Peril's Origin - A Magical Girl Quest [Complete]

Can the war beasts still fly in this environment?

I think that we might want to direct he Hell Beast in the direction of the war angel.
Since they are faster than us.
 
If I remember correctly, you count as flying as long as you are more than six feet off the ground.


Not as well because of the trees, but yes.
So sad that we can't change the target of the first autocast Argent Star if we decree the War Angel.
Could we at least split off some of the Spheres of that autocast to target the fairies instead? :p
 
[X] Plan: Reckless Charge redux
-[X] Sorcerers use Decree on War Angel and Valkyrie Commander, Defiance autocasts Argent Star on them.
-[X] Defiance charges and attempts to kill the now falling War Angel leaving her troops to fight the normal Valkyries
-[X] Spend Actions to trigger Argent Star's Perpetual Caster and assign spheres to kill Fairies and Valkyries.
--[X] Starfall should ensure we only need one Sphere per flying Valkyrie and since we just used it before, we noticed that we only need one as long as they are flying.
-[X] Should something still live at that point we still have our spell available to cast Argent Star again and trigger Perpetual Caster.

[X] EXP-Plan
-[X] Starfall (450 EXP)
-[X] Defiant Streak (450 EXP)

The War Angel needs to die ASAP. Before turn 2 starts, else our Foot Soldiers all die.
Decree makes sure that Angel is not getting away. The other Decree will kill the Valkyrie Commander, because our autocast Argent Star will.
Even though the autocast Argent Star against the War Angel won't do a lick of damage, it still should be cast because we can aim the Perpetual Caster-recast one elsewhere.
 
[X] Plan: Reckless Charge redux

[X] EXP-Plan
-[X] Starfall (450 EXP)
-[X] Defiant Streak (450 EXP)

[X] Plan: Reckless Charge redux
-[X] Sorcerers use Decree on War Angel and Valkyrie Commander, Defiance autocasts Argent Star on them.
-[X] Defiance charges and attempts to kill the now falling War Angel leaving her troops to fight the normal Valkyries
-[X] Spend Actions to trigger Argent Star's Perpetual Caster and assign spheres to kill Fairies and Valkyries.
--[X] Starfall should ensure we only need one Sphere per flying Valkyrie and since we just used it before, we noticed that we only need one as long as they are flying.
-[X] Should something still live at that point we still have our spell available to cast Argent Star again and trigger Perpetual Caster.
Love the plan, voting for it now. Maybe switch the first two lines around (with a tweak or two), to show that Defiance does have Priority-1 and should be acting before her Sorcerers.
 
[X] Plan: Reckless Charge redux

[X] EXP-Plan
-[X] Starfall (450 EXP)
-[X] Defiant Streak (450 EXP)
 
If I remember correctly, you count as flying as long as you are more than six feet off the ground.
Depends on what's checking flight.

Solid Core's Supremacy Zone demands that she be six feet or more in the air. Possibly because that's when she considers herself above the ground as opposed to just hopping.

Having Paoras uppercut someone hard enough to launch them six feet in the air probably wouldn't count as flying for most sources of Anti-Air. And critters that are less flying and more 'I'm walking here!' in mid air might not be a valid target for an Anti-Air effect that relies on blasting their wings off.

Since Defiance has a ...theme, I expect her Anti-Air is based on "how dare you fly when I can't!" and we can expect it to trigger on anyone or anything that is flying in a way that makes it hard for her to reach.
 
Well, my fingers are twitching to write, so the votes are now closed.
And seeing that this is a chapter I will not need Lost to check (which he can only do toward the weekend due to work), I guess I can go for two chapters this week.
Adhoc vote count started by Naron on Oct 20, 2019 at 2:50 AM, finished with 26 posts and 4 votes.

