Under the Open Sky (CWMGQ Spinoff)

Yes. The point is to shoot from so far away that they know which direction they were shot from, but can't tell that the shooter isn't there any more.
Not sure it will suffice.

My expectation is we'll have to lead them by the nose. And that we're the literal troubleshooter to save our companions if things get dicey. As in they get targeted by big nasties. Firepower at a premium, not range.

Should probably ask our companions and Emissaries of Light for input.

EDIT:
Attendum - we might meet UD forces who had the same general idea as we did.

Assuming nothing serious comes up, my desired options are:
Stage 2) Wasp's Nest
Stage 3) Deluge
Stage 4) Ghost Division

Not sure what we'll be doing at Stage 5. Also, Stage 3-4 may or may not have to deal with The Eclipse Device (33%) instead.

Worse case scenario, it is the very same dimensional prison Silver Regent cobbled up.

Now, here's the oft-repeated Happy Fun Stuff analysis:

TLDR version - we are in trouble if 3 Balrogs and a Titan Worm corner Summit, and Balrog spells are realistically the greatest threat we'll encounter. But otherwise, our death is unlikely.

(Unified Light / Counter Force) Magical Girl Dwarven Overseer

Aaron Smith

"Girl Dorfs have beards too." *sigh*
Stats

Health: 100
Base Damage: 40
Base Resilience: 30
Magic Modifier: 20

Affinity: Mining | Dwarves | Story
Weapon

Atêk Zanor, an adamantine pick
Level 2
Attacks Per Turn: 1
Affinities: Mining
Ability: Critical Strike

Aroth Kebul Sholil, a silver warhammer
Level 5
Attacks Per Turn: 1
Affinities: Dwarves
Ability: Crush
Spells

Strike the Earth
-Founds a Dwarven Fortress, which expands and generates Dorfs over the following hours. Magical Girl Dwarven Overseer's constant attention is required to stave off the Fortress's inevitable and messy self-destruction.
Level 5
Base Damage: N/A
Magic Modifier: N/A
Affinity: Mining | Dwarves
Ability: Manufacture | Summon

Too Deep
-A well-established Fortress can dig Too Deep and unleash Hidden Fun Stuff or Forgotten Beasts, terrifying abominations that rampage through the fortress before spilling onto the surface to wreak havoc.
Level N/A
Base Damage: N/A
Magic Modifier: 5
Affinity: Mining | Dwarves
Ability: Summon / Grand Summoning | Autonomous Combat
Abilities

Dwarven Overseer
-Summoned Dorfs will obey general, high-level instructions and demands issued by Magical Girl Dwarven Overseer.

Super Digger
Level 6
-Magical Girl Dwarven Overseer can dig through solid rock, excavating 6 cubic meters of material per second of digging. Higher levels reduce the time it takes for a Dwarf Fortress she oversees to level up.

Happy Fun Stuff
-Summon thirty Mr. Snuggles and a Balrog for every point in the Too Deep Modifier Roll.

Losing Is Fun
-When Dwarven Overseer founds a Dwarf Fortress through the use of Strike the Earth, she creates a fully autonomous set of Dorfs. Over time, these Dorfs will automatically expand and strengthen the Fortress on their own over time, though with much more efficiency if Dwarven Overseer is overseeing their activities. As the Fortress Levels up, the Dorfs within become stronger, and the risk of accidently triggering Too Deep raises on its own.




Dorf Warrior

The Front Line of all Fortresses
Stats

Health: 150 (750) (2,250) (3,000) (4,500)
Base Damage: 50 (250) (750) (1,000) (1,500)
Base Resilience: 30 (150) (450) (600) (900)
Magic Modifier: N/A

Affinity: Mining | Dwarves
Weapon

Basic Armaments
Level 1
Attacks Per Turn: 1
Affinities: Dwarves | Story
Ability: Crush

Steel Armaments
Level 5
Attacks Per Turn: 2
Affinities: Dwarves | Technology
Ability: Crush

Mythril Armaments
Level 15
Attacks Per Turn: 3
Affinities: Dwarves | Technology
Ability: Crush | Armor Peirce

Adamant Armaments
Level 20
Attacks Per Turn: 4
Affinities: Dwarves | Technology
Ability: Crush | Armor Peirce | Knockback

Dwemer Armaments
Level 30
Attacks Per Turn: 6
Affinities: Dwarves | Technology
Ability: Smash | Armor Pierce | Superslayer
Abilities

Dwemer Elite
-Dorf Warriors take no damage if an attack carries a Slayer Ability.

