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

One of the things we might want to do next turn is try to rush down Old World Pantheon so we can unlock the gods. Rheya's aid would be very nice to have when it comes to growing food in this hellscape.
 
Part of me wonders if a side-quest might be made over Sango learning to be pious in trying to interact with the gods of Mallus for aid.
 
Where dere'z a Whip (Canon Omake)


Where dere'z a Whip

Zeggrud stumbled, and had time time think 'ah Zog, not again' before the whip came down on his shoulders. The harsh treatment of dark elves was an old friend by now, and even if he'd still harbored hope of slaughtering the elves and running off back into the wild country, it was hopeless with his legs fettered and the huge yoke around his wrists and neck. Nuffin for it but to stagger back up to his feet, even as the blows fell. One way being Zeggrud Da Boi had it better than some of the other slaves-he was tough enough to take a lashing and get back to work, pulling the cart. Across this rough and broken ground, horses and oxen were in some ways, less effective than slaves. But most of the carts had slave teams of two to Many pulling them, while Zeggrud pulled his alone. He was 'da boy' after all, in his head. The only greenskin in the slavepens here, Zeggrud had been singled out by the slaves and the masters.

And it wasn't the good kind of singling out dat got ya a pat on the back and a 'good doin'. Or even a decent scrap. Scrappin' in the slavepens just got ya krumped for 'damagin da material'. He'd seen some good orcs go that way, better boys than him. Yet here he was, still stumbling along. They weren't even feeding him enough, so he was almost skinny enough to pass for a green humie at this point. He wasn't long for da world, not as hungry and battle-starved as he was. But he was holding on, cuz dat was what da boiz did. Fighting and winning was best, running off the regroup and have another go was fine, but if you couldn't win and you couldn't run...you could bear it up. He'd heard about Orcs who'd been pinned to mountains by Druchii lances, left to die and instead stubbornly lived through it all, but unable to pull the spears out without killing themselves, lived on whatever they could reach and shove into their mouths for years. Of course, it was more sensible to take your lumps and just pull da spear out, or yourself up and over. But he supposed like him, they had their reasons for waiting.

Though, he didn't have much of a reason. He just didn't want to get krumped without a good story to tell Gork and Mork. When he stood before the gods o' cunnin' and brutality, he wanted a yarn that would make them roar in triumph, or shake with laughter, and spit him back out as a boy again instead of a some runt or squig. Dat was only fair, right? And who knew when a chance like that would come along. Just had to be watchin'.
 


Where dere'z a Whip

Zeggrud stumbled, and had time time think 'ah Zog, not again' before the whip came down on his shoulders. The harsh treatment of dark elves was an old friend by now, and even if he'd still harbored hope of slaughtering the elves and running off back into the wild country, it was hopeless with his legs fettered and the huge yoke around his wrists and neck. Nuffin for it but to stagger back up to his feet, even as the blows fell. One way being Zeggrud Da Boi had it better than some of the other slaves-he was tough enough to take a lashing and get back to work, pulling the cart. Across this rough and broken ground, horses and oxen were in some ways, less effective than slaves. But most of the carts had slave teams of two to Many pulling them, while Zeggrud pulled his alone. He was 'da boy' after all, in his head. The only greenskin in the slavepens here, Zeggrud had been singled out by the slaves and the masters.

And it wasn't the good kind of singling out dat got ya a pat on the back and a 'good doin'. Or even a decent scrap. Scrappin' in the slavepens just got ya krumped for 'damagin da material'. He'd seen some good orcs go that way, better boys than him. Yet here he was, still stumbling along. They weren't even feeding him enough, so he was almost skinny enough to pass for a green humie at this point. He wasn't long for da world, not as hungry and battle-starved as he was. But he was holding on, cuz dat was what da boiz did. Fighting and winning was best, running off the regroup and have another go was fine, but if you couldn't win and you couldn't run...you could bear it up. He'd heard about Orcs who'd been pinned to mountains by Druchii lances, left to die and instead stubbornly lived through it all, but unable to pull the spears out without killing themselves, lived on whatever they could reach and shove into their mouths for years. Of course, it was more sensible to take your lumps and just pull da spear out, or yourself up and over. But he supposed like him, they had their reasons for waiting.

