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Author Topic: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)  (Read 61983 times)

Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #210 on: June 23, 2013, 11:42:27 pm »

((I'm not sure what's being plotted either.  :P Also, cool, upgrades. Uh...
What can I do with 8 gold? :P
Seriously, though, I see some serious advantages to being a brawns over brains type right now. Just because, look at that starting income. Shouldn't be a problem in the long run, though, mage-types always get the better end game.))
Hence why RESPOND TO MY RP SO I CAN TALK TO YOU PLEASE :P
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mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #211 on: June 23, 2013, 11:46:22 pm »

What can I do with 8 gold? :P
You can cry about it.
In reality, though, the reasons that the other guilds get more starting market territory than the Mages in because the Mages have a much higher level of how much they can accomplish once they do get to that level.

A fighter won't be able to make a magical super-cannon, period.
You'll take longer to get started, but you'll have the opportunity to have larger impact for when you do get started.
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The Derail Thread

flabort

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #212 on: June 23, 2013, 11:48:39 pm »

@ Mastah: I figured that.

@ Xan:
OK, I just saw that. I really should look before I listen.  :P Or should I do both at once?

Edit: edited my post with a reply.

A drakon stood in front of the base of the Sorceror Guild.
Sorcerors! I would treat with you.
A kobold steps out of the shadows behind the drakon.
"You are a long ways from home, Wizard. What would you be wanting from us?"
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mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #213 on: June 23, 2013, 11:53:19 pm »

((Looking back through the replies, not sure if I was clear enough or not.
The small grey dots in the dark green are market stalls, you do not control those, the buildings next to them are the Market Houses.))
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The Derail Thread

Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #214 on: June 24, 2013, 12:04:15 am »

A drakon stood in front of the base of the Sorceror Guild.
Sorcerors! I would treat with you.
A kobold steps out of the shadows behind the drakon.
"You are a long ways from home, Wizard. What would you be wanting from us?"
The drakon turns about and smiles, seeming delighted at the kobold's appearance.
While I know that members of our two orders have clashed historically, I see no reason to continue pointless tradition that is little more than formality at this point. I am here on behalf of the Cabal of Wizards in this city to extend an offer of alliance. We both possess power unequalled by most, and frankly I do not care whether you came about it by birth or by strenuous study as I have. What matters is that we share interests. The thieves and the brawlers have guilds, as we both know, in direct competition with our own. The warlocks already infight, and are untrustworthy anyhow. We, on the other hand, are both orders of highly skilled magic users. To that end, I propose that we 'team up', if you will. Do you accept our offer?

((Also, edited my action post.))
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mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #215 on: June 24, 2013, 12:21:19 am »

((Also, edited my action post.))
((Got it, also, for the purpose of this game world, the difference of Sorcerers and Wizards, and Warlocks for that matter, isn't a difference of how they got their power/where it comes from, it's simply a difference in how they prefer to go about using it.))

Also, note to everybody, if you have an NPC for an ally to your guild, feel free to give them an order as well, just remember that they are not as powerful as you.
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The Derail Thread

flabort

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #216 on: June 24, 2013, 12:23:36 am »

"The other sorcerers may not agree to such a binding. They would have an easier time trusting a paladin. However, I see no harm in a temporary arrangement. I will accept the offer, for now. I will have some of my fellow sorcerers escort you back to your portion of the city."
The kobold then fades back away into the shadows on other business. Two young humans arrive shortly, eyeing the drakon distrustfully, but under strict orders not to harm him.

((Oh, in that case I'll edit my action again.))
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Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #217 on: June 24, 2013, 12:26:54 am »

((Also, edited my action post.))
((Got it, also, for the purpose of this game world, the difference of Sorcerers and Wizards, and Warlocks for that matter, isn't a difference of how they got their power/where it comes from, it's simply a difference in how they prefer to go about using it.))

