. If so it is merely manipulation on the part of the forgiver, who uses readmittance to community to extract particular behaviors. To say 'there is good in him, I can see it' is meaningless. All moral creatures have the ability to make choices. And all choices effects, some good, others bad. I have previously spoken on the absurdity of measuring the worth of actions solely by their result. Anyway. Forgiveness is about the forgiver not the forgiven. If someone needs to be redeemed, that is, a price paid for their mistakes, for the need to be forgiven it is obvious the cannot do this for themselves. No one says "oh, I forgive me the harm I dealt you.". No. It is the forgiver who says, "I desire restored relationship with you, accepting you retain the ability to hurt me." Barty is right in this. Change in relationships is tortuously slow. Forgiveness once is never, ever enough. It must be given again and again for big things and small. So to say 'you have one chance' is weasely and merely a pretense. Decide. Do you want to form a friendship with the pongcanis or not? If so, go all in. And this all assumes that they are agents capable of moral choices and not simply untamable animals acting on instincts. The color rose in Nerwen's cheeks as she spoke, clearly the fat paladin's words had touched on a sensitive point for her. Quote
Brickdoctor Posted September 28, 2013 Author Posted September 28, 2013 OoC: I'm confused, does Ellaria, Arthur and Throlar lead three different groups of resistance members, or do we three work together with one battalion? QM Note:Each of you command a group of soldiers. The goal of the big battle is to get the diplomats into the Pongcanis headquarters and join them there and leave your troops in a good strategic position in case there's a later battle. You can work together, you can work spread out into different areas, however you want to play it. (Troops you have number more than the avatars; it's just not practical to have avatars for all of them, as in the Battle of Drakencourt.) The troops line up to allow you to inspect their stats. "I'm not sure how many of you have experience with large battles such as these. Your goal is to take command of these units and use them to protect us and get us to the Pongcanis headquarters, where you can join us. If one of us leaders is Knocked Out, then our faction will cease to support you." "Remember that in addition to their special abilities which you'll be shown in a moment, Damage dealt by a Footsoldier unit to a Ranged unit is doubled, Damage dealt by a Ranged unit to a Mounted unit is doubled, and Damage dealt by a Mounted unit to a Footsoldier unit is doubled." "All units can move once or attack once unless otherwise specified, but their turn ends no matter what if they move into a building or onto a hill. Units in buildings or on hills receive a +1 Defense bonus." "Units are capable of dealing Extra Critical Hits, Critical Hits, Hits, Misses, taking Damage, and taking Doubled Damage." "Any other questions?" The Alliance to Restore R'kilf: Resistance Spearmen A (commanded by Sandy) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen B (commanded by Flipz) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen C (commanded by Lord Duvors) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Elven Warriors A (commanded by Chromeknight) Ranged Power: 4 Health: 10/10 Defense: 3 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Elven Warriors B (commanded by Wedge09) Ranged Power: 4 Health: 10/10 Defense: 3 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Knights of Patuqun (commanded by Zepher) Mounted Power: 2 Health: 10/10 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (commanded by Chromeknight) Diplomats Power: 1 Health: 45/45 Defense: 2 Passive Special: Diplomats must reach the objective without being Knocked Out, or their armies will disband. Below 30 HP, control of the Knights of Patuqun will be lost, below 15 HP, control of the elves will be lost, and at 0 HP, control of the resistance soldiers will be lost. Quote
Chromeknight Posted September 28, 2013 Posted September 28, 2013 Nerwen nodded her head. Thank you, that is clearer. I feel better having a defined goal. Lady Calaryl, I believe you mentioned something that will assist us in communicating and coordinating, despite being separated by some distance? Nerwen's stance indicated readiness. She waited for those who had not signalled readiness to do so. Quote
Flipz Posted September 28, 2013 Posted September 28, 2013 Arthur also signals ready. Going to be doing renovation work this morning and livestreaming Minecraft this afternoon (I'll toss a link in my sig once the stream's up if anyone's interested). So if anything needs to move on, don't hesitate to order around my troops, Chrome. Quote