Though, he didn't have much of a reason. He just didn't want to get krumped without a good story to tell Gork and Mork. When he stood before the gods o' cunnin' and brutality, he wanted a yarn that would make them roar in triumph, or shake with laughter, and spit him back out as a boy again instead of a some runt or squig. Dat was only fair, right? And who knew when a chance like that would come along. Just had to be watchin'.
It's not long enough for me to award an Omake bonus, but I see nothing in it that would contradict what I have for the future. If you want to edit it to be longer to get that bonus, feel free. Otherwise, enjoy being canon!
 


Where dere'z a Whip

IIRC Druchi really don't like keeping Orc slaves for extended periods.
Threats of violence tend to backfire, and threats of torture or death tend to immediately backfire, because given a choice between fighting and getting killed or living and not fighting Orks will choose to fight 99 times out of 100.
The only real group that keeps greenskin slaves is the Chaos Dwarfs, who know to let them have a proper ration of violence to keep them on a dull roar instead of a full-blown WAAAGH!!!
 
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It's not long enough for me to award an Omake bonus, but I see nothing in it that would contradict what I have for the future. If you want to edit it to be longer to get that bonus, feel free. Otherwise, enjoy being canon!
Alas, I sat on this for three days and really couldn't think of anything more to say. Though, maybe something about him scenting a chance on the wind.


IIRC Druchi really don't like keeping Orc slaves for extended periods.
Threats of violence tend to backfire, and threats of torture or death tend to immediately backfire, because given a choice between fighting and getting killed or living and not fighting Orks will choose to fight 99 times out of 100.
The only real group that keeps greenskin slaves is the Chaos Dwarfs, who know to let them have a proper ration of violence to keep them on a dull roar instead of a full-blown WAAAGH!!!
There's a reason why there's only one of him, isn't there?
 
Turn 3.5 (Part 1: Preparatory Phase)
Turn 3.5 (Preparatory Phase)

-[X][Martial][LOCKED] Protecting the Flock 2
--[X] You will join the fray as an independent (-1 Personal Action, Frees up 1 Martial Action)
--[X] Send Sondok to defend the homestead (+23)
--[X] Assign Flaris and Rising Dawn. Plus the Blood Apes and, if needed, our other actual armies.



It was near the end of the 9th month, also known as the 3rd month of Autumn that your scouts informed you that the enemy was on their way. It would likely take them a few more days before they arrived at your walls, and during that time you would do your best to prepare. Gwai informed you that by dedicating one of your squadrons to the walls, you could have them put down their spears and take up bows to fire upon your enemies from range. A sorcerer(s) you knew could fill the same role, bombarding the enemy from afar, but their spells ran the risk of counterspelling. Dedicating a second squadron would help to not only protect the first squadron, but also help prevent any ladders (if there were any) from being placed along the exterior.

He also admitted, quietly, that he could also push himself to create another army of Eidolons so soon, but that would take him out of the fight as he scrambled to conjure soldier after soldier. If he did this, someone else would need to take overall command. It would provide yet another army that could safely take injuries in the place of your citizens, but it did mean that one of your best commanders was out of the picture. That left yourself and Chinasa for those you fully trusted to serve in his place, though Flaris, Nokun and perhaps Rising Dawn or Milosen could also substitute as well. Needless to say, Three-Color Edge would NOT be taking command, if the god even bothered to show up in the first place.

Ekundayo, meanwhile, told you your options for more insidious acts. The most effective strategy would be to send an assassin (or multiple assassins) to kill the commander before the battle even started. Thanks to Fuvor's report, you knew generally what their command tent looked like, but not what the commander looked like, where they slept or what their capabilities were. That left a number of uncomfortable unknowns that whoever you sent (if you did send them) would need to take into account. IF the assassin succeeded, that would hopefully put the rest of the army into chaos and make them retreat, or at least reduce their coordination. If they failed, that would almost certainly lead to the Assassin's death and put the enemy force into high alert.

