Gems in the Wastes (Exalted/Warhammer Fantasy/CK2)

I must admit that while generally familiar with Exalted as a whole, my demonology is weak, so I'm gonna need to do research to engage with the demon conversation beyond generalities.
 
Okay, so, plan for the turn:

[] Plan Walls, Workings, and Ways of the Enemy
-[] You will not stress yourself too much.
-[] You will ration your current supplies (-0.5 per turn)
-[][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[] Fight by yourself (-1 Personal Action, Frees up 1 Martial Action)
--[] Take Prisoners (Inflicts -20 to roll, but will take up to (Size - 1) prisoners if successful, minimum Size 1).
-[][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[] Bejeweled Eidolon Army (Size 5, Quality 1, Might 1 = +32?)
--[] Assign Flaris (Hero, +12, Applies Flaming Weapons)
-[][Martial] Raise Earthen Walls (DC 20/30/40)(SORCEROUS)
--[] SPECIAL: Nokun (Ramparts of Obedient Earth)(Hero; +20)
-[][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[][Diplomacy] Raise Spirits (DC 40+)
-[][Stewardship] Tent Crafting (DC 20)
-[][Stewardship] Draw Freshwater (DC 15/25/35)(SORCEROUS)
--[] Assigned Sorcerer: Abioye (Hero; +6)
--[] Done once so far (including this time)
-[][Intrigue][LOCKED] The Pangu Opening (DC 40/60)(Costs No Action)
--[] Assign Fuvor (Hero, +7)
-[][Intrigue] Scouting Ahead (Variable)
--[] In General (DC 20)
-[][Intrigue] Scouting Ahead
--[] At the Settlement (DC 30)
-[][Piety] On the Fount (No Roll)
-[][Piety] Ask the Earth Elementals for help (DC 10+)
--[] +20 to Ground Survey
-[][Learning] Know Thy Enemy
--[] The Point-Ears (DC 40+)
-[][Learning] Mobile Lodestone (DC 30/40/50)
--[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for 10/100 Miles)
-[][Mining] Ground Survey (DC 60)
--[] Assign Rising Dawn (Hero, +11, -10 DC)
-[][Mining] Set Up Smitheries (DC 50+)(CONSUMES 1 LUMBER OR STONE)
-[][Personal] Summon a Demon! (Variable)
--[] Second Circle (DC 60)
---[] Sondok, She-Who-Stands-In-Doorways

Okay, so, as mentioned I'm not sure what Demon to put here. But the rest of the plan seems needed.

For Martial, we need to take one action personally with just Sango to free one up for walls, and I think prisoners are viable there, while making sure the other goes well is very important. That leaves one free for walls, which is real important and Nokun is our best bet (as well as freeing up a Sorcerer to do other stuff).

For Diplomacy, we're trying last turn's actions again, only with actual bonuses. This seems correct.

For Stewardship, we need some basic shelter, and we need to start working on Food/Water. I think water is slightly more urgent and thus...

For Intrigue, aside from the obligatory one, scouting seems good.

For Piety, we have limited chances on the Ground Survey so I decided to stack the deck, and we also have to discuss the Fount. It's too important an asset to not deal with immediately.

For Learning, research into the Druchii seems a must-have, as does at least one mobile bastion of order (can be used by the miners if nothing else, but there's a lot of else).

For Mining, as I said, with only 3 attempts total, stacking the deck on the Ground Survey is really good, while we're gonna certainly need a smithery sometime, and I didn't want to send people out into the Wyld before we had our mobile zone of greater stability going.

And, as I say, I think a Second Circle Demon is a solid plan...we just need to figure out which one.

EDIT: Switched out the army on the second action for our conjured one. Added Sondok as the chosen demon.
 
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Any reason you want to send mortal soldiers rather than eidolons? Next turn we'll hopefully have the walls, which means I think the expendable army is worth using this turn.
 
@Critian Caceorte what kind of Working would be needed to purify the Path to the mines? is the 1 mile version enough, or would we need the 10 mile version?

We might just go with the mobile suppressor instead, but it's good to know what numbers we're working with here.
10 miles. Technically the route is longer than that, but it would cover enough to not be an issue.
Honestly, making more than one mobile suppressor may be a good idea. Making them idols to our gods/Exalted on top if we can as well. Also a very important question, how will cults for our Exalted work @Critian Caceorte?
Still working on that, hence why I've provided no options there yet. I'm currently leaning towards small cults not doing anything, but bigger cults can provide Sango +1 Action in a specific category, representing an aspect of himself aligned with that area. Other characters with Cults might get other benefits.

What I can say for certain is that spirits who get more worship will improve their stats and gain new abilities.

Also @DeadmanwalkingXI , the plan looks good, just need to mark whether you are overworking or not. Once you've got a demon of choice just give me a note of where to find it so that I can approve of the plan fully.

