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Tags: homestuck, troll, breedables, mspa, alternia 

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Hivestuck
Captain

Alien Datemate

PostPosted: Sun Aug 17, 2014 12:34 pm


BATTLE FOR OLD HEMISECT
Team HOTCAKES


GAME RULES AND INFORMATION
WAR ROOM

LIST OF COORDINATES
West Old Hemisect
[1, 1]: Hemisect Crypts
Trolls aren’t known for burying their dead, and so the Hemisect Crypts are quite the oddity. It was said that prior to the Goly’b Goly’b incident, it was a place to show off the dead after bouts in the Hemisect Gladiatorial Showground. Being a high-cultured museum of sorts, the bodies have been preserved, recreated in wax, or stuffed and placed in the many crypts of the attraction. However, over time most of the bodies have been “misplaced”.

[1,2]: Museum of High Culture
A standard museum of the highblooded variety that was mostly gutted due to the Goly’b Goly’b incident. Recently, the museum has made an attempt to come back, though for the most part it looks to be a nationalistic haunted house filled with tentacle effigies and the average amount of vaguely erotic highblood art. There’s only one curator in the museum who appears as old as the relics within the walls. No one knows exactly how she’s survived this long.

[1,3]: Dead Fields
Being in close proximity to the coast, these fields have never been a successful source of food. Many ranchers have tried and failed to bring the Dead Fields some boon and sell at the Old Market, but poor conditions have always plagued the land.

[1,4]: Old Market
The Old Market is old even for Old Hemisect standards. Today, it’s been abandoned in favor of more glitzy fare closer to the coast. The wares are quaint and made from lowbloods who have come to the area to make a bit of beetles. Accessories and herbal remedies are the typical fare here.

[1,5]: The Skyrise
A grand corporate skyrise that’s been standing in Old Hemisect since before the incident. It’s received on-and-off renovation over the sweeps instead of being completely torn down and rebuilt – leading to an effect going up the building similar to layers of rock in an ancient cliff.

[1,6]: Paleflush Pleasure District
A very popular location in Old Hemisect City for trolls of all Quadrants – romantic locales and activities for palemates lead this to be an upscale attraction for all trolls. With its proximity to the Daylight Mall and the riches of Mansion Peaks, it proved to be an economical hotspot.

[2,1]: Restaurant Blu
No longer in service due to unforeseen circumstances. This may be the front for some kind of crime group, but that’s just a rumor.

[2,2]: Aiguma Theatre
An abandoned theatre-turned-hive. It’s been well maintained on the inside, but on the outside it appears to have refused to change since the incident. Compared to the restoration elsewhere in the city, this theatre hasn’t changed much for good reason. Most lowbloods don’t go near this monument – there’s a particularly paranoid purpleblood living inside.

[2,3]: Old Hemisect Asylum
It’s apparently well-populated, but no one ever seems to go in or out.

[2,4]: Burrow Residence
A residential district long-abandoned and not yet renovated. Everything seems fairly normal here for Old Hemisect, except for one particular hive that has apparently been inhabited by a troll with a very large, insectoid lusus.

[2,5]: Mansion Peaks
Prime for looters, Mansion Peaks was completely picked clean. Since then, it has seen squatters galore – trolls who always dreamed of living in a lofty hive. These hives have occasionally been the cause for turf wars between trolls for their excellent location and quality.

[2,6]: Daylight Mall
A Mall past its prime. With New Hemisect and Four Fronds luxury locations on the rise, many trolls pass over this old favorite in favor of the newer locations. It still offers troll favorites such as Brawllister and Julius Orangeblood.

[3, 1]: Club Condescension
Its popularity with highbloods and seadwellers caused this to be quite the club prior to the incident; with a new population of highblood stragglers and lowbloods the club has seen better days. It’s usually a ghost town of a building, but the music is always thumping.

[3,2]: Gladiatorial Showground
A huge coliseum meant for grand fights and shows. Layers of posters paper the walls of the arena, promising sweep after sweep the return of the arena. Promises of fights to the death, throngs of lowblood brawls and animal combat emerge from the advertisement – but it looks like these never came to pass.

[3,3]: Hemisect Library
Name since unchanged prior to New Hemisect’s rise, the library reflects the quiet but faintly active atmosphere of Old Hemisect. It’s one of the least-explored libraries on Alternia, and is rumored to have information about Alternia before the Goly’b Goly’b incident locked up somewhere.

