Time of the Gods: Into the Amber Age

[X] Destroy everything. Ruin as much of the Crone's village as possible, force her out of hiding!

You know, if we beat her, and then become the new ruler of the pantheon, we're massively screwing over our population even more. Whatever we do, after this, we're going to have to seriously work our best to get the people stronger again. Even Seski is tired of it.
 
It's not a 'DC' check, it's flat high/doubles rolls.
Uh.

Basically, first moonlight has to succeed at least with a Minor.
Then Weirding only goes off if you get at least a technical 80 (4 minimum successes) which your crit 10 bypassed by being a crit 10.
Then each roll naturally has 10 possible doubles results out of 100 permutations, which reads as a cumulative 10% chance of doubles.
And then each of those has to check against a roughly 25% chance roll to see if it gives you a weird roll.
:confused::confused::confused:
 
Heh, well that was fun.


Further support for my choice:

Update: "The stars you've veiled are ephemeral, confused. Should you leave you will risk terrible retribution, yet the entrails of Attrouska's slain children warn of a great danger if you do not put the Crone down swiftly should you follow after her..."

This is both a Third Option and it's one that will win in the long run, if we somehow don't put her down now.

If we leave, there's an issue.
If we follow, but don't end it quickly, there's an issue.

So we stay, but don't follow, and just camp out, destroying everything she loves until she shows up.
But if she's able to ignore it and do the prep which makes her dangerous if we follow but don't end it quickly, then the damage is just a consolation prize.

Guess it depends on the timeline we'd prefer. Follow immediately for chance of clean finish or Bad Thing. Stay for less chance of clean finish but doing damage - maybe enough to offset Bad Thing? Leave - no risk of Bad Thing now, but leaves her to maybe prepare Worse Thing for later. Hrm.
 
If we 'just' destroy the town though she might still have the ritual set for next year.

I'm hoping we can put her down quickly. We might avert her either having time to set the ritual for right now or coming to us next year with it.
 
Heh, well that was fun.



But if she's able to ignore it and do the prep which makes her dangerous if we follow but don't end it quickly, then the damage is just a consolation prize.

Guess it depends on the timeline we'd prefer. Follow immediately for chance of clean finish or Bad Thing. Stay for less chance of clean finish but doing damage - maybe enough to offset Bad Thing? Leave - no risk of Bad Thing now, but leaves her to maybe prepare Worse Thing for later. Hrm.

That's the best part. We kill everything and starve her. She would have to come for us, and she's not specced for that.

This middle road stands the best chance of ending it without undue risk.

E: If we're lucky, we might be able to just destroy her shrine outright.
 
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[X] Destroy everything. Ruin as much of the Crone's village as possible, force her out of hiding!

You know, if we beat her, and then become the new ruler of the pantheon, we're massively screwing over our population even more. Whatever we do, after this, we're going to have to seriously work our best to get the people stronger again. Even Seski is tired of it.

I told all of you lets boost our growth rating, do a couple of being nice turns, but noooooooooo.
 
I told all of you lets boost our growth rating, do a couple of being nice turns, but noooooooooo.
"I told you all to do the thing everyone agrees needs to be done but some wanted to push off for a turn for various reasons, but yeahhhhhhhh, lemme play the poor beleaguered Cassandra and pretend I'm saying something new"


lolno
 
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'Which your crit 10 bypassed by being a crit 10.'
It's literally right there.
I felt stupid when I read this. :( But. I looked closer, and I'm not feeling stupid anymore.

At the time, the 10 counted because of boosts:
Being completely candid, it shouldn't be doing this much. You can't even proc a weirding even with successful moonlight without at least a technical 80 (which the double 10 was boosted to by the goddamn Major I moonlight)
So I don't think that doubles in general make the cut.

I can believe that our 10 had enough bonuses on top of it to get the technical 80; I'm just trying to figure out the details.
 
[X] Destroy everything. Ruin as much of the Crone's village as possible, force her out of hiding!

The Omens already told us how to deal with this.
If we leave, she wins.
If we pursue her into her shrine, she might win or lose.

But if we sit here and keep pounding her power base, she has to come out or die anyway.
 
I felt stupid when I read this. :( But. I looked closer, and I'm not feeling stupid anymore.

At the time, the 10 counted because of boosts:

So I don't think that doubles in general make the cut.

I can believe that our 10 had enough bonuses on top of it to get the technical 80; I'm just trying to figure out the details.
Minor Moons+blacken in this case. The weirding is empowered by it.
 
[X] Destroy everything. Ruin as much of the Crone's village as possible, force her out of hiding!
 