  • [X] Plan: Reckless Charge redux
    -[X] Sorcerers use Decree on War Angel and Valkyrie Commander, Defiance autocasts Argent Star on them.
    -[X] Defiance charges and attempts to kill the now falling War Angel leaving her troops to fight the normal Valkyries
    -[X] Spend Actions to trigger Argent Star's Perpetual Caster and assign spheres to kill Fairies and Valkyries.
    --[X] Starfall should ensure we only need one Sphere per flying Valkyrie and since we just used it before, we noticed that we only need one as long as they are flying.
    -[X] Should something still live at that point we still have our spell available to cast Argent Star again and trigger Perpetual Caster.
    [X] EXP-Plan
    -[X] Starfall (450 EXP)
    -[X] Defiant Streak (450 EXP)
    [X] EXP-Plan
 
2.12 The Land of Heroes 2
Spell Ability Unlocked

Argent Star
Level 10
Base Damage: 650
Magic Modifier: 200
Affinity: Interference
Ability: Homing | Quadra Magic | Purge | Perpetual Caster

New Ability: Anti-Air (attack deals 6x damage against flying opponents)
New Ability Unlocked

Defiant Streak
-If Health drops below 0, Defiance may remain alive until end of the current turn. If she heals back above 0 in that time, her death is prevented.


900 EXP spent
221 remain
New Shop Item Unlocked!


Overarching Plan:
--[] Keep Pazu towards/in the center of the formation at all times as much as we can. Keep his speed boost up on the entire squad, if you can't keep up, don't step up.
---[] If pursuers are on your tail, have your Dark Star Sorcerers bring the immediate pursuers down with Decree on the move and snipe the no-longer-flying Valkyries with Argent Star. And try not to leave a trail of corpses leading straight to your hidden place.
--[] If we found a nice location for the gate and there are no pursuers yet, then see if we can fortify our location.


Battle plan:
[] Plan: Reckless Charge redux
-[] Sorcerers use Decree on War Angel and Valkyrie Commander, Defiance autocasts Argent Star on them.
-[] Defiance charges and attempts to kill the now falling War Angel leaving her troops to fight the normal Valkyries
-[] Spend Actions to trigger Argent Star's Perpetual Caster and assign spheres to kill Fairies and Valkyries.
--[] Starfall should ensure we only need one Sphere per flying Valkyrie and since we just used it before, we noticed that we only need one as long as they are flying.
-[] Should something still live at that point we still have our spell available to cast Argent Star again and trigger Perpetual Caster.

You can see the light cascade all around, but you do not feel it. Everyone else, however, burns.

(Presence of Light: 500 damage to Defiance's troops. Defiance is immune. Paoras is immune due to being a part of Defiance. Pazuzu takes 2000 less damage due to Infernal Traveler and is thus immune.
All Foot Soldiers: 750 - 500 = 250
Mokutuuk: 16,000 - 500 = 15,500
Hell Beast B: 20,000 - 500 = 19,500
Dark Star Sorcerers: 4,500 - 500 = 4,000)


You grit your teeth as you hear the various grunts and see their flesh char; Pazuzu somehow does not seem affected, but that does not matter right now. "Dark Stars, aim for the War Angel and the fancy Valkyrie!"

Then you wait; even though you feel so much faster due to the many enemies closing in, you wait for your casters and hope that it is the right decision.

They need a few moments to take aim, the Valkyries still being a few dozen metres away, then shoot at the same time as the two Fairies; but in difference to your casters, the Fey have aimed at the same target.

(Warbook: Ethereal Blade: +450 Base Damage, +1271 dice, +1920 Spell Boost = 3,641 Total Damage
Warbook: True Strike: +100 Base Damage, +362 dice, +778 Spell Boost = 1,240 Total Damage

4881 Unified Damage
Dark Star Sorcerer B: +150 Base Resilience, +987 dice, +4000 Grand Shroud = 5,137 Total Damage Reduction Unstoppable

4881 Total End Damage
Intangible: Ignored due to Ghost Touch
4881 Final End Damage

Dark Star Sorcerer B Health: 4,000 - 4,881 = -881

You are not the only one who makes people go splotch, though that Dark Star rather goes pop.)

(Two Decrees hit. The War Angel and Valkyrie Commander lost their Ability to fly.
Deathtrap triggers!

Heidi gets two free spellcasts.)


You can see it, how the Fairies weave their spells together into a single whole; an actinic blade riding on a wave of pure power, passing over the heads of the descending Valkyries even while black streams of power come flying from the other direction.