One thing I should probably say is that you can summon multiple of the same First Circle Demon with 1 action, it's just that every point of Size required increases the DC by 10.
 
Also @DeadmanwalkingXI , the plan looks good, just need to mark whether you are overworking or not. Once you've got a demon of choice just give me a note of where to find it so that I can approve of the plan fully.

Added the statement of no overwork. We can't afford the increased odds of Critical Failure except in real emergencies. Last turn qualified but this one does not. I'm trying to look through demons right now.

One thing I should probably say is that you can summon multiple of the same First Circle Demon with 1 action, it's just that every point of Size required increases the DC by 10.

Good to know. I think we want a 2nd Circle one right now, but that makes grabbing some 1st Cricle ones more appealing going forward.
 
Turn 2 Voting Begins
Alright folks, I'm going to be opening up right now. I'm going to have a shorter voting period this time, so just be warned I'm going to try and get a quicker flow here. As such,

Voting is now open. Please vote via plan format. The Voting will end on June 10 at 7:00 AM PST.
 
[X] Plan Walls, Workings, and Ways of the Enemy

Full plan has to be posted first or else the tally will get weird

[X] Plan Walls, Workings, and Ways of the Enemy
-[X] You will not stress yourself too much.
-[X] You will ration your current supplies (-0.5 per turn)
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[X] Fight by yourself (-1 Personal Action, Frees up 1 Martial Action)
--[X] Take Prisoners (Inflicts -20 to roll, but will take up to (Size - 1) prisoners if successful, minimum Size 1).
-[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[X] Bejeweled Eidolon Army (Size 5, Quality 1, Might 1 = +32?)
--[X] Assign Flaris (Hero, +12, Applies Flaming Weapons)
-[X][Martial] Raise Earthen Walls (DC 20/30/40)(SORCEROUS)
--[X] SPECIAL: Nokun (Ramparts of Obedient Earth)(Hero; +20)
-[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[X][Diplomacy] Raise Spirits (DC 40+)
-[X][Stewardship] Tent Crafting (DC 20)
-[X][Stewardship] Draw Freshwater (DC 15/25/35)(SORCEROUS)
--[X] Assigned Sorcerer: Abioye (Hero; +6)
--[X] Done once so far (including this time)
-[X][Intrigue][LOCKED] The Pangu Opening (DC 40/60)(Costs No Action)
--[X] Assign Fuvor (Hero, +7)
-[X][Intrigue] Scouting Ahead (Variable)
--[X] In General (DC 20)
-[X][Intrigue] Scouting Ahead
--[X] At the Settlement (DC 30)
-[X][Piety] On the Fount (No Roll)
-[X][Piety] Ask the Earth Elementals for help (DC 10+)
--[X] +20 to Ground Survey
-[X][Learning] Know Thy Enemy
--[X] The Point-Ears (DC 40+)
-[X][Learning] Mobile Lodestone (DC 30/40/50)
--[X] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for 10/100 Miles)
-[X][Mining] Ground Survey (DC 60)
--[X] Assign Rising Dawn (Hero, +11, -10 DC)
-[X][Mining] Set Up Smitheries (DC 50+)(CONSUMES 1 LUMBER OR STONE)
-[X][Personal] Summon a Demon! (Variable)
--[X] Second Circle (DC 60)
---[X] Sondok, She-Who-Stands-In-Doorways
 
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[X] Fight by yourself (-1 Personal Action, Frees up 1 Martial Action)
--[X] Take Prisoners (Inflicts -20 to roll, but will take up to (Size - 1) prisoners if successful, minimum Size 1).
-[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[X] Bejeweled Eidolon Army (Size 5, Quality 1, Might 1 = +32?)
Agree with the plan for the most part, just feel those two should be switched, ourself fighting the Mage bitch.
kind of more fitting, it would feel to me. Alos what better way to learn of hostile magic than to expirience it ourself.
Also I want MC to effectifly bitch slap his opponent into submision. ...

Could we do that actually? make someone submit and bound their soul such?
 
Agree with the plan for the most part, just feel those two should be switched, ourself fighting the Mage bitch.
kind of more fitting, it would feel to me. Alos what better way to learn of hostile magic than to expirience it ourself.
Also I want MC to effectifly bitch slap his opponent into submision. ...

Could we do that actually? make someone submit and bound their soul such?

The problem is that we need the extra action, which means the Martial action Sango takes must be by himself and fighting a whole army by himself is...problematic. He's a Solar, he can technically do it, but it's a large and needless risk at this juncture.
 
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The problem is that we need the extra action, which means the Martial action Sango takes must be by himself and fighting a whole army by himself is...problematic. He's a Solar, he can technically do it, but it's a large and needless risk at this juncture.

Agreed, he is a Solar, but not one built for mass combat, Instead Sango is build for throwing spells from the back while his 'associates' from Malfeas cover him in melee
 
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