Another option, one which was both easier and yet more dangerous, would be to send someone in the middle of the night to cut or destroy whatever chains or restraints were being used for the behemoth. The issue was, you didn't know precisely what was being used to restrain the beast. Worse, that only made it free to attack whoever, instead of just your people. It did nothing to stop the creature from deciding to attack your homestead for whatever reason suited its animal brain(s).

Third had the least risk, but also the least effect. By poisoning the food supply, you could make the army ill, which would hopefully take at least some units out of the fight. But you had no idea if the food was tested for poison regularly, and who ate what, or even where the cooks were located. Still, even if the agent failed, it was unlikely to result in any consequence besides the loss of that one individual.

Finally, Chinasa pointed out that you had two places where this battle could be fought: Outside of the walls, or further out into the desolate wastes. Fighting right outside of the homestead's walls would give you the protection OF those walls, the moat as well as the disorientation field, several notable advantages that you could not discard. Yet, it also carried the risk of any incidental damage potentially harming your precious citizens within those same walls, and if you failed, that was it. Uluiru would truly die as a nation with your downfall.

Alternatively, you could protectively meet the enemy in the middle in the wastes, where there was no terrain to benefit either side. It meant that you had no walls or other emplacements to hide behind, but it held far less risk to your people if things went wrong. And, if you needed to call a retreat, you could return to your homestead to restock and strategize once again, albeit with far fewer numbers. Assuming that the enemy allowed you to retreat in the first place, of course.

You were tempted to send out a marching order to have your troops invade the enemy camp, but you knew too little of their preparation to know if they deployed any traps to protect themselves as they slept. In the end, only your previous two choices would really work.

As a small aside, all of your advisors came to you privately and informed you that, if necessary, they would be willing to contribute to the nation's defense. Their abilities varied in potency, and their participation carried the risk of death, but having more heroes on your side could help turn the tides. Were you willing to allow them to help, if it meant that the Sign of Saturn hanged above them?



All of the following choices must be placed into a PLAN FORMAT. Each section will tell you how many of any given option can be taken. You may use any free heroes at your disposal, as well as your advisors, as you wish. Be warned, utilizing them will risk their lives in this conflict.

Where will you fight the Dark Elf Army? Choose ONE.

[][Location] Near Your Walls
[][Location] Out in the Wastes
  • If you fight near your walls, you will have the benefits of those walls (and the moat), as well as the disorientation field. It does however risk your citizens in the battle, and you have nowhere else to go if you lose.
  • If you fight out in the wastes, you will have no defensive benefits, but it will create no risk for your citizenry. If you lose here, you can retreat, suffering losses along the way, back to your homestead.

What manner of sneaky stuff will you get up to? Vote for as many as you'd like, with only ONE sub-option per choice. These will be rolled before the next phase/vote.
[][Sneak] Assassinate the Enemy Commander (High Action DC, High Escape DC)
-[] Ekundayo (Intrigue +13, Martial + Combat = +13)
-[] Fuvor (Intrigue +12, Martial + Combat = +9)
-[] Manaia (Intrigue +4, Martial + Combat = +7)
-[] Scouts (Intrigue +0, Increases DC by 10 but grants Best of 2 for rolls.)
[][Sneak] Free the Bound Hydra (Medium Action DC, Medium Escape DC)
-[] Ekundayo (Intrigue +13, Martial + Combat = +13)
-[] Fuvor (Intrigue +12, Martial + Combat = +9)
-[] Manaia (Intrigue +4, Martial + Combat = +7)
-[] Scouts (Intrigue +0, Increases DC by 10 but grants Best of 2 for rolls.)
[][Sneak] Poison the Food/Water Supply (Low Action DC, Low Escape DC)
-[] Ekundayo (Intrigue +13, Martial + Combat = +13)
-[] Fuvor (Intrigue +12, Martial + Combat = +9)
-[] Manaia (Intrigue +4, Martial + Combat = +7)
-[] Scouts (Intrigue +0, Increases DC by 10 but grants Best of 2 for rolls.)
  • Successfully assassinating the Commander has the chance of ending the battle before it even begins, but has the most risk. Even if the enemy force succeeds on their leadership check, they will still be a bit disorganized during the battle.
  • Freeing the Hydra will cause an unknown amount of damage to the enemy forces and might take the Hydra out of the battle altogether.
  • Poisoning the supplies has a random chance of rendering every enemy unit (save for the Hydra, who would be immune) ill. This will negatively impact their performance, and might even give them wounds beforehand.
  • If you lose your scouts, you will need to recruit new ones before taking any further Scouting actions on subsequent turns. This will require an Action.