[3,4]: Sparse Residences
Unassuming residences now inhabited by stragglers and squatters. There’s clearly no Hiveowner’s Association here to help keep everything neat, tidy and uniform – everywhere weeds and strange scavenged structures pile up in front of each hive like trophies.

[3,5]: Swiftscale Hill
A very tall hill that looks out over the entirety of Old Hemisect City. The remains of the Bloodfest festivities still remain, and if you look hard you may be able to find a discarded sled!

[3,6]: Old Hemisect Opera House
A fine opera house that has remained in relatively good condition over the years. Many a soliloquy and speech has emerged from the stage, and occasionally an ill-advised battle.


East Old Hemisect

[4,1]: Shipwreck
A ship has washed up here on the beach and appears to have been converted into a hive. You have to wonder what kind of nautically-inspired little rascal set up hive here.

[4,2]: Flea Market
For selling all of those unsavory things and trading scavenged goods for scavenged goods. Being next to the Fisherman’s Market gives it a fair bit of traffic, and on a good market day you’re sure to leave with an interesting knick-knack or two.

[4,3]: City Hall
The leaders of Old Hemisect are a rather uncaring bunch – though most would blame their mental state on the rather unfortunate incident that has left permanent scars on the landscape and its residents. They’re so infrequently heard of or seen that most trolls aren’t aware that there’s anyone in the city helping to run it (beyond the queen, of course).

[4,4]: Rail Station
The most up-to-date location in Old Hemisect, the Military makes sure that transportation to and from the city is safe, quick, and free of bumps. The railway and highways running into Old Hemisect contrast the rest of it – they’re fully idealized and functional.

[4,5]: Four Fronds Highway
There’s a huge detour here where the double-decker highway has collapsed in on itself. It would be a good place to make shelter on a good day.

[4,6]: Construction Pit
An enormous pit that contains much of the demolished garbage and detritus from the reconstruction process. In a classic Alternian “out of sight out of mind” idea, it’s grown to cover quite the amount of ground over the sweeps. A winding path surrounds the pit.

[5,1]: Harbor
The southern harbor is a very busy one – taking in trade imports from the seas and supporting the fishing industry, it is the passage to the rest of Alternia.

[5,2]: Fisherman’s Market
If you like a good thrown fish, this is the place for you. The reconstruction of Old Hemisect is interrupting the best time of the year for the fishing industry, unfortunately, and the lack of activity reduces the Market to the smell of fish and little else.
[5,3]: Beachfront Wastes
The combination of the sandy environment and partying hard has rendered the environment here to be solely gunky sand and beach grass where there are no buildings.

[5,4]: Bloodfest Stage
A well-known location for any troll who has frequented the seasonal activities of Bloodfest. The buildings surrounding Bloodfest are by far the best constructed.

[5,5]: Serpentine Mansion
A very clean-looking mansion located on the scenic beachfront. Most trolls avoid this hive like the plague – there are rumors that a highblood wanders some nights into the ocean and performs strange dances, pulling unsuspecting trolls into feelings jams and then… Probably killing them. Probably.

[5,6]: Beach Shack
It’s not much, but there’s a shack here right up the coast. It’s very small, and looks just big enough for some sort of ungulate and perhaps a troll. Could this be a hive? Even for a lowblood, it’s rather small.

[6,1]: Abandoned barge
This barge is mostly occupied by seagulls now. You can’t take this from them; they have claimed it. It’s smelly anyway.

[6,2]: Lighthouse
The troll who lives in the lighthouse has been working it since Regina took over as queen – they’re not particularly hospitable, though. Locals often comment that the “BEWARE” signs near the lighthouse aren’t just for the cliffs...

[6,3]: Shipyard Warehouses
Industrial warehouses, as well as storage for ships going out to sea. Seadwellers get a roomy storage unit for their various forms of aquatic travel, while most other landdwellers can rent out storage units. Much of the Harbor’s wares come up to the Warehouses to be carted for export.

[6,4]: Beach Resort
A beach resort that’s – while not as swanky as it used to be – still in vogue with the fortunate climate and location of Old Hemisect.

[6,5] Luxury Docks
Very high-class docks that don’t receive much use any more. There’s hope that after the reconstruction the many yachts and luxury submarines of highbloods will swim again! At least, some trolls hope that. Most trolls don’t care.
[6,6] Bungalows
Little bungalows set up right on the beach. They’re very cute, and are typically used by drifters passing through. Some trolls charge for daily use of the bungalows, and there’s a surprisingly good business for low-key travel in Old Hemisect.