Not a full Annotation, but some basic roll conversions, since we had a lot going on this turn
Divine Actions
Whiteout
Influence rolled 10, 15, 10 - (45, 85, 45 raw rolls)
(We get +10 weak from Inf, +10 weak from the 2 moonlight successes, +x weak from the Moon of the Wild Tides, probably +10 similar to eclipse)

Major VIII Success (Damn...total of 11 Successes above DC 40...so likely 5 Successes on high roll, 3 each on the other two?)
(Modified rolls: 65 + X, 105 + X, 65 + X)
(Hmm...so our flat successes already add up to the right amount, but these are DC 40. So most likely X is +15 or higher, to make the rolls fit. So...really powerful!)

Moonlight
Influence rolled 10, 9 (Raw rolls 45, 36 -> modified rolls 55, 46, both minor successes)
Double Minor
Weird rolled 10, 10 (I think PoM might have changed what he calls these rolls...these are to see if its a weirding turn. We need either 15+ raw 2d10 roll, or doubles. With doubles we get a free weird and a weirding confirmation.)
Weirding rolled 11 (Not high enough or low enough to confirm a weird)
1 Weird (Just the free one from doubles on the confirmation)

Blacken
Influence rolled 12 (64 -> 74 )
Minor Success (DC is indeed 60 like Veekie and i assumed. )

subtotal VE: 22 (Yesssssssss, subtotals)

Avatar Actions
Bear Ur-Child: 30 Legend
Base 1 + Paid 5 = 6 random traits
Spirit of Mischief: 1
Spirit of the Sea: 2
Aspect of Humanity: 3
CE - Water: 4
EA - Sea: 5
EA - Stars: 6
EA - Night: 7
EM - Moon: 8
FM - Silver Moon: 9
GA - Nox Arcana: 10
Capricious One: 11
Random Known Trait: 12

Rolled 10, 9, 2, 8, 11, 2: Lesser Spirit of the Sea, EM - Moon, FM - Silver Moon, GA - Nox Arcana, Capricious One
Evens (F) and Odds (M) rolled: 1
Lure (+18 from 9 skill, +10 from moonlight )
Trickery rolled 15, 13 (85 -> 113, 72 -> 100. Both Major I Successes)
Major V Success (8 Total degrees of success over 2 DC 40's, which fits with two Major I's )

Innovate Silver
Innovation rolled 9 (36 -> 40, just barely a minor success)
Minor Success

Future/Bone Reading
(Lots of bonuses here--+1 Strong from painted stars, +5 weak from EA stars, +20 weak from skill, +10 weak from moonlights)
Astrology rolled 16 (16 -> 17 : 94 + 20 (crit) + 35 = 149, Major III Success)
Major III Success; Gained 1 ambrosia
Weirding rolled 16 (16 not high enough, supports idea that its 17-20 for the high rolls.)
Omen Reading rolled 12 (64 + 8 (skill) = 72, moderate success...which means this doesn't benefit from the moon, or if it does it doesn't)
Moderate Success

subtotal VE: 10

Commune Actions
Punishment Lure
Trickery rolled 9 (36 -> 54)
Minor Success

Demand Appeasement
Fear rolled 4 (6 -> 14)
Moderate Failure (...So there's a penalty here, maybe even from pop mod? Enough to take a 14 down below zero but not below -20, so maybe popmod*2?)
Punishment damage rolled 10 (45 +- ???)
-1 Population Modifier (No clue how this one works...)

Demand Materials
Fear rolled 14 (79 -> 89)
Gained 4 units Obsidian, Gained 1 unit crystal (Hmmm...maybe 1 obsidian per flat success, plus one crystal for the roll overall? *shrug*)

Learn from Saiga
Trade rolled 11 (11 -> 10 : 45)
2 Successes

Learn from Saitev (self: Niogg)
Trade rolled 9 (9 -> 8 : 28)
1 Success
Trade rolled 15 (15 -> 14 : 79)
3 Successes
(All flat successes)
Play with Seski!
Trickery rolled 7 (...is this ours, or hers? 21 + 18 = 39 if us, 21 + 8 = 29 if her)
No legend gained
Seski spends 2 legend; gain Perform (Trickery) 5, Craft (Stoneworking) 2

Improve Shrine
(We have shrine 3, and spent several figurines...figurines give Quality Tier * Material Tier in boost... )
(So total bonus: 8 (Okay T4 Obsidian T2) + 6 (Good T6 Bone T1) + 10 (2x Moderate T5 Bone) + 4 (Okay Bone) + 4 (2x Very Poor T2 Bone) = 32 + 6 (shrine) = 38)

Quality + Shrine rolled 8 (28 + 38 = 66)
Gained 3 of 2 necessary successes
Raised to T2, 1 overflow success (passed to Creche)

Expand Creche
Shrine rolled 10 (45 + 6 = 51, 2 flat successes (3 with passed on success))
Creche requires 2 additional successes, or [5 bone figurines] (So creche takes 5 successes)
 
[X] Destroy everything. Ruin as much of the Crone's village as possible, force her out of hiding!