Will you deploy the Bejeweled Eidolon Army? Choose ONE.
[][Eidolon] Summon the Constructs!
[][Eidolon] Let's not do that
  • Summoning the Eidolon army will remove Gwai from his general position, and prevent him from fighting on the frontlines. The Eidolons are a Size 5, Quality 1, Might 1 battle group.

Who will take overall command? They will avoid the frontlines in order to direct efforts proactively, but will step in if things seem dire. Choose ONE.
[][General] Gwai (Default)(Martial +12, Combat +9)(ADVANTAGE)
[][General] You (Martial +15, Combat +16)
[][General] Chinasa (Martial +8, Combat +10)
[][General] Flaris (Martial +12, Combat +12)
[][General] Milosen (Martial +9, Combat +6)
[][General] Rising Dawn (Martial +9 -> +12, Combat +8 -> +11)(ADVANTAGE)
  • These units will provide their full Martial bonus to battle groups, and half of the bonus to independent characters.

Who will provide firing support from the walls? Can only be taken if Near Your Walls is taken. Choose up to ONE battle group, and as many Sorcerers as you'd like. Sorcerers will not benefit from Ulric's blessing, but will have the protection of the walls and garrisons to defend them. The Archers will benefit from both.
[][Archers] Personal Guard (Size 2, Quality 2, Might 0)
[][Archers] General Troops (Size 4, Quality 1, Might 0)
[][Archers] Elite Troops (Size 1, Quality 2, Might 0)
[][Sorcerer] You (Learning +17)
[][Sorcerer] Taiwo & Nkiru (Learning +18)
[][Sorcerer] Fumnanya (Learning +5)
  • Archers and Sorcerers will be protected by any wall guards available. Thanks to both the moat and the walls themselves, they will have plenty of time to shoot down any who try to reach them, since the enemy has no ranged units of their own (as far as you know).
  • Ulric's blessings do not cover sorcery, but DO cover bows and arrows, hence why archers would gain the +15 bonus.

Who will defend the walls? Can only be taken if Near Your Walls is taken. Choose up to ONE battle group to stand guard, up to TWO if no Archers are chosen. You can also choose to assign Sondok here, she will not take up any space.
[][Walls] Personal Guard (Size 2, Quality 2, Might 0)
[][Walls] General Troops (Size 4, Quality 1, Might 0)
[][Walls] Elite Troops (Size 1, Quality 2, Might 0)
[][Walls] Eidolons (Size 5, Quality 1, Might 1)(Requires Summon)
[][Walls] Sondok (Martial +8, Combat +23, Best of 2)
  • As with the archers and sorcerers, the wall guards will have the benefits of the walls themselves, as well as the moat.

Finally, who will be fighting the enemy directly? Blood Apes are automatically locked in, as the most expendable units here. Heroes can fight independently, or leading an army, you will decide which is which on the next vote. Any characters you choose here CANNOT have been assigned to the walls, to sneaky actions or being the general earlier.
[X][Frontline] Blood Apes (Size 2, Quality 0, Might 2)(ADVANTAGE)(LOCKED)
[][Frontline] Personal Guard (Size 2, Quality 2, Might 0)
[][Frontline] General Troops (Size 4, Quality 1, Might 0)
[][Frontline] Elite Troops (Size 1, Quality 2, Might 0)
[][Frontline] Eidolons (Size 5, Quality 1, Might 1)(Requires Summon)
[][Frontline] Sondok (Martial +10, Combat +23, Might 3, Best of 2)
[][Frontline] You (Martial +15, Combat +16, Might 4)
[][Frontline] Gwai (Martial +12, Combat +9, Might 3)
[][Frontline] Ekundayo (Martial +5, Combat +8, Might 3)
[][Frontline] Chinasa (Martial +8, Combat +10, Might 3)
[][Frontline] Fumnanya (Martial +7, Combat +6, Might 3)
[][Frontline] Fuvor (Martial +4, Combat +5, Might 3)
[][Frontline] Flaris (Martial +12, Combat +12, Might 3)(ADVANTAGE)
[][Frontline] Milosen (Martial +9, Combat +6, Might 3)
[][Frontline] Innocent Songbird (Martial +5, Combat +10, Might 3)(ADVANTAGE)
[][Frontline] Rising Dawn (Martial +9 -> +12, Combat +8 -> +11, Might 4)(ADVANTAGE)
[][Frontline] Manaia (Martial +1, Combat +6, Might 3)
[][Frontline] Amadi (Martial +3, Combat +8, Might 3)