PARTY MEMBERS
ALIFAX BUNSEM███████████FROSSA FYRSTE
thyPOPE█████████████melona-pan
CERISE KOEKJE███████████NAHORI CAVIAP
purplerosesbeauty██████████████saedusk███



PARTY STATUS
copy and paste this into each of your posts, updating the information as necessary.

[b]Group Progress:[/b]
Coordinates Unlocked: [coordinates you’ve unlocked]
Defenders on Standby: [number of defenders you’ve rallied]
Result of Action: [The result of the action that you rolled for this turn. Don't forget to post in the War Room ASAP if it's applicable!]
Hivestuck rolled 2 6-sided dice: 2, 4 Total: 6 (2-12)
PostPosted: Sun Aug 17, 2014 12:35 pm


DAILY REFRESH!


Welcome to the Battle for Old Hemisect, Team HOTCAKES. The mule is intel-savvy enough to have unlocked a coordinate's secrets for you -- don't tell the rebels! Your free coordinate is the Burrow Residence. How lucky for you! It is considered to be unlocked and can be acted upon immediately.

Each troll is refreshed and ready to go with 2 available actions.


Refreshers:
POSSIBLE ACTIONS ARE:

Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it.
Trolls with training in Construction get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base!
Trolls with training in Recruiting get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Demolish:
Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it.
Trolls with training in Demolition get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted.
Trolls with training in Intelligence get a bonus to their rolls:
Apprentice: Roll 2 new coordinates (4D6)
Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked.
Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect.
Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.


Mobilize: Choose one of two options:
1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked.
2. Assault an enemy-controlled coordinate that you have unlocked using defenders from your stand-by. Defenders must be deployed to a base before they can assault an enemy base.

POST IN THE WAR ROOM THREAD IF:

You build a new base on a coordinate
You reinforce a friendly base
You assign defenders to a base
You assault a base
You do damage to a base
You destroy a base
You use the Grandmaster Intelligence perk to affect a base

Hivestuck
Captain

Alien Datemate

thyPOPE rolled 4 6-sided dice: 2, 3, 2, 2 Total: 9 (4-24)

thyPOPE

Devoted Hoarder

PostPosted: Sun Aug 17, 2014 3:54 pm


Group Progress:
Coordinates Unlocked: (2,2) (2,3) (2,4)
Defenders on Standby: 0
Result of Action: Two new locations unlocked!

Alifax...really liked maps. And, it turned out, he wasn't too shabby at scouting. Sure, he wasn't especially familiar with Old Hemisect City, but the training had helped him get to know it. Still, he stayed close to the original assigned location for now - he never knew what the girls would be getting up to. He carried the map swiftly back to their base. "All right - I've checked out two more locations. There doesn't seem to be any rebellious activity yet, but...well." That didn't mean the rebels weren't in hiding.

He'd wait to see what the girls were doing before trying anything else, though. He wasn't sure he'd be able to get them to follow any sort of strategy.
saedusk rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sun Aug 17, 2014 4:17 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2]
Defenders on Standby: 0
Result of Action: Build a base on [2,4]. The durability is 1.

It was her first time in the field, a real mission, and it was frightening. Guineamom was pushing her on, wheeking shrilly about picking up the pace, though soon even the sounds from her lusus blurred into an unintelligible mush in the air. Her hands were shaking and it was obvious in the way she assisted in constructing the base. It was just a little, ah, sloppy... "I-I'm sorry..." she muttered to her teammates, only just resisting setting her head in her hands.

saedusk
Crew

Dedicated Bunny


thyPOPE

Devoted Hoarder

PostPosted: Sun Aug 17, 2014 4:26 pm


"Don't worry about it," Alifax told the child, tone warm. They had time, after all. "I forgot - my name's Alifax Bunsem, and that's Frossa Fyrste. It's a pleasure to meet you." He actually recognized the little redblood girl - she was, after all, loud, and she'd bickered with Frossa a lot. But of course that didn't mean he knew her name, or that he'd bothered to ask Frossa for it.

Admittedly he didn't ask Frossa for much. He might want her to handle this, though - he had a feeling there were places he needed to be and things he needed to see. "Can you all handle holding down the fort for a bit?" The large burrowed residence they'd secured probably housed a sympathetic troll. Right?

Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2]
Defenders on Standby: 0
Result of Action: n/a
PostPosted: Sun Aug 17, 2014 4:37 pm


Alifax quickly found his way back to the burrowed residences, glad that it wasn't too far from City Hall. Only to find that, well, the girls hadn't done much of anything yet.