Also, note to everybody, if you have an NPC for an ally to your guild, feel free to give them an order as well, just remember that they are not as powerful as you.
((...er...I'm still keeping my message the way it is. I don't want to have to edit it on my phone.))

My thanks. Working together will have benefits far exceeding squabbling amongst ourselves while the others take the city from beneath us.
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mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #218 on: June 24, 2013, 12:53:16 am »

((Updated my other game tonight, will work on this one tomorrow, and dewboy hasn't posted yet, anyway, so feel free to take your time on your actions.))
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Might as well chalk it up to Pathos.
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The Derail Thread

mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #219 on: June 24, 2013, 08:55:30 pm »

Turn 2

While my assasin takes care of Remuthra, go and pressure citizens into renting Guild territory, or converting to the Guild.
In the westernmost part of the city, between me and the wizards.
Chase after him, and fire off more insanity bolts.
Combat!
Dansmithers attempts to leave the Guild Hall.

Remuthra blocks hims, firing off another Insanity Bolt! 5,6*5. Critical Vs. 4,5 Remuthra casts with such excellence that he takes no Phyche damage! The same is not true for Dansmithers, who suffers 2 Phyche damage!
Dansmither's Assassin swings at Remuthra! 1,6*6*5. Overshoot Vs. 5,5  The assassin sends an aerial kick toward Remuthra, but only deals 1 damage before Remuthra sends him flying through a window!
Remuthra launches off a second Insanity Bolt! 5,3 Vs. 1,3 Fumble The bolt blasts Dansmithers to the ground, dealing 1 Phyche damage to both Caster and Target!
Dansmithers picks himself up off of the floor, he makes it out onto the street.

Combat Totals:
Dansmithers: 3 Phyche Damage, loss of actions for turn, Assassin injured
Remuthra: 1 Vitality Damage, 1 Phyche Damage

Use Turncoat on the owners of some more houses between the Sorcerers and that cult controlled zone south of us. This should be squarely in the middle of Paladin Territory, so try to convince them to clear out the cult for me.
Have my ally take some of the market houses on the north side of the market.
You head over to the Cult region, and use Turncoat on the resident Paladins to get them to clear out the Cultists. 1,1,6*6*1 Overshoot The Paladins go completely overboard at the will of your powers! They tear the buildings to the ground!
The Paladins lose 9 Territory, the Warriors lose a Market House, The Goblin Mafia loses 2 Territory, including a Market House.

Your ally head to the north side of the Market. 2,5 He successfully converts 2 Market Houses.

Convince the owners of [the market houses to the far south of the city right next to my territory] to become members of my guild.
Oh, and the NPC Wizard will help convert the market houses.
You head over to the Markets on the border of your territory to increase your income, your partner tags along. 1,3,3,4. Even the combined powers of the Wizards won't change the minds of these jerks.

Take over the cluster of brown houses immediately to our south - the ones surrounded by Fighters and Warriors.
Before attacking the buildings, try to convert their inhabitants peacefully with the miraculous feats of strength that Lion allows me to perform.

You head over to a small neutral section of houses, and attempt to convince them to provide support to The Lion. 6*4,4. Critical Some of them join readily, but more is needed. 5,2,2,3,3. Some brute force does the trick.
The Paladins gain 8 Territory.

Keep partying, search for sponsors for the Paladins' Guild and persuade them to give aid - after all, how is it possible that the guild representing the gods themselves is the fourth-poorest in town?
You continue to ask for aid to the Paladins. 3,5,3,6*1. You gain more support, and some pledge to give donations to the Guild.
The Paladins gain 2 votes, and 20 gold.

Take over more grey buildings to the south. And if possible take over those green things.
((Those green things are markets, you don't directly control those))
You head over to a nearby band of street thieves in the south-east part of your territory. 1,3,3,3. They don't take kindly to strangers around here. 5,5 It seems they don't take kindly to your Fire Blast, either.
The Rouges Guild gain 2 territory.