Dorf Armaments
-Dorf Warriors are armed based on the Level of the Dwarf Fortress.


Dorf Fortress

Enter... if you dare.
Level 1

Starter Fortress

Dorf Warriors:
Weapons: Basic Equipment
Spawn Rate: 10/hour (15 if Overseer if present.)

Time Until Level 2: 1 Week (3 Days if Overseer present.)
Chance of Digging Too Deep: 5% a Day
Level 2

Established Fortress

Dorf Warriors:
Weapons: Steel Equipment
Spawn Rate: 20/hour (30 if Overseer present)

Time Until Level 3: 2 Weeks (1 week if Overseer present.)
Chance of Digging Too Deep: 10% a Day
Level 3

Fortified Fortress

Dorf Warriors:
Weapons: Mythril Equipment
Spawn Rate: 30/hour (45 if Overseer present)

Time Until Level 4: 3 Weeks (1 week and 3 days, if Overseer present.)
Chance of Digging Too Deep: 15% a Day
Level 4

Elite Fortress

Dorf Warriors:
Weapons: Adamant Equipment
Spawn Rate: 40/hour (60 if Overseer present)

Time Until Level 5: 4 Weeks (2weeks if Overseer present.)
Chance of Digging Too Deep: 20% a Day
Level 5

Dwemer Fortress

Dorf Warriors:
Weapons: Dwemer Equipment
Spawn Rate: 75/hour (150 if Overseer present)

Tame Monsters:
Spawn Rate: 2/hour (10 if Overseer present)

Chance of Digging Too Deep
: 30% a Day

Dorfs. Kept for posterity, not very relevant to BoatShrieks.

(Tame? Monster) Mr. Snuggle

Look at me!
Stats

Health: 3,000
Base Damage: 700
Base Resilience: 450
Magic Modifier: N/A

Affinity: Dwarves | Legend
Weapon

The Nommers
Level 10
Attacks Per Turn: 2
Affinities: Legend
Ability: Vampire | Poison
Spells

Web Spit
Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinity: Dwarves
Ability: Stun
Abilities

Huge Enemy
-Mr. Snuggle takes 75% less damage from smaller enemies.

Creepy Crawly
-Mr. Snuggle may walk on all surfaces as if they were flat ground. They are immune to terrain modifiers.

Mr. Snuggles. 3000 HP, 1000 damage, -300 target Resilience, Stun spell.

Ceaseless Warrior ignores Stun, our Guardian Touch mostly lets our allies ignore them. We ourselves are immune via TDTG. Also, they 1HKO to a Multi Shot Heavy Calibre.

Fodder.

(Happy Fun Stuff) Balrog

Wanna hug?
Stats

Health: 45,000
Base Damage: 6,500
Base Resilience: 4,000
Magic Modifier: 13,000

Affinity: Fire| Evil | Darkness | Epic
Weapon

Hell Blade
Level 13
Attacks Per Turn: 2
Affinities: Evil | Darkness | Epic
Ability: Crush | Dragonslayer
Spells

Roar of The Destroyer
Level 30
Base Damage: 22,500
Magic Modifier: 22,500
Affinity: Evil | Darkness
Ability: Midgetslayer | Omnipresent
Abilities

Huge Enemy
-Balrogs take 75% less damage from smaller enemies.

Titan of Flame
-Balrogs can crush smaller enemies by stepping on them.

Avatar of Evil
-Mortally negative Affinities on the battlefield have a 30% increase in power. Morally positive Affinities on the battlefield have a 30% decrease in power.

Flames of Hell
-If one of Balrog's attacks have a Modifier over 10,000, it gains the Burn, Juggernaut, and Smite abilities.

Balrog. 45000 HP, Darkness Affinity, Huge Enemy, Epic affinity, 4000 Resilience, 13000 Magic Modifier, 45k*1.3/4 spell damage - OMNIPRESENT, reduces our damage by 30%.

Arguably the biggest threat we will encounter. Assuming the worst, a 3-hit Ray-HC-MultiShot-Slayer does 8600*3*3*0.7=54k damage. A 4-hit burst kills them with guarantee.