That was all right - they were the bickering type, as he was already well aware, and it looked like Nahori wanted direction. Well, she'd be getting it now. "There's rebel presence at City Hall," he started quickly, quite out of breath. He was glad he'd decided to look for trolls rather than securing knowledge of a new place - this way he'd been able to identify something that might be crucial. "I think we should, uh, head there, and maybe try to slow their forces down."

That would be important, right?

Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3]
Defenders on Standby: 0
Result of Action: unlocked [4,3]

thyPOPE

Devoted Hoarder

purplerosesbeauty rolled 2 6-sided dice: 5, 1 Total: 6 (2-12)

purplerosesbeauty

Springtime Spirit

PostPosted: Sun Aug 17, 2014 4:45 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3]
Defenders on Standby: 0
Result of Action: Cerise attacks the rebel base at City Hall for [6] Damage, destroying it.



"Yeah Nahori! You're doing the best you can and if anyone says anything I'll bite 'em!"
She said loudly to her friend, placing a hand on Nahori's arm in an attempt to comfort her. She wouldn't let any of these trolls badmouth her friend.

She looked up at the teenage redblood, who she'd ended up tagging along with for the thing. Alifax huh? What a neat name. Not as good as hers though. "I'm Cerise! Cerise Koekje, and this is Nahori!" If he didn't know, he would soon! She was very very likeable. Her lusus said so.

"Oh! Rebels! Do you want me to go take care of them?"
Finally, her true skills would be utilized and all that practice she had destroying walls would help her beat up the rebels! She patted Nahori on the arm again before heading out. "I'll destroy their base! Boooom!"
saedusk rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Sun Aug 17, 2014 5:03 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3]
Defenders on Standby: 0
Result of Action: Built on [2,3] Old Hemisect Asylum. Durability is 3.

It was, as always, comforting to be with Cerise, even when she was talking about doing strange things like biting other trolls. In all honesty, it was reassuring just to know someone was willing to stand up for her at all, especially when her lusus was more apt to talk her down instead. Sighing, the orangeblood nodded, and added a quiet "ah, Caviap, N-Nahori Caviap" to her already half-introduced name. Then she whispered, "T-Thank you, Cerise."

At least, it seemed, this Alifax was also friendly. His voice was gentle, in a way she wasn't often used to from anyone older than her, but it was appreciated. Sh had nodded to him when he left, and felt just a little bit bad when he'd returned and she hadn't done anything yet.

"I'm going to, uh, try again...!" And so she was off. The place she chose to help build this time was a smidgen (who was she kidding, it was a lot) unnerving. It felt like very unfortunate things had happened there...

saedusk
Crew

Dedicated Bunny

purplerosesbeauty rolled 1 6-sided dice: 3 Total: 3 (1-6)

purplerosesbeauty

Springtime Spirit

PostPosted: Sun Aug 17, 2014 5:35 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3]
Defenders on Standby: 0
Result of Action: Cerise adds 3 points of durability to the Base at [2,4] Burrow Residence.

A bouncing ball of energy, Cerise goes to help reinforce the base Nahori made (the uh, one that didn't get blown up by rebels!) even though she figured her whole thing was deconstruction... still, she wanted to help as much as she could. "It'll be beautiful by the time we're done with it!"
PostPosted: Sun Aug 17, 2014 5:48 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3]
Defenders on Standby: 0
Result of Action: n/a

Alifax nodded. "It's a pleasure to meet you," he said, watching the two scurry about and build (or...destroy, in Cerise's case. It was a little satisfying to see the graffiti covered up, and the foundations that'd been laid for the rebel base scattered). He was pretty beat himself, but he'd keep watch in case anything happened.

It seemed he hadn't been keeping good enough watch, though. His eyes widened as first a teenager he didn't recognize and then a very familiar greenblood showed up at the asylum. Together they leveled Nahori's efforts to the ground, and Alifax's running was not quite quick enough to stop them. But - was that...Kursha? He called the greenblood's name after him, but didn't seem to receive a response.

He narrowed his eyes, and then narrowed them again when yet another familiar tealblood showed up, too. Ganyma Callow - this was a name Alifax knew all too well. It took, fortunately, a longer time to erect the foundations of a building than it did to destroy it, and so Alifax was fairly certain that the tealblood was the one he recognized. "Frossa!" he called. He'd never tried commanding her before...but she probably didn't need a command to strike this thing down once she set her eyes upon it. She was predictable that way.

thyPOPE

Devoted Hoarder


Hivestuck
Captain

Alien Datemate

PostPosted: Mon Aug 18, 2014 11:41 am


DAILY REFRESH!