To be fair, apart from the melee, we rolled awfully in comparison to them in the confrontation.
 
"Mommy, I want to stop," she says petulantly when you try to help draw in victims for her pranks. "I'm tired of tricking, I want to do something else..."

You feel surprised, a little... hurt, even. "Alright," you say softly. "I'll let you be..."
Ow, my heart. It's always sad when your children grow beyond you... We need to involve her in more stuff. Teach her astrology? Omen reading?

In happier news, while we experienced magnificent successes in our influence actions, we didn't win decisively in the encounter rolls. If we don't conclusively settle this now, we'll have to deal with Attrouska again, after we've killed her children (and so perhaps procced Saiga's retaliation). It's a pity we killed all the rune children; it would have been nice to demand that all of them become our shrine attendants and so we get their abilities as our own. Ah well, Attrouska's still alive yet; we can always force her to produce more, I guess.

[X] Destroy everything. Ruin as much of the Crone's village as possible, force her out of hiding!

She has backups, we know that, so this isn't actually assured to be quite terrible enough that she must confront us. However, we'll fail if we can't subdue her quickly in her shrine, a possibility that my mind judges as too high, considering we don't have particularly good personal combat abilities. Furthermore, if we fail to draw her out, the complete destruction of one of her villages should give us enough DE that we can repeat this turn and get another chance to dominate her.
 
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Minor Moons+blacken in this case. The weirding is empowered by it.
Wait...i thought you'd said at one point that doubles made the "weirding-turn-check" check pass automatically? Is that not the case?

Also, with the astrology roll boosted up 2 successes by the bonuses you originally missed, do we know anything new in character?
 
Further support for my choice:

Update: "The stars you've veiled are ephemeral, confused. Should you leave you will risk terrible retribution, yet the entrails of Attrouska's slain children warn of a great danger if you do not put the Crone down swiftly should you follow after her..."

This is both a Third Option and it's one that will win in the long run, if we somehow don't put her down now.

If we leave, there's an issue.
If we follow, but don't end it quickly, there's an issue.

So we stay, but don't follow, and just camp out, destroying everything she loves until she shows up.
Here is how I read it.
The Stars say that if we leave and give the Crone time to prepare countermeasures, we are going to have a bad time.
The Omens say that if we follow the Crone to her shrine and don't put her down before she can do anything, we are going to have a bad time.

The remaining choice is to stick around and wreak her shit - but this comes with risks of its own.
The possibilities here are basically threefold. First, the Crone simply can't stand us killing her population, and comes out to fight us. If that happens, she loses - but I wouldn't count on this outcome.
The second option is that the Crone grits her teeth and does nothing. In that case, we've basically got the "retreat... for now" option, but with this village wreaked as a bonus.
The third option is that while we are wrecking things, the Crone pulls out a makeshift ritual of some sort and confronts us with it. That... could be bad. Hopefully, this won't happen, since the stars/omens haven't suggested it. But it might.
 
[X] Destroy everything. Ruin as much of the Crone's village as possible, force her out of hiding!

fuck it lets do this shit!

Going full Kefka!

 
...Seriously? @Powerofmind has said more than once that confluences are incredibly rare--and not "oh you'll find half a dozen eventually" rare, more "you'll need a crit to find one and it'll probably be hard to get to or already taken" rare from my undersanding. We're not just going to stumble on one, especially since it would basically have to be in the sea, since if its on the island odds are that even just our fellow pantheon members would have found it (mystic/magic crone, giant flying raven with omen reading, and super explorer saiga who likely mapped out most of hte island before getting stuck staying home). We have 3 open shrine slots still, and 2 possible shrines cost literally 0.5 sustenance each. there is almost literally no reason to not do so as soon as possible. Even if we did somehow luck into too many confluences to use them all, we could just "leave shrine to ruin" a less important shrine.
The impression I got was that Confluences are rare, but not THAT rare, the rarity you're talking about is closer to Holy Places. Though I also got the impression that Confluences are variably useful, not every spirit wants every confluence, unless it resonates with them, there is a risk of it warping them undesirably(Fear Spirits aside, who warp anyways)
@Powerofmind
Can you clarify or is this something we need to actually go out and explore to figure out?

The not wanting to demolish shrines thing is mostly meta. It's difficult to sell a plan to destroy one, especially if people start picking out upgrades or dedicating items for them.

How do you figure? Nothing about being head changes the nature of the boom/bust cycle, other than perhaps making it shorter since we can perhaps order how underlings promote growth.

It does help. A God in the pantheon head slot increases the number of enhancement slots for the pantheon, making it easier for Saiga to get a buff to his stuff.
 
The not wanting to demolish shrines thing is mostly meta. It's difficult to sell a plan to destroy one, especially if people start picking out upgrades or dedicating items for them.
I assure you that in the event we find a confluence that SV will be more than happy to demolish a random shrine in order to cap the shiny :p
 
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