Warcraft: Fallen Kingdoms (Old)

Nearly 3 failures in a row ---

What would have been the description for that action if the dice failed or crit-failed the third time?
 
What would have been the description for that action if the dice failed or crit-failed the third time?
The scarlet enclave would have become possesed by powerful eldritch beings and would have gone on a rampage killing us and everyone from our kingdom eventually going away to try and destroy the world only to be defeated by the alliance and the horde combined only for its corpse to explode and destroy the world..
 
The scarlet enclave would have become possesed by powerful eldritch beings and would have gone on a rampage killing us and everyone from our kingdom eventually going away to try and destroy the world only to be defeated by the alliance and the horde combined only for its corpse to explode and destroy the world..

Nah, it's only 19/20 meaning it's probably something minor like the overseer being slightly incompetent or some workers slacking off.

Of course, there's the possibility that they would be seen as saboteurs and subsequently tortured to death and/or cause a surge of fanaticism but hey, that's just one of the defining trait of our faction...
 
Nearly 3 failures in a row ---

What would have been the description for that action if the dice failed or crit-failed the third time?

Another Storm has struck again.

We end up going to war with the Storm Gods or something.


Seriously these rolls remind me of another quest... "Hyperspace is stretchy like Cheese" in both runs of the quest, the hyperspace research rolls failed nearly every turn. Like for 10 + rolls in a row complete with bonuses and omakes too!
 
Heh.

Well, theoretically. It's actually is possible to declare war on the storms.

I mean, the elemental prince is somewhere in Ahn'Qiraj. Late game Cataclyms has us fighting part of the wind and storm aspects.
 
Anyway, we have 2 months worth of food, after which we should have more fishing boats allowing us to(hopefully) finish the Scarlet Enclave expansion and get us our third military option back.

We kind of overstretched militarily though, equipping our forces with Bronze will net us bonuses in the short term(1), Browman's Mill isn't secure as long as Noxious Glade isn't barricaded(2) we kind of need to reinforce Eastwall tower further to discourage the Trolls(3, or send a diplomatic envoy who has the balls for it and is expendable enough). And we still need to equip the Scarlet Defenders with spears(4, though their current weapons might make them more effective against trolls).

Building the barracks will probably take a lot of stone though, so we'll want the quarry done before we should even consider that. Likewise, reinforcing the Thondroril river and barricading Fungal Vale are kind of beyond our reach at the moment(though we should be able to reclaim Darrowshire if we do those two).

For next turn's Diplomacy action I'm kind of gearing to either integrating Light's Hope(Maxwell Tyrosus, Paladin, possible hero unit, probably martially inclined) or finding an expendable envoy to try and talk to the Trolls(futile as it's probably going to be).

Stewardship and Intrigue are going to be locked. For Learning I think Dynamite is going to be good, I want to get started on sabotaging Noxious Glade(though if we can use it to disperse forward raiding encampments from Zul'Mashar I'll be happy too) so being able to use dynamite will be useful for that.

Piety is still going to be locked in, as is personal.

So, barring new events, I'm probably going for this next turn:

Military:
[]Send Soldiers to Eastwall Tower:
[]Build Barricades at Noxious Glade:

Diplomacy:
[]Integrate Light's Hope Chapel:

Learning:
[]Workshop - Dynamite:

Here's hope that we'll get another good (re)roll for Scarlet Enclave next turn.

Out of the current options, these seem best to me for the turn after:

Military:
[]Refit Soldiers with Bronze:
[]Build Barricades at Fungal Vale:

Stewardship:
[]Expand Integration Office:

Intrigue:
If Zul'mashar is preparing to attack us: Sabotage Zul'Mashar.
Else either infiltrate or sabotage(if possible) Noxious Glade.

Piety:
Either a continuation from the Soil research(way to detect plague into hopefully a way to remove blight) or:
[]Study - Undead Corpses:

For the combat bonus against lesser undead so we can more effectively start clearing out the two scourge bases.
 
Stewardship should have an action open in the coming turn, since Slaughter was a single turn action.

Diplomacy's locked to add another action to Stewardship.
 
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Stewardship should have an action open in the coming turn, since Slaughter was a single turn action.

Diplomacy's locked to add another action to Stewardship.

The turn results had fishing boats first, slaughtering livestock second.

I also personally voted for fishing boats first, livestock second.

Therefore, the Diplomacy option that we converted into a stewardship option was most likely the one used for livestock.

So next turn we'll have an open diplomacy option that we might be able to convert into a stewardship option again(and even then, I'd prefer to start integrating Light's Hope over expanding the integration office barring an emergency).
 
@Genezz also a bit unclear, did we fortify the entirety of the gorge or just the parts where it can be crossed(the bridge and the part near the water)?

Doesn't matter much for practical purposes but it helps for

Blue = patrolled
Yellow = has civilians
red = fortified, no civilians
black = can be fortified, isn't
purple = scourge
green = Trolls
cyan = Elves
 
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Gotcha. Do we have an idea of how long it will take to get a response from our message to Stormwind if the messenger makes it?
You hope to get an response at the end of the year or the start of the next one but realistically you will probably have to wait until March/April.
@Genezz also a bit unclear, did we fortify the entirety of the gorge or just the parts where it can be crossed(the bridge and the part near the water)?