Zepher Posted September 28, 2013 Posted September 28, 2013 "We gave your elves a second chance. You stopped me from charging in and destroying them. You said I lacked understanding of them." Boomingham shrugs, but there is a flickering flame in his eyes. "I do not expect the Pongcanis to prove themselves more than beasts, but I expected the same out of the elves. It is your decision, Nerwen. The Pongcanis have humans with them who do not seem to fear them. It gives me pause where before I had none." Boomingham unsheathed his sword. "I like a good battle as much as the next man. But I like to know that its a righteous battle I'm fighting, not a massacre." Quote
Brickdoctor Posted September 29, 2013 Author Posted September 29, 2013 QM Note: I think that only Lord Duvors provided instructions for the placement of his troops. If I missed something, I can edit this. I'm labeling all enemies with a letter to make things easier if you uncover more enemies; just because there is an 'A' does not necessarily mean there is or isn't a 'B'. "Then let us begin." "Commander Wineghlim, we've spotted a sentry!" The Enemies: Pongcanis Sentry A Scout *In a Building* Level: 4 Health: 10/10 Defense: 1 2 Passive Special: Scouts gain +1 Level when not in a building. Drops: nothing The Alliance to Restore R'kilf: Resistance Spearmen A (commanded by Sandy) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen B (commanded by Flipz) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen C (commanded by Lord Duvors) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Elven Warriors A (commanded by Chromeknight) Ranged Power: 4 Health: 10/10 Defense: 3 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Elven Warriors B (commanded by Wedge09) Ranged Power: 4 Health: 10/10 Defense: 3 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Knights of Patuqun (commanded by Zepher) Mounted Power: 2 Health: 10/10 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (commanded by Chromeknight) Diplomats Power: 1 Health: 45/45 Defense: 2 Passive Special: Diplomats must reach the objective without being Knocked Out, or their armies will disband. Below 30 HP, control of the Knights of Patuqun will be lost, below 15 HP, control of the elves will be lost, and at 0 HP, control of the resistance soldiers will be lost. Party leader, choose the order of actions. All combatants, choose your targets for your troops. Also mention if you want to try to move or attempt something else outside the box. Unless otherwise specified, all units can move one hex or attack an enemy in an adjacent hex. Footsoldiers deal double Damage to Ranged units. Ranged units deal double Damage to Mounted units. Mounted units deal double Damage to Footsoldiers. Scouts always take and deal normal Damage. Any city walls cannot be crossed. If you move into a building, you end your turn no matter how many moves you have left, but you receive +1 Defense while in the building. Any diplomats who don't reach the headquarters conscious will no longer support you. Any enemy not targeted will get a Free Action which may or may not be in the form of a Free Hit after everyone has acted. Quote
Duvors Posted September 29, 2013 Posted September 29, 2013 "Right then, here's the plan, charge, attack, retreat, For R'kilf!" Throlar leads his troops to a hex adjacent to the enemy. Quote
Sandy Posted September 29, 2013 Posted September 29, 2013 Ellaria's group gathers around her, awaiting orders. The situation feels overwhelming to her, but she gathers herself. Then she sees Arthur and his troops nearby. "Arthur! It seems it's advantageous for us to move in unison. We should probably move ahead and clear the way from enemies so that the ambassadors can advance in. Troops, let us advance north-east!" Quote
Flipz Posted September 29, 2013 Posted September 29, 2013 "All right men, follow Lady Ellaria's division Northeast!" Quote
Zepher Posted September 29, 2013 Posted September 29, 2013 "Knights, I think we'll do our best work flanking these fellows. Let's start by moving northeast and then southeast. Make sure you stick to the alleys." Quote
Chromeknight Posted September 30, 2013 Posted September 30, 2013 Nerwen leads the elves northeast, she signals the leaders to do the same. Where did Throlar get to? Quote
Chromeknight Posted September 30, 2013 Posted September 30, 2013 BD, since it's unlikely we'll be using the left half of the map, do you want to trim it out. That should mean a bigger/clearer remaining map? Also, if you want to stick a compass/wind rose in a corner so we're all using the same directions that's be handy. Quote
Chromeknight Posted October 1, 2013 Posted October 1, 2013 (edited) if the hold up is wedge, the other elves move northeast as well. if its something else, never mind. Edited October 1, 2013 by Chromeknight Quote