The melodious magic impacts one of your Sorcerers in a cacophony of sound and what may be a scream, popping the circular creature like a bubble. You avert your gaze from the momentary firework of mana spreading out and focus on casting your spells. "Argent Star! Argent Star!" And eight spheres fly, four toward the falling War Angel and four toward the Valkyrie commander.

You notice that they have grown bigger before the first bunch impacts their target, the Valkyries now almost in reach of your troops.

(Argent Star: +650 Base Damage, +146 dice, x10 Purge and Anti-Air = 7,960
Argent Star: +650 Base Damage, +146 dice, x10 Purge and Anti-Air = 7,960
Argent Star: +650 Base Damage, +146 dice, x10 Purge and Anti-Air = 7,960
Argent Star: +650 Base Damage, +146 dice, x10 Purge and Anti-Air = 7,960

31,840 Unified Damage
Valkyr Armor (25%): 23,880 Total Damage
Valkyrie Commander: +1800 Base Resilience, +162 dice, +4366 To Glory!, -450 Currently in Free Fall, -100 Incoherent Screaming = 5,778 Total Damage Reduction

18,102 Final End Damage
Valkyrie Commander Health: 9,600 - 18,102 = -8,502

Return of Splotch, the Second
Bonus ApT reduced by 1)


Just like before, your spells impact; this time however, the explosion is even more violent than the previous ones were, tearing even this unusual Valkyrie to shreds and showering those who come after her in red. Not that it stops them.

Damage multipliers are generally straight-forward in what they do. When two or more multipliers apply themselves to the same string however, they do not affect each other and are summed up into a single multiplier instead. In this case for example, the x4 for Purge and x6 for Anti-Air combined into a x10.

Your eyes narrow while the remaining spheres simply puff out as they close in on the angel falling further back. Then you dash forward, aiming to go through below the descending Valkyries.

(War Angel is immune to Spell damage)

Paoras is right behind you, keeping up easily. You dart ahead of the team, nimbly stepping over roots and tearing through bushes without slowing; your goal is obvious, the place the War Angel will fall.

Three spears fly your way as you pass the Valkyries, but you ignore them in favour of recasting Argent Star twice and aiming it toward them.

(Warrior's Armaments: +2100 Base Damage, +124 dice, +550 Enemy's Just Taking It = 2,774 Total Damage
Warrior's Armaments: +2100 Base Damage, +191 dice, +550 Enemy's Just Taking It = 2,841 Total Damage
Warrior's Armaments: +2100 Base Damage, +103 dice, +550 Enemy's Just Taking It = 2,753 Total Damage

8,368 Unified Damage
Defiance: +325 Base Resilience, +556 dice, +4000 Grand Shroud, -100 Pushing Through = 4,781 Total Damage Reduction

3,582 Total End Damage
Paradox Charge (-9,250): 0 Final End Damage
Attack Ineffective)


Paradox Charge is powerful; in combination with the Dark Stars' defensive augment, which the spears punch through, you can not even see it dent. Silvery spheres rise to meet the Valkyries before their surprise becomes actually visible; with how powerful they just became, you simply assigned one per enemy and hope for the best.

(Argent Star: +650 Base Damage, +181 dice, x10 Purge and Anti-Air = 8,310 Total Damage per piece
Valkyr Armor (25%): 6,232 Total Damage per piece
Valkyrie Warrior x8: +1400 Base Resilience, +106 dice, +420 To Glory!, -700 She's A Monster! = 1,226 Total Damage Reduction per piece

5,006 Final End Damage per piece

Valkyrie Warrior Health: 4,200 - 5,313 = -1,113
SPLOTCH, the Reckoning!
Bonus ApT reduced by 2.)


You only hear the nasty sounds and feel your magic weaken, which tells you all you need to know. Your attention is already on what is going on ahead; the Fairies are diving after the falling Angel to keep him out of your reach; not that it helps. You consider running up the trees, but that would mean disconnecting from Paoras. Instead, you make use of your magic once more. "Argent Star!"

Assigning two spheres per Fairy is probably overkill, but you can not really turn around right now.