Their spell we can only repel with Wave Force and it will kill our allies and damage us for just about half our health (14625 before Resilience and 60% damage reduction).

(Happy Fun Stuff) Titan Worm

Can I haz Cheese Burger?
Stats

Health: 125,000
Base Damage: 7,500
Base Resilience: 3,000
Magic Modifier: 15,000

Affinity: Earth | Evil | Darkness | Epic
Weapon

Jaws of Demise
Level 15
Attacks Per Turn: 3
Affinities: Earth | Darkness | Epic
Ability: Consume | Magical Girl Slayer
Spells

Endless Hunger
Level 30
Base Damage: 22,500
Magic Modifier: 22,500
Affinity: Evil | Darkness
Ability: Consume | Terror
Abilities

Huge Enemy
-Titan Worms take 75% less damage from smaller enemies.

Juggernaut of The Earth
-Titan Worms deal 350% extra damage against smaller enemies.

Avatar of Hunger
-All healing effects instead target the Titan Worm instead of their original target.

From The Depths
-If a Titan Worm's attack has a Modifier over 10,000, it gains the Overwhelm, Juggernaut, and Smite abilities.

Drums In The Deep
-Titan Worms replace Balrogs during Too Deep triggers after the Fortress reaches level 3.

Titan Worm. Huge, powerful, mostly harmless - a perfect target to lure in. We can negate anything it has, outrun it, or kill if we so desire.


(Happy Fun Stuff) Ancient Wyrm

Where my Gnomes?!
Stats

Health: 450,000
Base Damage: 22,500
Base Resilience: 10,000
Magic Modifier: 45,000
Affinity: Chaos | Corruption | Battle | Evil | Darkness | Epic
Weapon

Murderous Dark
Level 45
Attacks Per Turn: 9
Affinities: Chaos | Battle | Evil | Darkness | Epic
Ability: Slaughter | Magical Girl Slayer | Auto Max Charge
Spells

Ultimate Evil
Level 99
Base Damage: 74,250
Magic Modifier: 74,250
Affinity: Chaos | Corruption | Evil | Darkness | Epic
Ability: Superslayer | Perpetual Caster | Auto Max Charge
Abilities

Huge Enemy
-Ancient Wyrms take 75% less damage from smaller enemies.

Titan of Darkness
-Ancient Wyrms Slayer Abilities deal double damage.

Avatar of The End
-Enemy healing effects are neutralized, and all Modifier Rolls are set to zero. All defensive effects operate at 50% capacity.

Herald of The End
-If an Ancient Wyrm's Magic Modifier reaches 150% of it's maximum output, it's attack gains Unstoppable, and Overwhelm.

Game Over
-Ancient Wyrms replace Titan Worms in Too Deep triggers when the Fortress reaches Level 5. Balrogs replace Mr.Snuggles.
Ahahahahaha NO.

Ancient Wyrm is far too dangerous to provoke - while Summit might survive it (no, really, we actually can... Somehow), I expect rousing this one is guaranteed to force a Stage 3 emergency mission of "get the monster away from everyone, it's ruining everything forever". It goes without saying, our allies die.

Once we have 18+ attacks it cannot kill us. And we have no knowledge of its speed. But Wave Force and Inhuman Skill save us.
 
Last edited:
Guess I'll change my vote then:
[X] Take a mission
-[X] Wasp's Nest
[X] [EXP] save it
 
Dee is Alright (After Crossworlds 16.7)
Dee Phones Home
"Hello, This is Sergent Big. I'm calling about Dee Foster."

A tired voice speaks over the headset, "I've been expecting your call. What's the verdict?"

"Mom!" Dee shouts at incredible volume, "You're alright!"

"Dee!?" the person on the other end asks with a hint of disbelief.

Dee scrambles out of her chair to be closer to the phone, "Mom! I'm okay!"

"Oh my God. How?"

"Sum-A Magical Girl saved me."

"She's at Milidia. A raid on the tunnels recovered your daughter." Big raises his voice.

"Dee."

"I don't know why I was kidnapped, but-."

"This is because you ran off alone instead of seeking shelter or joining your Magical Girl friends isn't it?"

"Um…"

"No comment." Big smirks.

"Is everyone alright?"

"Yes. Two street teams were holding evacuation routes open and drew most trouble away from our block. We had power back the next day. Magical Girl Ocean Call told me about you."

