https://xitter.cf/t.co/84zLX8IYRs Aryssa 5e World Book. Unofficial Otter 841 Fan Club. Wooly Mouse Enjoyer. Happy Dino Skull enjoyer.

Virginia
Joined April 2007
The map is slightly more populated. We've gotten through like 75% of the map now.
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Replying to @ByttenStudio
I may have a favorite.
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Replying to @Safety
@Safety -- How did my account get flagged? Was it a mass report on a post? It happened over night, while I was asleep. How does my account get flagged, but the obvious bot replies (go into several threads and see four to five posts all nearly word for word the same), go unflagged?
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I added a unit count so during enemy phase you can see the total number of units being activated... Kind of overwhelming that there are nearly 80 enemies already at the halfway point. But it must feel nice watching that number go down as you cross the map and seeing your 12 units grow to 20 by the end of the chapter. But... This does mean that if we want the maps to get bigger, I should consider even more player units.
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We've made some progress. So, what's left: Buan's Citadel Bottom left tower events Battle with Iris Battle with Lorencha Northern guard tower Destroyed village to the north Ritual by eastern gate Treasure Vaults in south castle North castle events Ithask events
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Replying to @CursedCatTruffa
"Therapy? Is that a new kind of murder?"
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I don't live in a world of magic. Then again, this IS a Fire Emblem, famous for it's super effective "disguises."
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Chapter 1 is much smaller, with your team split into two groups. The Prologue is even smaller (turn 2 has two more units join from the south to help. After you defeat the first set of enemies, two archers join from the top left so you can learn how to use the teleport ability that one of the wizards + his familiar have.)
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I found a way (and by I, I mean Claude) found a way to hide the text at the bottom, so we can slowly follow the map as I build it out more (hidden starting units don't show up, so you don't see the ambush at the central grove where the two neutral units are, and you don't see the blue unit at the top right who you recruit by reaching the slave ships before they launch.) Still something like ~30 events/enemy groups to make (where an event is anything from a character saying something when attacking a minor named enemy to the finale of the demon at the castle having a break down when the party breaks down the door.) There's also a blue unit in the mountain fortress who joins after you clear it, the green unit at the bottom left can be saved, and there's a thief that has been drafted by the demons into fighting, and he's a coward so he swaps back to the your side if you deal damage to him... and then he'll flip BACK to the enemy side if any player unit is killed after that for this map. You can also use the Capture mechanic to arrest him and then he'll join at the end of the map.) There is a red unit who you think you might be able to recruit at the southern gate (the adopted daughter and betrothed of the prince you save, but she refuses to betray her father), so you think you might be able to recruit her if the prince talks to her... but it's a trap, and it is a talk event that just uses up his turn. If you capture her though, you get several base/training events that can improve various characters (though she never can deploy.) Though only two characters can capture -- one of your cavaliers from Chapter 1, who is likely still alive since her special ability is doing extra damage with throwing spears, so she's probably easy to keep out of danger -- and the prince's hired mercenary. The north is actually pretty boring; Jaarvix just marches west stopping at a village, the weird northern mountain village, and the guard tower before turning south. The middle group hits the mountain fortress and then reaches the eastern gates before everyone else most likely, making them in charge of cleaning up the undead and wizards that we'll populate there, and then waiting... but after you kill the wizard that we'll put there, the human lord in the courtyard rides out with his cavalry to attack instead of being a good Fire Emblem boss and waiting for you to approach. Meanwhile the southern group after defeating the fortress there makes a sprint to the southern tower there to rescue the character and sweep north. None of the capture units are likely with his team, so if you want to capture the enemy mini-boss to the south, you better get the capture characters down there.
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The players for my Lancer campaign decided they didn't want to get involved in the civil war they accidentally made worse by not saving the current ruler of the edge of the known universe. Instead, they went to declare neutrality... which means that next session will involve them being asked to go infiltrate a hidden asteroid base. Their objective is just to get inside, plant some explosives, then get out. But... I fully imagine they're gonna try to fight everything. Hence why there's only one named enemy character and lots and lots of grunts so that they can feel powerful. His callsign is Shattershock, a Zalophian renegade priest who has decided to side with the people who think the sentient races shouldn't go deeper into unexplored space.
🤖 Made with AI
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