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Thread: TW: Spire City II IC

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    Barbarian in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2010

    Default Re: TW: Spire City II IC

    *********
    MIDTURN:
    *********
    ((Rushed for now, I'm afraid; I hate to throw up a tldr and run, I'll be certain to come back with some actual writing))

    Spoiler: Midturn (GM)
    Show

    35 industry: Produce the sentient submarine I described earlier, and have it sent to Titan Shipping. Using the Artisan Artificers trait to give it more bang for it's buck- they've waited long enough and deserve a good product

    2 industry: produce 41 more equipment, and assign it to Industry. This will replace our Equipment redistribution:
    *160 spare equipment into Agents [The Immortal Black]
    *55 equipment from Industry into Agents [The Immortal Black]
    *30 equipment from Loyalty into Agents [The Immortal Black]
    *15 equipment from Knowledge into Agents [The Immortal Black]
    The 76 Agents of the Immortal Black are now fully stocked.

    Titan + Cecil (linked!): Animals often pose to look bigger when asserting dominance in the wild: together the pair decend into the undercity, standing taller than any of them. We follow the Dawn Syndicate's direction, either building them a stronghold worthy of withholding the undercity itself. If not, we opt for the Forum (described in my previous post)- a fortress in its own right, guarded by Solomen, the Sentient door. Unlike the golems who are attuned to the heavenly bodies, just as Mop Bot is the embodiment of Cecil's meakness, so to is Solomen the essence of Cecil's wisdom itself. As such, it is an inquiring, and just force in the ensurance of security before allowing anyone to enter. Before entering, you will be searched. If any of the other factions can think of a manner in which to do so, then you will be searched as such as well. No one enters until those inside are assured they are safe in doing so.

    (The atrium before consulting with Solomon is also a deathtrap. So you know, try not to pull any funny business.)
    Note: Forum may cloister itself and be put into lockdown. It will take a Dirtling Dignitary to give the All-Clear)

    If the Dawn Syndicate has any other suggestions, we hold off and do that.

    11.5 agents: Our menagerie of combat and guardian golems join Cecil and Titan info the undercity. Bombardier golems latch onto Titan itself, and become effective turrets along the colossal thing. Wurms prowl beneath the ground along any potential blindspots, while Helios golems position themselves to herd enemies together with their flame attacks. Makes stomping in groups more effective, methinks. Together, they form a lovely little escort formation.

    More importantly than any of this, however, is that this makes up the entirety of Dustmire's known forces. With them on public display... it makes for a wonderful allibi. After all; they can't be in two places at once.

    MAIN EVENT: MIDNIGHT MIDTURN MASSACRE
    To recent reports, the Atelier has Fifteen agents able to defend it. Using my remaining 76 agents and the Dawn Syndicate's 35 agents, I amass nearly ONE HUNDRED FIFTEEN agents- PLUS whatever forces the Spinner Hag has been willing to send me. We strike first, and we strike overwhelmingly hard. This is intended to be a slaughter.

    Our forces move quickly and under the dead of night, slipping through the streets unseen under the guidance of the Syndicate and the Spinner. The Dawn Syndicate and the Spinner Hag are sent in to engage the initial defenses- and I do not know what a Obfuscated Sigil or an Emit array is, but I want them both compromised.

    In the confusion of the fray, the Immortal Black swiftly advances to deal the killing blows. And I intend to ruin the Atelier here and now. We aim for the jugular and preferentially hit:
    1) Industry
    2) Knowledge
    3) Emit array

    I assume that these stats are high, and that my forces will not reduce them to zero right now. If there is any excess, of course, we will mop up the Atelier's remaining agents; but in truth, to cripple the Atelier's means of production is our main goal.

    A note on sacking: We claim any runes and wealth we find, and destroy any ambrosia we come across. However, no force of Dustmire shall lay a hand on any glasteel. We offer it as booty to the Dawn Syndicate instead, if they like.
    A note on Lyrica Springsong: Because Ascaloth really likes the character we have no interest in Miss Springsong's death, we do not hunt her down among the fighting. However, if she chooses to get involved herself... Well, that can't be helped. Cripple her. Don't kill.

    * * *

    The Grand Finale:
    The scene is chaos and death as is. A massive force has appeared out of nowhere and has laid desolation to everything within mere minutes. And still, this is not enough. Once our damage is done, the Immortal Black and its allies withdraw, and while the remaining witnesses cower and hide, while they try to comprehend what the hell just happened to them, we leave them a parting gift. Part exit strategy, part overkill, I use whatever runes I left (unpaid to the Spinner Hag) to destroy whatever remains. I plant a bomb. And a big one at that. (If runic magic is unstable and especially destructive at this point... then even better.)

    I do make sure all forces are clear of the blast before detonation, of course. In truth, it is not intended to be so large as to explode the ruins of the Atelier itself: but hopefully enough to eliminate the witnesses.

    We retreat before the authorities engage, and withdraw into the Uncercity beyond their grasp. If either the Spinner Hag or the Dawn Syndicate has agreed to hide them, then we regroup there. Anything to throw them off our trail.

    There are no witnesses left.
    These were not golems.
    Dustmire was never involved.
    Last edited by Devilfish; 2015-09-16 at 05:20 PM.