"That's good. Sorry I…" Dee trails off.

"Made us all worry ourselves sick for a week? When the scrying couldn't find you on Earth we all thought you were dead. Why didn't you come home?" Sounds of sniffling are clearly audible.

"I was doing okay! There was a street team that almost got overwhelmed that needed my help. Then I just passed out suddenly for some reason."

"That's alright. I'm glad you're safe." There's a sound of a nose being blown, "If you can get back home before tomorrow night you'll get the chance to attend your own memorial service. Your father is out and Ruby is with friends, but I'll let them know you're fine. New York is doing fine too, the Counter Force engineers are figurative miracle workers."

"Thanks mom. Is Scar okay?"

"Ornery as always. I think the cat knew you weren't dead somehow."
 
Hmmm. In terms of Wasp's Nest, we have three allies, and four types of native opponents. Also, a possibility of UD interference, but the only thing we can do about it right now is to keep them in mind.

Our allies are:
1) Magical Girl Primary Wiccan (Magic, Delusion, Story Maker) who is an excellent broom flyer, and is capable of creating really good illusions.
2) Magical GIrl Crimson Hood (Fear, Insanity, Myth) who has really good reactions (HSC 2), but her main virtue is her Host Of A Nightmare ability.
3) Nightmare of Crimson (Fear, Change) - another Greater Nightmare we're meeting, we've seen it in the latest update - and it respawns via the above-mentioned ability of Crimson Hood.

Overall, I imagine that if that group went to lure some monsters, the tactics would have been to have Nightmare of Crimson corral and lure the Spiders and the other Happy Fun Stuff then lead them on a merry chase straight into the Unified Darkness lines, while Primary Wiccan serves as a transportation for Crimson Hood and is keeping up her spell in such a way that neither Primary Wiccan nor Crimson Hood are actually registering on the Happy Fun Stuff's radar. Also helps that Nightmare of Crimson can split off smaller versions of itself.

Nightmare of Crimson is as immune to Spiders as Summit is, by virtue of being a Greater Nightmare. It is also expendable because it respawns. It is also a proud owner of 3333+d666 weapon, with 9 APT, and Armor Pierce/Vampire. So even if it's wounded, it can usually recoup any damage promptly. Unfortunately, the only ones who CAN harm it in BoatShrieks - Balrogs, Titan Worms, and Ancient Wyrms - all have very good defenses, and (later on) effects that would negate its healing entirely. Quite simply, it loses. Without ever doing any meaningful damage, too. Which is where I believe Summit should come in - we aren't the bait. We're the literal troubleshooter - we're shooting dead the trouble if it comes knocking.

Moving on to possible Panoply configurations. Luckily, all the enemies have Huge Enemy, all the big nasties have Darkness affinity, and Triple attack damage kills small ones in one hit.

1) Heavy Caliber, DarkSlayer, Multi Shot, Ray - what I believe to be the best "general purpose" configuration. It will allow to kill enemies swiftly enough.
---Assuming Discovery, Protection and Implacable are all morally neutral affinities, we deal 8600 damage per Ray Trigger to any big nasty (otherwise, it's 6020). I am also assuming Avatar of Evil that Balrogs have is supposed to be an ability affecting Total Damage of the attack.

(DarkSlayer Panoply: 1400 Base Damage, +384 Dice, +200 Light of Discovery, +7000 DarkSlayer, +1400 Ray Trigger, +200 Light of Discovery, +7000 DarkSlayer = 17584 Total Damage
DarkSlayer Panoply: 1400 Base Damage, +384 Dice, +200 Light of Discovery, +7000 DarkSlayer, +1400 Ray Trigger, +200 Light of Discovery, +7000 DarkSlayer = 17584 Total Damage
DarkSlayer Panoply: 1400 Base Damage, +384 Dice, +200 Light of Discovery, +7000 DarkSlayer, +1400 Ray Trigger, +200 Light of Discovery, +7000 DarkSlayer = 17584 Total Damage
52752 Unified Damage)


This above is the sample of a 2-attack Ray. Not bad, but not quite enough for dedicated combat.

2) Heavy Caliber, Darkslayer, Multi Slash, Crush - what I believe to be the best "big nasty killer" configuration. Is a melee configuration, though.