There will be a 2-hour Moratorium to discuss plans. After that, there will be a 24 hour vote to decide on which plan will be used. PLEASE use this time well.

Author's Note: Realized that I overvalued the Blood Apes, so their Might was adjusted down from 3 to 2. Sorry for not letting people know beforehand.

So, yeah, here's the first part of a multi-phase fight. This first phase will be our battlefield prep, second will detail the results of any intrigue actions, third will be assigning troops to specific commanders and targets, and from there we get to the actual fighting which could last several "turns" of results. I'll be rolling in-thread for the next phase when it calls for it before writing up the results later.

If you're wondering why the time frame for this vote is so short (both the moratorium and the actual voting period), well, for the former it's because it's 8 PM here and I don't want to stay up till midnight just to open and close this vote. For the latter, to better enable a more rapid pace for these mini-turns. Hope that helps.

If you have any questions, as always ping or quote me to let me know. I might be off to bed as soon as the vote opens, so it's probably best to ask your questions as soon as possible. As a final reminder: You do NOT need to use all of the units I've mentioned here (well, except for the Demons, but that's besides the point). Any unit you use will be at risk of death, and holding them back means they won't be at risk assuming the battle is won.

Thank you all for reading, and please please please be civil when discussing plans. I know stuff like this can make things get heated, and I don't want to wake up to issues in the thread because of it.

Oh, and @DeadmanwalkingXI , here's Songbird's Wood Dragon Style Benefits:

Martial Arts: Wood Dragon Style (The User uses their Full Essence score to determine their maximum Wounds as opposed to Essence/2. They can abstain from attacking to heal 1 of their own Wounds per battle, which is reset whenever they inflict a Wound onto an enemy independent character. If the user fights a spirit(s), they gain Best of 2 for all of their combat rolls.)
 
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[][Frontline] Flaris (Martial +12, Combat +12, Might 3)(ADVANTAGE)

Important question about Flaris: Can he make archers have flaming arrows? What about giving Blood Apes flaming claws?

That aside, I think we take personal command with Sango, send Sondok out to fight no matter what, and try and release the Hydra? Less sure beyond that, lemme look over some numbers.
 
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Yes and yes. If you want to put him onto the walls with the archers specifically, simply assign him as an "Archer".

That's my inclination, yeah.

[][Eidolon] Summon the Constructs!
[][Eidolon] Let's not do that
  • Summoning the Eidolon army will remove Gwai from his general position, and prevent him from fighting on the frontlines. The Eidolons are a Size 5, Quality 1, Might 1 battle group.

Huh. I'm surprised this is an option. Pleased but surprised. Is there a long term down side here beyond it not being available next turn?
 
Huh. I'm surprised this is an option. Pleased but surprised. Is there a long term down side here beyond it not being available next turn?
It won't be available for Turn 4 like it normally would.

EDIT: Oh, sorry, you already mentioned that in your quote. Anyway, besides taking a valuable Exalt out of the fight, no, nothing beyond what's already been said.
 
From a moral, PR, and appearance perspective, if we have our default general not directing the battle to summon minions, then we are the only reasonable replacement. Though given our past history of micromanaging with the celebration, that still does not help.

Also, we are, as far as we know, the best commander in the city, and getting a rep hit is better than loosing the city.
 
[][Frontline] Chinasa (Martial +8, Combat +5, Might 3)

Huh...this number is odd. Chinasa normally has Combat 15 and thus a +10. Is there some specific reason for the difference? Some of the other numbers are a bit weird (Fuvor is, I think, getting a bonus on the subterfuge-y stuff because he's scouted it out personally, for instance), but I'm not sure why Chinasa would be at larger penalties than usual?