Flipz Posted October 1, 2013 Posted October 1, 2013 OOC: If I'm ever the hold-up, Arthur and troops will follow suggestions--I don't want to be the one keeping things in limbo, especially since I'm hoping for Byblos' Quest to be delayed. Quote
Brickdoctor Posted October 1, 2013 Author Posted October 1, 2013 QM Note: I was also waiting for an Order of Actions. Results of Round One of the Hunt for the Pongcanae: Resistance Spearmen A move north-east. Resistance Spearmen B move north-east. Resistance Spearmen C move south. Elven Warriors A move north-east. Elven Warriors B move north-east. Knights of Patuqun move north-east. Knights of Patuqun move south-east. Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân move north-east. Pongcanis Sentry A - Free Hit against Resistance Spearmen C. (4-1=3 Damage) "Three of my men are down, Commander Wineghlim!" "Miss Arbour, we've got a line of Pog spears in those buildings." "We shall take cover in these buildings and await further orders; it looks like the elves are doing the same." The Enemies: Pongcanis Sentry A Scout *In a Building* Level: 4 Health: 10/10 Defense: 1 2 Passive Special: Scouts gain +1 Level when not in a building. Drops: nothing Pongcanis Swordsman A Footsoldier *In a Building* Level: 5 Health: 10/10 Defense: 1 2 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 25 Gold Pongcanis Spearman A Footsolder *In a Building* Level: 2 Health: 10/10 Defense: 3 4 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 20 Gold Pongcanis Spearman B Footsolder *In a Building* Level: 2 Health: 10/10 Defense: 3 4 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 20 Gold Pongcanis Spearman C Footsolder *In a Building* Level: 2 Health: 10/10 Defense: 3 4 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 20 Gold The Alliance to Restore R'kilf: Resistance Spearmen A (commanded by Sandy) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen B (commanded by Flipz) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen C (commanded by Lord Duvors) Footsoldiers Power: 6 Health: 7/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Elven Warriors A (commanded by Chromeknight) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Elven Warriors B (commanded by Wedge09) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Knights of Patuqun (commanded by Zepher) Mounted Power: 2 Health: 10/10 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (commanded by Chromeknight) Diplomats *In a Building* Power: 1 Health: 45/45 Defense: 2 3 Passive Special: Diplomats must reach the objective without being Knocked Out, or their armies will disband. Below 30 HP, control of the Knights of Patuqun will be lost, below 15 HP, control of the elves will be lost, and at 0 HP, control of the resistance soldiers will be lost. Party leader, choose the order of actions. All combatants, choose your targets for your troops. Also mention if you want to try to move or attempt something else outside the box. Unless otherwise specified, all units can move one hex or attack an enemy in an adjacent hex. Footsoldiers deal double Damage to Ranged units. Ranged units deal double Damage to Mounted units. Mounted units deal double Damage to Footsoldiers. Scouts always take and deal normal Damage. Any city walls cannot be crossed. If you move into a building, you end your turn no matter how many moves you have left, but you receive +1 Defense while in the building. Any diplomats who don't reach the headquarters conscious will no longer support you. Any enemy not targeted will get a Free Action which may or may not be in the form of a Free Hit after everyone has acted. Quote
Zepher Posted October 1, 2013 Posted October 1, 2013 "I think you can handle this batch, elves. We'll continue to loop around and try to reach the dwarf's force. Maybe pick at the scouts on the way." Boomingham directs his men southeast and then northeast. OoC: A couple of RP questions - where are the PCs? With their troops? Also, how are we communicating?? And BD, I know you're very busy, but updates within 24 hours would really make the quest more engaging if you could swing it. Quote
Brickdoctor Posted October 1, 2013 Author Posted October 1, 2013 QM Note: I never really specified where the PCs are; you could be with your troops, you could be escorting the diplomats, you could be behind the lines...what matters is that you get the diplomats to the headquarters, and once you do that, you automatically join them there. I leave it to you to decide how you get there, however you want to roleplay it. Quote
Sandy Posted October 1, 2013 Posted October 1, 2013 Ellaria's troops enter the building to the north-east (if I've deciphered the hexes correctly) and engages in a battle with Pongcanis Spearmen (A). Quote
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