(DarkSlayer Panoply: 1400 Base Damage, +93 Dice, +200 Light of Discovery, +7000 DarkSlayer, x3 CRUSH = 26079 Total Damage
DarkSlayer Panoply: 1400 Base Damage, +93 Dice, +200 Light of Discovery, +7000 DarkSlayer, x3 CRUSH = 26079 Total Damage
DarkSlayer Panoply: 1400 Base Damage, +93 Dice, +200 Light of Discovery, +7000 DarkSlayer, x3 CRUSH = 26079 Total Damage
78237 Unified Damage)


Now, let's see how the big nasties like it.

(Balrog: 4000 Base Resilience, +4653 Dice, -400 Weak to Discovery Effects = 8253 Damage Reduction
69984 Total End Damage
Huge Enemy negated by Heavy Caliber
Balrog: 45000 - 69984 = -24984 Health)


Yup. The Balrog dies in a single strike - had it been ranged, I'd have been overjoyed. For the record, I decided to make it take a 10% penalty to Base Resilience due to opposing Discovery.

(Titan Worm: 3000 Base Resilience, +2656 Dice, -300 Weak to Discovery Effects = 5356 Damage Reduction
72881 Total End Damage
Huge Enemy negated by Heavy Caliber
Titan Worm: 125000 - 72881 = 52119 Health)


This is also decent. Even highest Dice rolls (15000), will barely edge the Worm into "3 hits to die" territory, usually only 2 hits are necessary.

Now, Ancient Wyrm? Well, it sets all enemy magic modifiers to zero. Recalculated damage is 77400 Unified Damage.

(Ancient Wyrm: 10000 Base Resilience, +11564 Dice, -1000 Weak to Discovery Effects = 20564 Damage Reduction
56836 Total End Damage
Huge Enemy negated by Heavy Caliber
Ancient Wyrm: 450'000 - 56836 = 393164 Health)


The damage above is actually a good hit. Here's a few more dice rolls: 40771, 19791, 27175, 23939
So. Each hit does 68400 Damage, minus the dice roll. For the five hits we've made, the damage is: 342'000-11564-40771-19791-27175-23939=218'760
That's less than half of Ancient Wyrm's health. His damage, on the other hand? 100+k raw damage against us, at the very least. 1HKO, considering he halves the effectiveness of our defensive abilities.

Its survivability rating is 504k against a single damage string, too... So 25800*26=670800 (our full Ray damage per turn) can kill it, true... But it has 9 APT, and 1HKO. I fully expect us to need to make breaks to negate them.

On a lighter note:
All is well that ends well.

[X] Save some time by charging in.
You happen to be an expert on this topic, charge in and kill everything. The shadows won't be a problem if you attack on your own, and nothing you've seen can hope to touch you. They did say they were in a hurry… [Magical Girl Instincts approved!]

+25 EXP "I happen to be an expert on this subject"

"I happen to be an expert on this subject!" She shouts, "Oi! We need knockout runes for prisoners here!"
I think I see a catchphrase (or arc words) here. :lol

For those interested, the context is: "What to do in the scout run with Blue Bandit after detecting hidden demons", "Summit trains with Scarlet Empress' summoned soldiers", and "Insight meets another resurrect-ee".
 
3) Nightmare of Crimson (Fear, Change) - another Greater Nightmare we're meeting, we've seen it in the latest update - and it respawns via the above-mentioned ability of Crimson Hood.
I'll also note that it can copy abilities off things it kills with its spell, so it can snowball a bit if it doesn't die.

Edit: Morphic Nightmare is also a really significant force multiplier that shouldn't be discounted.
 
Last edited:
Transformation timed out?
Yep.

High Card was committing vandalism practicing her new powers for a while before New York was attacked. She sniped about 60 demon footsoldiers before running out of time and getting collected by Tarser. He proceeded to flee to Milidia, where he knew a guy, to investigate his new prize and try to bargain his way into serving a more impressive demon.
 
Edit: Morphic Nightmare is also a really significant force multiplier that shouldn't be discounted.
Lemme just elaborate here: Huge Enemy means nothing to him because he can bulk himself up to match. Swords mean very little because he can just split himself in front of the blade. He can falsify a vast array of abilities just like White Soul could with her weapon, and he is physically impossible to restrain without total lockdown or a watertight box durable enough he can't just punch his way out. He can copy himself by dividing like an amoeba for little appreciable impact to his stats.