(Argent Star: +650 Base Damage, +33 dice, x8 Purge and Anti-Air = 5,464 Total Damage
Argent Star: +650 Base Damage, +33 dice, x8 Purge and Anti-Air = 5,464 Total Damage

10,928 Unified Damage per piece
Yeah, uh, let's leave it at that.)


Both only just managed to take a hold of their larger companion's arms when the spheres turn them into crystal dust. You shelve the revulsion again and focus on the falling Angel; a moment before he impacts the ground, your spear reaches. At the same time however, his burning sword moves for you despite the fact he is falling; it is quite the feat, but you deflect the swing with a small magical push that makes it go over your head instead.

(Blade of Light: +1000 Base Damage, +58 dice, +1500 Judgement, +119 dice = 2,677 Total Damage

Attack Negated)
(Aetheric Tide: +1820 Base Damage, +246 dice, +3000 Wrathful Strike, +9250 Paradox Charge, +1213 Horrific Speed Gap = 15,529 Total Damage
Aetheric Tide: +1820 Base Damage, +246 dice, +3000 Wrathful Strike, +9250 Paradox Charge, +1213 Horrific Speed Gap = 15,529 Total Damage
Aetheric Tide: +1820 Base Damage, +246 dice, +3000 Wrathful Strike, +9250 Paradox Charge, +1213 Horrific Speed Gap = 15,529 Total Damage

46,587 Unified Damage
Yeah, uh... in clinical terms, he contracted death.)

(Demons vs Valkyries:
3 Valkyries: +2100 Base Damage, +94, -100 Hit to Morale, +600 Ramming Speed = 2,694 Total Damage per piece
Foot Soldiers: +50 Base Resilience, +10 dice, +4000 Grand Shroud = 4,060 Total Damage Reduction per piece

Two Valkyries gang up on one guy and cut him to ribbons, the last one pings off.


Foot Soldiers: +200 Base Damage, +9 dice, +50 Blood Lust, +3000 Wrathful Strike, +100 Pumped Up = 3,359 Total Damage per piece
Valkyrie Warriors: +1400 Base Resilience, +55 dice, +420 To Glory!, -1200 Far Outnumbered = 675 Total Damage Reduction per piece

I am not studying math, but I can tell those guys are not surviving without having to calculate it.)


Your spear pierces through the Angel's robe-like armour without any resistance, being pulled back for another stab and then a third. Blood splatters everywhere, doubly so when Paoras' empowered club hits home in tandem and ends the Angel's fall with a snap against a tree fifty metres distant. His aura of light fizzles out even before the impact, telling you that he is not getting up again.

A few screams of pain and howling from behind makes you turn, to see the last of the remaining Valkyries being hacked apart by axes. Your team makes this more bloody than it has to be, but they are probably just glad; that many Angels would normally be a death sentence for ten times as many of them.

Your status after all of this? All enemies neutralised, though your blunder also lost one of the Dark Stars and one of the foot soldiers. You sigh at that and do your best not to feel guilty; it helps that Paoras' squeezes your hand. Everyone else is still there, so as bad as it is, you have not failed them yet.

However, there are bright areas slowly moving around in the distance; nobody else seems to be moving in on your position, but it is only a matter of time. Looking at your charred soldiers, you can tell that they will not survive another War Angel so much as coming close.

With that in mind, you jog back to the team; they immediately shut up and turn their attention to you. "Good job, but we can't really do that again. There are more War Angels around; try to stay quiet, I will see about avoiding them." It was supposed to be a stealth mission anyway. "Pazuzu, refresh your magic."

He does as told without hesitation and you look around; there is light behind you, in the direction of the beach where you made landfall. Not good. Light toward the castle, obviously, and light in various other directions. But not everywhere. You point toward the greatest opening still somewhat in the direction you want. "This way. I take the lead now."

. . .
IDENTIFIED BREAK LINE
. . .

The canopy is thick, so thick that the only reason you can see the Valkyries and Fairies passing by above is the fact their mana is that much brighter, or rather stronger, than the ambient mana in your surroundings. It is not too many because you try your best to avoid patrols, but they thankfully stay above the trees.

