I'm going to have Crystalline take a break for
awhile, partly because I need to pay better attention to the things I need to do, and partly because I'm bad at not being distracted.
Turn 5Event roll: 1!
A number of evil clouds have formed. They will probably fade away by noon, but until then they hate all of you. The green gas cloud is dissipating into the normal cloud it was covering.
The
Laputa and the
Devastator Airship, unsure of what to do, just float about where they were already as it becomes nighttime. The wind shifts towards the west.
Krarkkus roars a bit for no apparent reason.
Hive Cruiser Aeros Beta arrives in E12, having found an
Antigrav Productor suspended in a nearby cloudbank. It has two modes: produce gravity (blue button), and produce antigravity (green button). It also has a third (red) button, but that button appears to do nothing when you push it and is labelled 'missiles' in a way that looks like there is a word missing.
Castle Zipworld, now being shoved west by the wind due to a lack of direction on the engine's part, is engulfed by one of the evil clouds. However, this engulfing doesn't last particularly long, as one of the warp crystals being studied that was split open came into contact with the cloud's substance and exploded into a mass of warp energy, quickly consuming the entire cloud and enveloping Zipworld before both cloud and crystal evaporate with a bang and an abrupt change of scenery. The second crystal investigation is put on hold in favor of determining where that chaotic reaction sent the fair castle. Neither the substantial island nor the other sky castle were near you before...
Heaven's Acropolis, having spent enough time anchored, sets up a base camp for the research team before not using the engines, instead drifting with the wind to E18. The north(east) drone squadron reports spotting a unknown dark purple cloud on its way chasing after Fluxxstone before a thunder of static and abrupt cease in communications. The east drone squadron does not make it to the green cloud before it dissipates, and instead halts near the aggressive airship and a second dark purple cloud of unknown origin, requesting new orders. In addition, a sky castle appears to the southwest in a burst of energy and dissipating cloud, but lacks the sonic boom of Fluxxstone's warping.
Kolima, its inhabitants sighing at the change of wind and the coming of night, attempts to reach the nearby island. They only manages to make it a bit north instead, not being propulsive enough to counter the new wind direction directly.
Dr. Coggington is quite impressive on his own. But additional (magnificent) architecture never hurt, and the chickens (both navy and magenta alike) don't appear to be opposed to it. Nor in favor of it, they're more interested in finding where you hid food in the maze of gears and other steam-powered components. So he begins to expand once more, but in a slow, archeological fashion. You find a glyph that probably means 'By Xok', though you aren't sure what it refers to or who Xok is. ((This'll take a few turns, but at the least it'll triple your structure. And probably buff your size on the map too, considering how big the island (and therefore the structure) is.
))
The continued adventures of
Castle Arrip,
Fluxxstone, and
Hand of God:
Castle Arrip, noting the new wind direction, halt their northeastern rush and turn about southwards instead, creating 4 flak arrows in the mean time. A shield spell begins research with 10 metal, along with a metal to rope transmutation research picking up the last of the turn's new metal. Going directly south leads them very close to the Hand of God, and the flak arrows are launched as soon as that is noticed!
4 rolls: d20+luck(Arrip) vs d20+luck(HoG):
8+2 (10) vs 6+3 (9), hit!
6+2 (8 ) vs 4+3 (7), hit!
5+2 (7) vs 20+3 (23), evaded.
16+2 (18) vs 14+3 (17), hit!
A fairly significant amount of the population on the Hand of God is burnt, pierced, or otherwise killed by the flak burst prior to the fighting proper.
-3 Pop for Hand of God, +0 metal and -4 Flak arrows for ArripThe Hand of God, not deterred by magic-influenced archery/flak, fires a number of weapons at Arrip and continues to run the Ritual of Fertility.
+2 Pop from BMsFluxxstone on the otherhand, gets into an argument with one of the evil clouds after it refuses to bend to the will of the Fluxx and warp Fluxxstone towards Arrip, an argument that eventually ends in the cloud being ripped in two, half of it drawn into the fluxx breach and the other half tearing apart the damaged Orbiting Fluxx before losing its hold on the sky castle. One mass of raw fluxx wasted, the Omnipotent Overmind of Fluxxstone settles for getting close to Arrip instead of above it with the other two before attacking.