Nightmare of Crimson is not a pleasant guy to fight.
 
I'll also note that it can copy abilities off things it kills with its spell, so it can snowball a bit if it doesn't die.

Edit: Morphic Nightmare is also a really significant force multiplier that shouldn't be discounted.

Lemme just elaborate here: Huge Enemy means nothing to him because he can bulk himself up to match. Swords mean very little because he can just split himself in front of the blade. He can falsify a vast array of abilities just like White Soul could with her weapon, and he is physically impossible to restrain without total lockdown or a watertight box durable enough he can't just punch his way out. He can copy himself by dividing like an amoeba for little appreciable impact to his stats.

Nightmare of Crimson is not a pleasant guy to fight.
And then Balrog starts spamming Roar of the Destroyer for 50+ thousands of damage per scream, that also conveniently has Omnipresent and (by reading of the Flames of Hell in an appropriately exploity way) Juggernaut to actually hit the Nightmare where it hurts. Big Bad Wolf is an excellent ally for the mission, especially since we can relegate the "bait" duty to it. But it isn't an insurmountable obstacle to the locals.

Roar of the Destroyer is incidentally both the attack that is most threatening to Summit, and the attack most likely to kill our squishy magical girl allies.
Read - no matter what everyone tells me, I will be voting for "See a Balrog - Kill a Balrog" policy and dig deeper to find Titan Worms to unleash on the UD instead - they, at least, aren't going to turn the entire attempt into a disaster from the get-go, and we can negate them with Skill, Dodge and Wave Force.

Level 4 fortress, there shouldn't be any.
Wouldn't stop me from writing an omake where the fortress magically evolves right as Summit is spelunking, and trigger a Too Deep for 1 Ancient Wyrm and 30 Balrogs.
With additional encounter rolls for pre-existing nasties.
 
And then Balrog starts spamming Roar of the Destroyer for 50+ thousands of damage per scream, that also conveniently has Omnipresent and (by reading of the Flames of Hell in an appropriately exploity way) Juggernaut to actually hit the Nightmare where it hurts. Big Bad Wolf is an excellent ally for the mission, especially since we can relegate the "bait" duty to it. But it isn't an insurmountable obstacle to the locals.
Well first off, Balrogs can't spam that, being limited to one spell per turn just like everybody else here.

Secondly,you're right, he's not an insurmountable obstacle. I feel, however, that you're underselling him in your analysis, and potentially underutilizing him as a consequence of that.
 
Well first off, Balrogs can't spam that, being limited to one spell per turn just like everybody else here.

Secondly,you're right, he's not an insurmountable obstacle. I feel, however, that you're underselling him in your analysis, and potentially underutilizing him as a consequence of that.
He's just about immune to anyone that is not a big nasty of the locals, he can probably dance around the Titan Worms while riling them up, and the only real threat is Balrogs which I intend to kill anyway to keep the other companions safe.

Frankly, my plan at this point has the following things:
1) Nightmare of Crimson splits into a dozen or more monsters, all of them go finding and pulling (kiting) Titan Worms out
2) Magical Girls follow, covered by Summit who pops spiders who get too close. Also, grinds Ceaseless Warrior to max on those same spiders
3) If a Balrog appears, Summit shifts to its location and dices it into small chunks before it can cast Roar of the Destroyer
4) Crimson Hood is under the Guardian Touch spell to make a reliable guardian against spiders for when Summit is killing Balrogs
5) Once the Titan Worms start coming after their quarry, Primary Wiccan is enchanting them to give them a false lead to UD fortresses.
6) Keep an eye out for Unified Darkness trying to do the same as you do - except to send the locals after Millidia base
7) If, heavens forbid, Ancient Wyrm appears, Summit grabs the girls and Shifts IMMEDIATELY to surface/out-of-sight/the-fuck-away, and contacts the base to complain and ask for suggestions.
 
Last edited:
He's just about immune to anyone that is not a big nasty of the locals, he can probably dance around the Titan Worms while riling them up, and the only real threat is Balrogs which I intend to kill anyway to keep the other companions safe.