Thankfully, these very trees are far enough apart to make running possible; flying is much more difficult due to the many branches further up. Even if it was not, you would not let the Hell Beasts fly either way. No matter how much they grumble.

It might have been an hour or so, tense as you snuck through the endless forest and toward a more favourable position. The boosts, except Pazuzu's, ran out a while ago and recasting them might draw attention, so you delayed that decision for now. They are bright enough to be seen from a distance, and your luck is unlikely to hold. At least you have some time to come to terms with the fact two of your team are dead, though the expected feelings are a lot less overwhelming than you expected.

Some more time passes quietly, only interrupted by light passing by and you changing course to stay out of those patrols' ways.

Then they move into a tighter formation, either due to their routes intersecting or because they know you are near. You can not tell for sure. All you know is that there is now a nearly solid wall of light between you and your target direction. Going around would cost at least hours, that is too much time to stay unnoticed in. It will not be long until the news of your presence and the absence of the squads you came by earlier are spread.

You have two choices here; your soldiers can not take any more War Angels, but you can. If you go ahead alone, you can open up a path for the rest. This is likely to draw attention, though.

On the other hand, this may just be a coincidence. You could be patient and wait it out where you are until those several patrols separate again.

Decisions, decisions...

-------------

[] Wait them out
-[] Recast buffs?

[] Go ahead and fight the War Angels with Paoras
-[] (optional) write-in how?
-[] Recast buffs?

[] Take a third option (write-in)


[] EXP-Plan
-[] Write-in what to buy
-[] Save it


--[] Keep Pazu towards/in the center of the formation at all times as much as we can. Keep his speed boost up on the entire squad, if you can't keep up, don't step up.
---[] If pursuers are on your tail, have your Dark Star Sorcerers bring the immediate pursuers down with Decree on the move and snipe the no-longer-flying Valkyries with Argent Star. And try not to leave a trail of corpses leading straight to your hidden place.
--[] If we found a nice location for the gate and there are no pursuers yet, then see if we can fortify our location.

=====

+250xp Surprisingly, It Takes More Than Angels to Beat You
+20xp Killed Two Fairy Battle Mages
+25xp Killed a Valkyrie Commander
+80xp Killed 8 Valkyrie Warriors
+20xp Killed one War Angel
+15xp Allied Kills
+20xp Lost Your First People

EXP gained: 430
Total EXP: 651

=====

Allied Forces:
-35x Hell's Foot Soldier
-2x Hell Beast
-1x Dark Star Sorcerer
-Pazuzu
-Paoras (linked with Heidi)


Active Effects:
-The Land of Heroes: Unified Light entities do not suffer from fatigue and can not die unless killed in direct combat.

-Pumped Up: Defiance's strike team can not lose morale even under tremendous losses while Defiance lives; increase damage dealt by 50% for anyone under her command.

-Irony Tide: Paoras' stats are added to Defiance


Objectives:
-Circumvent the defending castles and open a Hellgate behind enemy lines
-(optional) Protect your soldiers from War Angels and their Presence of Light, no matter how
 
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I tried to make the best of it, but the plan clearly says to only start acting once the War Angel is falling. So Heidi waited.
yes, failure of communication.
my intent was Defiance charges->Sorcerers cast the anti-flight->defiance autocasts with free action->(point where defiance reaches War angel) and attacks the now falling Angel.
 
It seems that we have lost our first subordinates. I hope that we can still save the rest.

If we are going into battle I want us to go into battle with Reapers Will for two reasons.
1. We can parry manabolts and lasers, I'm guessing that fairy warbooks fall in the category of things we can parry
2. Abrade destroys the armors of our opponents and both war angels as Valkyries do have armor to destroy.
 
They certainly are.

Also looks like I'll need to work on communicating my plans intent, I certainly did not intend for Defiance to wait till the Sorcerer's casted.
yes, failure of communication.
my intent was Defiance charges->Sorcerers cast the anti-flight->defiance autocasts with free action->(point where defiance reaches War angel) and attacks the now falling Angel.
Hate to be that guy - but I did suggest you switch the options around to reflect Defiance's higher initiative.
Still, not too surprised about Faeries combining their spells like that - they've been at this war for millenia, tweaking their spells like that is plausible.