In any case, here's my current plan assuming that number is correct.

[] Plan Make A Stand
-[][Location] Near Your Walls
-[][Sneak] Free the Bound Hydra (Medium Action DC, Medium Escape DC)
--[] Ekundayo (Intrigue +13, Martial + Combat = +13)
-[][Sneak] Poison the Food/Water Supply (Low Action DC, Low Escape DC)
--[] Scouts (Intrigue +0, Increases DC by 10 but grants Best of 2 for rolls.)
-[][Eidolon] Summon the Constructs!
-[][General] You (Martial +15, Combat +16)
-[][Archers] Personal Guard (Size 2, Quality 2, Might 0)
-[][Archers] Flaris (Martial +12, Combat +12, Might 3)(ADVANTAGE)
-[][Walls] General Troops (Size 4, Quality 1, Might 0)
-[][Walls] Chinasa (Martial +8, Combat +10, Might 3)
-[][Walls] Fumnanya (Martial +7, Combat +6, Might 3)
-[][Walls] Milosen (Martial +9, Combat +6, Might 3)
-[][Walls] Manaia (Martial +1, Combat +6, Might 3)
-[][Walls] Amadi (Martial +3, Combat +8, Might 3)
-[][Walls] Fuvor (Martial +4, Combat +5, Might 3)
-[][Frontline] Blood Apes (Size 2, Quality 0, Might 2)(ADVANTAGE)(LOCKED)
-[][Frontline] Eidolons (Size 5, Quality 1, Might 1)(Requires Summon)
-[][Frontline] Sondok (Martial +10, Combat +23, Might 3, Best of 2)
-[][Frontline] Innocent Songbird (Martial +5, Combat +10, Might 3)(ADVANTAGE)
-[][Frontline] Rising Dawn (Martial +9 -> +12, Combat +8 -> +11, Might 4)(ADVANTAGE)

I think we need to make a stand right outside the walls with archery support to maximize our win chances here.

So, the idea here is we summon the Eidolons and, with exception of our most combat oriented Exalts not needed elsewhere (who will be out there fighting), leave the fighting outside the walls to Eidolons and Demons. We then have our army and the rest of our Exalts guarding the walls, while Flaris takes the lead on having our Personal Guard serve as archers and they rain fire down on our foes. I could be convinced to move the Exalts back to the wall (well, Songbird would join the archers, logically speaking), but I worry we might need them out there, and even considered sending more...but I also want to keep our casualties as low as possible, and the current army is pretty terrifying as-is. Maybe I should Rising Dawn and songbird them back to the walls...

For our Sneak actions, it doesn't say we can only do one and while the assassination seems too risky, I think the Hydra Release seems well worth it. Looking at the math, the Scouts are more likely to succeed on a low DC action than an Exalt is (but not high DC ones), hence assigning them the easy task and our best option to the more difficult task. I could maybe be argued to send Fuvor on that one instead of Ekundayo given his current bonuses...I'll think about it.

I also don't think Gwai will object to summoning the Eidolon Army and us taking command here. That's a sound tactical move and he's no fool.

EDIT: Updated Chinasa.
 
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Fixed, was an error on my part.

...yes. This was totally completely intentional, and not a mistake on my part whatsoever, and as it is not a mistake I obviously have no need to change it, no sirree.

I will say it'd be nice to have a centralized listing of the dramatis personae of our Advisors and Heroes and their stats. For reference purposes. Right now going back to the Advisor Vote works for most of them, but that won't last, and is a bit messy as a method of looking things up anyway.
 
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I will say it'd be nice to have a centralized listing of the dramatis personae of our Advisors and Heroes and their stats. For reference purposes. Right now going back to the Advisor Vote works for most of them, but that won't last, and is a bit messy anyway.
It's something I keep meaning to do, and keep putting off, so I'll try to fix it... Maybe tomorrow. I do have other projects that require my attention, so that's not a hard deadline at all. Sorry, I know it's annoying.
 