Frankly, my plan at this point has the following things:
1) Nightmare of Crimson splits into a dozen or more monsters, all of them go finding and pulling (kiting) Titan Worms out
2) Magical Girls follow, covered by Summit who pops spiders who get too close. Also, grinds Ceaseless Warrior to max on those same spiders
3) If a Balrog appears, Summit shifts to its location and dices it into small chunks before it can cast Roar of the Destroyer
4) Crimson Hood is under the Guardian Touch spell to make a reliable guardian against spiders for when Summit is killing Balrogs
5) Once the Titan Worms start coming after their quarry, Primary Wiccan is enchanting them to give them a false lead to UD fortresses.
6) Keep an eye out for Unified Darkness trying to do the same as you do - except to send the locals after Millidia base
7) If, heavens forbid, Ancient Wyrm appears, Summit grabs the girls and Shifts IMMEDIATELY to surface/out-of-sight/the-fuck-away, and contacts the base to complain and ask for suggestions.
Okay that sounds soli- wait. You are aware that Primary Wiccan's "illusions" are pretty much literally a witch's barrier from PMMM, right? It's not really controlled, or targeted.

Like, the girl is not all there. It's debatable if she's even mostly there. She has her own little fantasy world in her head and delusional illusion is dragging it out of her head and into reality. Or dragging everyone into it? The most accurate description is sort of both and neither. The point is that uh...
5) Once the Titan Worms start coming after their quarry, Primary Wiccan is enchanting them to give them a false lead to UD fortresses.
Probably not as easy as you think.

(I apologize for not spotting this earlier, it's probably more important than the wolf thing.)
 
Okay that sounds soli- wait. You are aware that Primary Wiccan's "illusions" are pretty much literally a witch's barrier from PMMM, right? It's not really controlled, or targeted.

Like, the girl is not all there. It's debatable if she's even mostly there. She has her own little fantasy world in her head and delusional illusion is dragging it out of her head and into reality. Or dragging everyone into it? The most accurate description is sort of both and neither. The point is that uh...

Probably not as easy as you think.

(I apologize for not spotting this earlier, it's probably more important than the wolf thing.)
That is the most narrow point of the plan, yes. We know next to nothing about her spell.

But without seeing any updates to her character sheet (if any were even made for the quest), I only see her useful as an aerial transport for Crimson Hood - she is fast on her broom. Or the secondary bait when those Titan Worms are on surface already.

Say, question. How... Interconnected are her world and reality? Do those who enter it phase out of reality? Can they leave? Can they be targeted from outside? Can they be seen from outside? How hazardous is it? Does it move in real world if Primary Wiccan moves? And do those caught in it move with it?

Depending on answers, she might grab the Happy Fun Stuff in a World Sphere bubble then ferry the bubble to UD lines and release HFS at their locations.

So, details please!
 
Say, question. How... Interconnected are her world and reality? Do those who enter it phase out of reality? Can they leave? Can they be targeted from outside? Can they be seen from outside? How hazardous is it? Does it move in real world if Primary Wiccan moves? And do those caught in it move with it?
In order:
  • It's inversely proportional to how lucid she is in the real world.
  • Yes
  • Yes if they can find an exit (there are a few of those) or are capable of dimensional travel themselves.
  • No, barring trans-dimensional effects.
  • As above.
  • Variable. It's basically a generic fantasy world, so you have places that are generally pretty safe and then you have places where the wildlife walks through mountains because it can't be arsed to go around.
  • Clarify what you mean by that?
  • Dependent on the above.
There's a lot of stuff in Erica's fantasy land. She could theoretically function a lot like boatshrieks is in this mission if she had any form of consistency.

Edit: I don't really want to say "go read my old work", but... Primary Wiccan is a direct expy of Erica from A Fragile Illusion in my signature, and Delusional Illusion is basically her barrier.
 
Last edited:
In order:
  • It's inversely proportional to how lucid she is in the real world.
  • Yes
  • Yes if they can find an exit (there are a few of those) or are capable of dimensional travel themselves.
  • No, barring trans-dimensional effects.
  • As above.
  • Variable. It's basically a generic fantasy world, so you have places that are generally pretty safe and then you have places where the wildlife walks through mountains because it can't be arsed to go around.
  • Clarify what you mean by that?
  • Dependent on the above.
There's a lot of stuff in Erica's fantasy land. She could theoretically function a lot like boatshrieks is in this mission if she had any form of consistency.