Rage Against Fate
-Defiant Streak
-Refuse the Hunter
-Deny the Reaper
-800 EXP
An aegis like no other will shine.
This is the new Shop Item. A Super Ability. Niiiice. As a rule they are always worth purchasing.
As a negative, we need to fight a Slayer-ability opponent (or 10) to purchase one of prerequisites.
@Naron - do they simply need to have a Slayer, or they need to specifically have a Slayer applicable to us, or at least to our allies in that battle?
If it's the latter I think Demonslayer could fit the bill, and it's relatively easy to run afoul of.
Defiant Streak
-If Health drops below 0, Defiance may remain alive until end of the current turn. If she heals back above 0 in that time, her death is prevented.
This is very blatantly a nod to Aetheric Tide weapon, and Overdrive Seal sub-ability that helpfully renews our APT.
Frankly, it means in most cases, Defiance has up to 4x quasi-saves at the cost of her weapon modes. So long as we have a convenient target to draw extra health from..
(Presence of Light: 500 damage to Defiance's troops. Defiance is immune. Paoras is immune due to being a part of Defiance.
@Naron - does Paoras benefit from our Vampire ability while she's linked with us?
@Naron - how viable is opening the Demon Gate right this very moment? What's the overall situation - the distance to the castle, the chances our newly summoned troops manage to accomplish a flanking attack... That sort of thing?

Frankly, assuming we do go forward on our own (well, with Paoras, obviously), I would vote that we raise Conundrum to level 15 (costs 600 EXP), and make advantage of increased Paradox Change effects.

For the record, our current effects are (or will be):
Paradox Charge: +6750 Base Boost, +2500 dice = 9,250 Total Boost

While, with Conundrum 15, our effects will be:
Paradox Charge: +7825 Base Boost, +3500 dice = 11325 Total Boost

That's 2125 more than we had, and will go a long way towards covering the loss of (and/or lack of desire to use) Dark Star buffs.
 
@Naron - do they simply need to have a Slayer, or they need to specifically have a Slayer applicable to us, or at least to our allies in that battle?
Just need to have any Slayer at all.

@Naron - does Paoras benefit from our Vampire ability while she's linked with us?
@Naron - how viable is opening the Demon Gate right this very moment? What's the overall situation - the distance to the castle, the chances our newly summoned troops manage to accomplish a flanking attack... That sort of thing?
While linked, Paoras' and Heidi's Health are one and the same. so yes.
That aside, putting up the gate right there is possible, but the position might not be ideal. The beach Heidi came out at was on an outcropping of the actual landmass. She is still not in a position where the reinforcements could charge the castles in a straight line; from right there, they would need to curve their path lest they end up in a bit of ocean that goes further inland. Heidi can not say how far away the castle is.

Also did not expect the vote to be closed already, it usually isn't.
I was itching to write and there were no new posts since Saturday, so I figured this was it in regard to votes.
 
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This is very blatantly a nod to Aetheric Tide weapon, and Overdrive Seal sub-ability that helpfully renews our APT.
Frankly, it means in most cases, Defiance has up to 4x quasi-saves at the cost of her weapon modes. So long as we have a convenient target to draw extra health from..
It's actually a concept that was mentioned on Discord months ago when some of us were theorizing what a Save From Death would look like for Heidi.

She's not the only magical girl canon to the system with a Save From Death like that. Off the top of my head, Hero Grove can ignore body modifiers while in combat, which means that she can keep fighting even when she should be dead.
 
Since my previous post was a hell of a clutter, and I think this deserves a more concise form, here's my thoughts about the options we have.