It's a new day! Not much conflict has broken out, save for some guerilla-style destruction and rebuilding of bases. The mule feels as though some friendly neutral chaos is in order to keep things interesting!

Presenting, her newest creation: the Balancing Lever Used to Engage Surprise Happenstances, Equalizing Luckless Long Shots! With a flick of this lever, who knows what will happen?

Today's Happenstance: A mysterious troll has been dropping hints to juicy locations over rebel radio-waves.

Each troll is refreshed and ready to go with 2 available actions.


Refreshers:
POSSIBLE ACTIONS ARE:

Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it.
Trolls with training in Construction get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base!
Trolls with training in Recruiting get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Demolish:
Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it.
Trolls with training in Demolition get a bonus to their roll:
Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6

Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted.
Trolls with training in Intelligence get a bonus to their rolls:
Apprentice: Roll 2 new coordinates (4D6)
Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked.
Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect.
Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.


Mobilize: Choose one of two options:
1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked.
2. Assault an enemy-controlled coordinate that you have unlocked using defenders from your stand-by. Defenders must be deployed to a base before they can assault an enemy base.

POST IN THE WAR ROOM THREAD IF:

You build a new base on a coordinate
You reinforce a friendly base
You assign defenders to a base
You assault a base
You do damage to a base
You destroy a base
You use the Grandmaster Intelligence perk to affect a base
thyPOPE rolled 4 6-sided dice: 4, 3, 1, 2 Total: 10 (4-24)
PostPosted: Mon Aug 18, 2014 3:42 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2]
Defenders on Standby: 0
Result of Action: [1,2] scouted!

They really needed to keep moving - or an updated map. It was these sorts of times when Alifax wished he had the ability to fiddle with their communication devices and possibly, well, intercept some intelligence without having to physically go out and search for it. He nodded to the girls, assuming they'd do as they wished - preferably they'd find some people to scare off the lookouts that were now stationed at the asylum, or head toward - wait, what?

Okay, this transmission was certainly accidental, but Alifax heard it clearly. The base at City Hall had gotten rebuilt - and rebuilt stronger. Alifax winced. All right, well, he still wanted new intelligence. Perhaps he'd keep going east. To the...museum of highblood culture. This was not a place Alifax had ever valued, but it looked like there were some strong pro-Empire foundations already laid around it. Good!

He headed back to Aiguma Theatre, where it seemed some other royalists had erected a base and were now...uh...ransacking the place. Well, they could do what they wanted, he supposed.

thyPOPE

Devoted Hoarder


thyPOPE

Devoted Hoarder

PostPosted: Mon Aug 18, 2014 3:54 pm


[Alifax is using his master intelligence ability here!]

Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5]
Defenders on Standby: 0
Result of Action: [3,5] scouted!

He took a quick walk down the territory he'd previously scouted to refresh the map - and had to take pause at the burrow residence, where they'd first started out. There was a commotion going on up a hill. Fortunately for Alifax, he was quite accustomed to scaling those.
thyPOPE rolled 2 6-sided dice: 5, 4 Total: 9 (2-12)
PostPosted: Mon Aug 18, 2014 4:07 pm


[ackkk alifax is using the rest of his journeytroll ability from two posts ago when he 'found' city hall again Q_Q i misread the instructions...]
Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4]
Defenders on Standby: 0
Result of Action: [5,4] scouted!

On his way back from the hill, a troll rushed by him discussing base-building over at...the Bloodfest stage? Really?

He supposed that it was a place the rebels might consider symbolic, and of course it wasn't actually important to the empire. So in retrospect it was a good place to build a rebel base. He marked it on his map, and headed back to the burrow residences to mark it on the group's maps, as well.

Then he nodded to the girls: they could do as they'd liked. He'd done enough running for the night; he could watch over their shoulders as they worked in case anyone came by.

thyPOPE

Devoted Hoarder


saedusk
Crew

Dedicated Bunny

PostPosted: Mon Aug 18, 2014 6:24 pm


Group Progress:
Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4]
Defenders on Standby: 0
Result of Action: move 3 defenders from [3,5] to [2,3] to assault

It was likely a little humorous, watching the lanky, awkward orangeblood child give 'orders' to a bunch of faces she didn't want to look at. From the intel Alifax had gotten them, a couple trolls had bunched together at the Asylum, a place she didn't look all that forward to returning to, but would be strategically useful to them nonetheless. If she could get rid of them (well, not her so much as these other trolls more suited to fighting) then she could clear the way for Cerise to do some damage.
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