[X] Plan Make A Stand
-[X][Location] Near Your Walls
-[X][Sneak] Free the Bound Hydra (Medium Action DC, Medium Escape DC)
--[X] Ekundayo (Intrigue +13, Martial + Combat = +13)
-[X][Sneak] Poison the Food/Water Supply (Low Action DC, Low Escape DC)
--[X] Scouts (Intrigue +0, Increases DC by 10 but grants Best of 2 for rolls.)
-[X][Eidolon] Summon the Constructs!
-[X][General] You (Martial +15, Combat +16)
-[X][Archers] Personal Guard (Size 2, Quality 2, Might 0)
-[X][Archers] Flaris (Martial +12, Combat +12, Might 3)(ADVANTAGE)
-[X][Walls] General Troops (Size 4, Quality 1, Might 0)
-[X][Walls] Chinasa (Martial +8, Combat +10, Might 3)
-[X][Walls] Fumnanya (Martial +7, Combat +6, Might 3)
-[X][Walls] Milosen (Martial +9, Combat +6, Might 3)
-[X][Walls] Manaia (Martial +1, Combat +6, Might 3)
-[X][Walls] Amadi (Martial +3, Combat +8, Might 3)
-[X][Walls] Fuvor (Martial +4, Combat +5, Might 3)
-[X][Frontline] Blood Apes (Size 2, Quality 0, Might 2)(ADVANTAGE)(LOCKED)
-[X][Frontline] Eidolons (Size 5, Quality 1, Might 1)(Requires Summon)
-[X][Frontline] Sondok (Martial +10, Combat +23, Might 3, Best of 2)
-[X][Frontline] Innocent Songbird (Martial +5, Combat +10, Might 3)(ADVANTAGE)
-[X][Frontline] Rising Dawn (Martial +9 -> +12, Combat +8 -> +11, Might 4)(ADVANTAGE)

Alright, here's the plan as discussed above.

[X] Plan Make A Stand, Less Risks Version
-[X][Location] Near Your Walls
-[X][Sneak] Free the Bound Hydra (Medium Action DC, Medium Escape DC)
--[X] Ekundayo (Intrigue +13, Martial + Combat = +13)
-[X][Sneak] Poison the Food/Water Supply (Low Action DC, Low Escape DC)
--[X] Scouts (Intrigue +0, Increases DC by 10 but grants Best of 2 for rolls.)
-[X][Eidolon] Summon the Constructs!
-[X][General] You (Martial +15, Combat +16)
-[X][Archers] Personal Guard (Size 2, Quality 2, Might 0)
-[X][Archers] Flaris (Martial +12, Combat +12, Might 3)(ADVANTAGE)
-[X][Archers] Innocent Songbird (Martial +5, Combat +10, Might 3)(ADVANTAGE)
-[X][Walls] General Troops (Size 4, Quality 1, Might 0)
-[X][Walls] Chinasa (Martial +8, Combat +10, Might 3)
-[X][Walls] Fumnanya (Martial +7, Combat +6, Might 3)
-[X][Walls] Milosen (Martial +9, Combat +6, Might 3)
-[X][Walls] Manaia (Martial +1, Combat +6, Might 3)
-[X][Walls] Amadi (Martial +3, Combat +8, Might 3)
-[X][Walls] Fuvor (Martial +4, Combat +5, Might 3)
-[X][Walls] Rising Dawn (Martial +9 -> +12, Combat +8 -> +11, Might 4)(ADVANTAGE)
-[X][Frontline] Blood Apes (Size 2, Quality 0, Might 2)(ADVANTAGE)(LOCKED)
-[X][Frontline] Eidolons (Size 5, Quality 1, Might 1)(Requires Summon)
-[X][Frontline] Sondok (Martial +10, Combat +23, Might 3, Best of 2)

And here's the variant with no Exalted outside the city at all, just Demons and Eidolons. To minimize casualties.
 
And here's the variant with no Exalted outside the city at all, just Demons and Eidolons. To minimize casualties.
So, I probably should have mentioned this earlier, but you should also consider the opinions of the god whose blessing you fall under when planning things out. Not saying this plan or the other are "wrong," just wanted to get that out there.
 
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