Take over in the same fashion as before the neutral buildings to the South.
You head over to some neutral houses and attempt to convince them to support the Fighters. 1,4. Fumble They laugh in your face. You crack your knuckles. 2,5. That did the trick, you bet the house leader wasn't expecting that one.
The Fighters gain 3 Territory.

OREOSOME and dewboy continue to pillage the Goblin Mafia. 5,5,5,3,4,5. The duo wipe out a whole section! The assassins gain 11 Territory, 7 of which are Market Houses.

The two Warriors attempt to take over some more territory. 5,1,4,6*5,2,6*1. They take over 12 houses, adding them to their Territory.

The NPC Fighter goes to some more houses in the south. 5,2,4. He add 2 houses to their Territory.

The NPC Rouge goes to the Market to steal some money. 1,6*1,5 He gains 10 gold. He adds it to the Guild's coffers.

A group of buildings owned by the Fighters mysteriously go up in flames! There are weapons and other supplies missing, and a message scorched into the walls describing Fighters and stupid stick-wavers, and mocking them in general. The Message is ended with "The offer still stands, by the way. <3" The Rouges' sides of the buildings are left intact.
The Fighters lose 5 Territory, 2 of which are Market Houses. And the buildings are being Blocked, preventing them from being owned by anyone but the Rouges for a few turns.


Total Turn: Territory                 Income                 Treasury                   Players                                   
Warriors:       93                         34                         70                         None                               
Fighters:        96                         40                         84                 Maxinum McDreich                       
Paladins:        73                        11                        41                 Harry Baldman, HmH    (+4 Votes)               

Rouges:         78                        43                        96                        kj1225                     
Assassins:      69                        22                        34                 OREOSOME, dewboy                               

Warlocks:       55                        8                           16              Remuthra, Dansmithers                       
Wizards:         71                        7                           9                       Xantalos                         
Sorcerers:       75                        10                           12                       flabort             

Spoiler: Melee (click to show/hide)
   
Spoiler: Thieves (click to show/hide)
   
Spoiler: Mages (click to show/hide)
 
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kj1225

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #220 on: June 24, 2013, 09:01:27 pm »

Go to market and see if they have better and more affordable armor. While I'm there send my assistant to take over a market house.
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flabort

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #221 on: June 24, 2013, 09:06:41 pm »

"That went well. Alright, guys, stand down, no need to destroy the next block too."
Pick over through the rubble for any magical artifacts, books, or other objects of value, while staying unseen. When done, go convince the next few market houses on the south side of the market to join our cause.
My ally will try and take the remaining 6 houses on the block on our northern edge in a speed blitz of shows of power.
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Maxinum McDreich

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #222 on: June 24, 2013, 09:31:57 pm »

''KYLIEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!''

Matthias' number two: Oric, backed away.
''Holy cow, I've never seen your face go this red before!''
''That wench! THAT UTTER WENCH! SHE HAS NO HONOUR AFTER ALL! Damn my naivety!''

Naturally, the fighters were miffed and left uneasy once again. So everything that had been accomplished hadn't after all.


Matthias and Oric would continue to convince the neutral areas down South to join, at first by showing the honour they have, and if they refuse still, intimidation/challenge.
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kj1225

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #223 on: June 24, 2013, 09:52:43 pm »

Kylie walks into the fighters guild hall. Instead of her usual smirk she looks serious.
"I heard some of your buildings burnt down."
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Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 0!)
« Reply #224 on: June 24, 2013, 10:05:04 pm »

The NPC Wizard shall try to go claim the market houses he attempted to last turn. If he succeeds, he will try for the houses unclaimed by all guilds to the bottom right of the city, directly above my territory. Try to claim the whole block.
 
I shall proceed to the noble houses and attempt to procure support for the Wizard Cabal.
« Last Edit: June 25, 2013, 12:40:35 am by Xantalos »
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