+1 Raw Fluxx---Hits---
Magic Water Cannons x5: 20+3 (23) vs Ritual of Fertility: 1+20 (21), hit!
Magic Water Cannon Alpha: 18+6 (24) vs Ritual of Fertility: 4+20 (24), draw.
-Tiebreaker: 8 vs 6, Attack succeeds!
Siege Swarm Hangar: 7+10 (17) vs MWC specialization+2: 4+4 (8 ), hit! 2 Population used.
Skirmisher Swarm Hangars x2: 2+13 (15) vs MWC specialization+2: 15+4 (19), miss. 2 Population used.
Toxin Spitters: 3+20 (23) vs Rope Structure #2: 18+6 (24), near miss.
Angel Fire Cannons x2: 10+15 (25) vs Rope Structure #1: 13+16 (29), miss.
Shard Priest Conclave x1: 10+15 (25) vs Rope Structure #1: 12+16 (28), miss. 5 Population used.
The Scourge of the Fluxx x2: 4+10 (14) vs Rope Structure #3: 6+6 (12), hit!
Tear Asunder x8: 14+7 (21) vs Rope Structure #3: 14+6 (20), hit! (just barely)
Water Net Cannons x3: 11+8 (19) vs potential targets: 19 beats the Siege swarm's 17, hit deflected. Breaches in dimensions are not projectiles, however the creatures that emerge are valid targets, so the scourge's physical damage is also negated. Psychological damage from looking into the Fluxx (if any of the Eiral did) isn't countered, however.
---Speed---
Magic Water Cannons: 12+8 (20) vs Tear Asunder: 7+15 (22) vs MWCA: 15+4 (19)
Tear Asunder hits first, Magic Water Cannon Alpha hits last.
---Crit---
Magic Water Cannons: 3, crit!
MWCA: 8, no crit.
Tear Asunder: 16, no crit.
---Damage---
Tear Asunder x8: 4,9,3,8,4,5,8,5 = 46 damage minus 1/3rd from Rope Structure #3 = 30 damage, which rips apart that section of rope structure!
14 Integrity damage to Castle Arrip, along with 4 Structural damage!Magic Water Cannons x5: 4,4,4,4,4 = 20 x2 = 40 damage minus 2/3rds from the Ritual of Fertility = 13 damage, which obliterates the ritual!
10 Integrity damage to the Hand of God!Magic Water Cannon Alpha: 9 damage with no Ritual integrity left to counter =
2 Integrity damage to Hand of God, along with 7 Structural damage!What in the hell have you been doing for the rng, flabort? I'm not sure how else to describe how this turned out.
Fluxxstone rips and tears (and tears and rips) Castle Arrip in a heavily chaotic fashion, leaving rather little of the place intact but not destroying the whole sky castle, while Arrip continues teaching the Hand of God why water is still a deadly element even when its not in ice form! The two are looking rather ruined and unlikely to survive another round of combat; Fluxxstone, having not been the target of either, is merely missing the majority of its orbital rocks.
Krarkkus: #555555, a gray
Laputa: Purple
Castle Arrip: Cyan
Castle Zipworld: #7F0000, dark red
Dr. Coggington: Purple, yellow trim
The Fluxxstone: #0f6e63, greenish
The Hand of God: #81CE5B, light green
Heaven's Acropolis: #FFCC00, yellow
The Devastator Airship: Red
Kolima: #40824C, earthy green
Hive Cruiser Aeros Beta: #FF7F50, coral
These are only the stats that have changed. The rest is the same.
Hand of God - 9 Pop, 1 castle structure left, Zero castle integrity, 3 integrity left for hallowed choir, Divine Shields destroyed, Ritual of Fertility destroyed.
Castle Arrip - 3 Castle structure left, Zero castle integrity, 5 integrity on Rope structure #2, Rope Structure #3 destroyed.
Fluxxstone - 1 Orbiting Fluxx left