Doesn't matter much for practical purposes but it helps for

Blue = patrolled
Yellow = has civilians
red = fortified, no civilians
black = can be fortified, isn't
purple = scourge
green = Trolls
cyan = Elves
You fortified the parts where you can cross, but you have patrols along the edges of the Gorge.

Also, very nice map.
 
@Genezz

Doesn't matter much for practical purposes but it helps for

Blue = patrolled
Yellow = has civilians
red = fortified, no civilians
black = can be fortified, isn't
purple = scourge
green = Trolls
cyan = Elves

Really great work! ... much better that that weird map I made for myself last week trying to add the scarlet enclave to a classic eastern plaugelands map..

Military:
[]Send Soldiers to Eastwall Tower:
[]Build Barricades at Noxious Glade:

Diplomacy:
[]Integrate Light's Hope Chapel:

Learning:
[]Workshop - Dynamite:

Agreed on all but Learning, I think
[]Workshop - TNT: Given enough time and money Aldan can setup a Workshop and teach people how to make TNT, the Construction Explosive.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: TNT is made, +500 for all future Mining Income (not current), Shorter time to demolish buildings, Helps with building projects that require big objects to be cleared.
is better, but lets wait for the turn to actually be posted maybe their will be suprises.


Hum, so we're reclaiming Browman Mill without infiltrating or barricading the nearby Noxious Glade, where the convoy went during the fight for Corin's Crossing, has ~10.000 scourge by the last scouting action and which we have no intelligence on.

...Daring.
Maybe we should start posting plans before the survey comes up. Some of the options are much more effective (or safer) if taken in conjunction.
 
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People all ready do that. Doesn't mean that others will vote that way, though.
 
is better, but lets wait for the turn to actually be posted maybe their will be suprises.
So, barring new events,

I tend to put in such clauses for that exact reason:p

Maybe we should start posting plans before the survey comes up. Some of the options are much more effective (or safer) if taken in conjunction.

This is also why I plan way in advance, adds time for people to discuss and/or hammer out synergies and potentially overlapping plans.

TNT will most likely help with the Quarry and future mine expansions. Aside from that, I don't really think there are many projects requiring the clearance of big objects for the foreseeable future so dynamite takes precedence to me.

If they are digging a tunnel to the coast like they did in Canon, I want to collapse it. Otherwise I can see a lot of practical applications of explosives when destroying undead. When we scouted out the scourge bases it was estimated that Noxious Glade contained ~10.000 scourge and Fungal vale ~8.000. We're still horribly outnumbered so I want to start softening them up as soon as possible. That way the Browman Mill(and Corin's Crossing/Light's Hope/Scarlet Enclave) is under less threat.

We may hold the most territory(in eastern Plaguelands) but we have very little troops.

Edit:

I may or may not try to mash Western Plaguelands and the coastline at some point.

We're still expanding Scarlet Enclave though. And the Western Plaguelands are currently in a 3-way(possibly 4-way) war(Scourge, Forsaken. Kingdom of Alterac/Syndicate from the South and possibly human survivors under the paladin that was rumoured to go about as a 4th faction... Hearthglen?).
 
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Oh, god; I hate it when it works like this. Why not just take a leaf from Erandil's Dragon Age Dynstay, and just assign longer-running projects a dice-value that has to be accumulated?
Since I read this I have been thinking about implementing a dice value for some options, mostly research option, but a few others, but I thought I would ask if this is something you would want to see.
 
Since I read this I have been thinking about implementing a dice value for some options, mostly research option, but a few others, but I thought I would ask if this is something you would want to see.
maybe do it on case by case basis so thing like building project the roll represent how much is done where as if its something like say a extended military campaign roll on turn by basis makes sense.
 
I'm very much in favor of anything that actually involves the rulers', and possibly advisors', stats more heavily in the game; in far too many they seem more like decoration rather than an integral part of gameplay to me.
 
I'm very much in favor of anything that actually involves the rulers', and possibly advisors', stats more heavily in the game; in far too many they seem more like decoration rather than an integral part of gameplay to me.

I agree with Kelenas on that point. Our leaders are ones of our big advantages, it would be a good idea to develop them more. For example, Alexandros proposing an option and giving his bonus to it. Have Abbendis ask your support for an action he would deal on his own without being a part of the options. Or you could just have a stock of hero units to send to options we choose.

Following the same idea, it would be a nice to introduce characters representing the population. Would be intelligent to have a spokesperson representing the nobility within the town.
 
I'm very much in favor of anything that actually involves the rulers', and possibly advisors', stats more heavily in the game; in far too many they seem more like decoration rather than an integral part of gameplay to me.
I have been thinking of giving roll bonuses to each category based on the stats on the hero/heroes there (if several heroes you would get to chose which bonus on which option), but I don´t want to remove the chance of a critical failure, so I have been thinking that if you roll 1-5 and the action don´t succeed despite the bonus, you still get a critical failure, but I am worried that the bonus will make it too easy unless I lower the chance of success.
 
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