1) Wait it out - I think this is going to end poorly. Respectfully, patrols are supposed to be able to catch intruders. Even with Adelheid getting advance warning of their arrival, the appearance of a magic-sensor, a demon-tracker, or simply a huge-aura-of-light-eradicator are more likely to go up as we wait. Also, it surrenders initiative, and Adelheid thrives when she seizes initiative

2) Make an opening - this is somewhat more viable, however I will only vote in favor of this if we upgrade Conundrum and renew Paradox Charge on Adelheid. It's a high-risk option. I mean, we're probably going to fulfill the pre-requisites of Withering Tide upgrade for Stygian River (Anti-Infantry), and definitely going to fulfill the prerequisite for Shared Conundrum upgrade for Conundrum (Boost-All). But it's a high-risk high-reward option. Key words, high-risk.

3) Go around the picket line - another option, and one that was not favored by Adelheid, in fact it was discarded, because:
Adelheid said:
Going around would cost at least hours, that is too much time to stay unnoticed in. It will not be long until the news of your presence and the absence of the squads you came by earlier are spread.
Frankly, it's little different from waiting out the enemy formation. And that is all that needs to be said, please refer to option #1 for my opinion.

4) Open the Hell Gate - pending. Here's what Naron said:
That aside, putting up the gate right there is possible, but the position might not be ideal. The beach Heidi came out at was on an outcropping of the actual landmass. She is still not in a position where the reinforcements could charge the castles in a straight line; from right there, they would need to curve their path lest they end up in a bit of ocean that goes further inland. Heidi can not say how far away the castle is.
In other words, we're still in position where (maybe) putting another fortification can cut off the demon forces from making actual progress?
@Naron - how much time did pass since we made landfall?

5) Commandos behind enemy lines - Defiance, Paoras and Pazuzu - the only ones who can safely ignore Presence of Light - go as a team. Hah. Nah. I just don't want to abandon everyone else, simple as that. But for completeness' sake it is an option.

Right. Let's see what happens if we make an opening.
Obviously, the patrols will converge on our location. Possibly from the outcropping, possibly from further inland, definitely from the picket line. If things go horribly wrong (we stay too long), the enemy will probably resort to Artillery Spells to remove us. Defiance and Paoras would have to stay on the move. We cannot take anyone with us - Defiance and Paoras, and maybe Pazuzu, will be the only ones who can survive within presence of Angels. Everyone else is just out of luck. Finally, we leave our team without a (known) lookout for Presences. A stray patrol will be the death of everyone except a lone Dark Star, two Hell Beasts, and Pazuzu. Assuming that any patrol they do meet is a Reinforced Patrol we dealt with in this update... Chances of survival are slim.

On the flipside, if everything goes in our favor and Pazuzu sneaks through unmolested, we open the Gate on a straight line to a Castle.

If we wait, we're probably caught. Otherwise, everyone sneaks through unmolested. Because it was some kind of a (for example) morale rousing meeting, impromptu organized and swiftly dispersed.

I'll edit in two basic plan drafts soon.



[] Plan Not My Problem Anymore
-[] Tell Pazuzu that the path forward is blocked by overlapping Presences of Light, you cannot go further without suffering losses. Also, since they are packed so tightly, going through without causing alarm is all but impossible.
-[] So you're setting up the Hell Gate here and now.
--[] Send a runner to the other side once the gate is set up. You're waiting for relief forces.
--[] Also consider participating in the initial push-through of that wall of light to expedite things, unless other orders come.

[] Plan Reckless Charge Mk 2
-[] Tell Pazuzu that the path forward is blocked by overlapping Presences of Light, you cannot go further without suffering losses. Also, since they are packed so tightly, going through without causing alarm is all but impossible.
-[] So you're going forward to make a path.
--[] Pick an opening, or at least somewhere where there might be a small gap, then attack the forces on one side of it.
--[] Get close, as close as you dare, with Paoras by your side. Switch to Reaper's Will, renew Paradox Charge, and go for the kill. Prioritize Faeries and Valkyrie Commanders for Argent Star, otherwise kill War Angels to make a path forward.
 
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I'm just disappointed we don't know what's available IC, because if we did I'd make a plan revolving around qualifying for and getting Shared Conundrum, because out ability suddenly skyrockets if we can put Paradox Charge on every member of our team. Presence of Light would be ignored, and it would take a full squad of War Angels to seriously threaten to kill any of member of our group of subordinates, even if we personally are separated from them to draw attention.
 
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