Edit: I don't really want to say "go read my old work", but... Primary Wiccan is a direct expy of Erica from A Fragile Illusion in my signature, and Delusional Illusion is basically her barrier.
Does it move in real world if Primary Wiccan moves? And do those caught in it move with it?
Depending on answers, she might grab the Happy Fun Stuff in a World Sphere bubble then ferry the bubble to UD lines and release HFS at their locations.

So, to clarify. Those questions you asked clarifications for were mostly to figure out the following:
Is it possible to "grab the Happy Fun Stuff in a World Sphere bubble then ferry the bubble to UD lines and release HFS at their locations"?

Is such a scenario possible?
To do this, I imagine, she'd need to be able to remain in the real world while the bubble and those caught within weren't.
She'd need to be able to move herself, and move the bubble with her. Be it visible or just hanging somewhere off to the side in 4th dimension.
And she'd need to be able to eject those caught up within on demand.
 
So, to clarify. Those questions you asked clarifications for were mostly to figure out the following:
Is it possible to "grab the Happy Fun Stuff in a World Sphere bubble then ferry the bubble to UD lines and release HFS at their locations"?

Is such a scenario possible?
To do this, I imagine, she'd need to be able to remain in the real world while the bubble and those caught within weren't.
She'd need to be able to move herself, and move the bubble with her. Be it visible or just hanging somewhere off to the side in 4th dimension.
And she'd need to be able to eject those caught up within on demand.
That's... I'm gonna say probably not. Movement irl corresponds roughly to movement in the bubble, and vice versa. She can center the bubble on herself if she's at the right balance of lucidity in and out of the bubble, but I would not hedge my bets on that, and it still wouldn't stop captured monsters from wandering.
 
That's... I'm gonna say probably not. Movement irl corresponds roughly to movement in the bubble, and vice versa. She can center the bubble on herself if she's at the right balance of lucidity in and out of the bubble, but I would not hedge my bets on that, and it still wouldn't stop captured monsters from wandering.
Ah. So either case, we'd have to corral the monsters around by propping up bait in front of them, be it in Primary Wiccan's world or in Millidia.

How large is her world? As in, can she cast it at BoatShrieks and have those inside move enough to exit at UD frontlines - without UD being pulled inside or having an advance warning?
How easy/difficult it would be for Summit to move to that place in Wiccan's world and set up a Stabilized Gate leading out in that same relative location - without seeing the Millidia-equivalent location beforehand?

And either case, can Primary Wiccan eject those taken into her world? Either one at a time, or all at once (all at once is better)?

I'm trying to figure out if it's possible to take a few Titan Worms into Wiccan's world, then (be it by leading them to a specific location in said world or by having Summit set up a portal to the same) drop them off at UD's frontlines without them being seen crossing the intervening space.

And is it possible for her to safely pull in someone (her companions and herself) within UD Zone of Control? This would probably require her to have the capture zone size being variable, from "close to her body" to "hundreds of meters around her".
 
How large is her world?
A landmass with about the same square footage as Alaska.

How easy/difficult it would be for Summit to move to that place in Wiccan's world and set up a Stabilized Gate leading out in that same relative location - without seeing the Millidia-equivalent location beforehand?
I'm not entirely sure how Summit's space stuff interacts with Wiccan's, but I'm gonna say somewhere between "prohibitively difficult" and "outright impossible".

And either case, can Primary Wiccan eject those taken into her world? Either one at a time, or all at once (all at once is better)?
Yes, but they'd have to be in range of the spell when she casts it inside to leave.

I'm trying to figure out if it's possible to take a few Titan Worms into Wiccan's world, then (be it by leading them to a specific location in said world or by having Summit set up a portal to the same) drop them off at UD's frontlines without them being seen crossing the intervening space.
Theoretically possible, but the telemetry would be difficult to pull off, and would essentially be rolling the dice on the environs inside her bubble. Too low and you might hit a populated area, too high and you get natural obstacles or dangerous wildlife (or both).

And is it possible for her to safely pull in someone (her companions and herself) within UD Zone of Control? This would probably require her to have the capture zone size being variable, from "close to her body" to "hundreds of meters around her".
If by "zone of control" you mean the interdiction thing that messes with Summit's 'ports then... I don't know. I'd have to ask Kelllogo, but solid "maybe".
Also the AoE of her spell is fixed and indiscriminate.
 
Back
Top