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Author Topic: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11  (Read 21129 times)

Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #105 on: August 26, 2012, 05:35:56 am »

Oh. Last time I checked, my actions weren't yet up.

Trader: start a slightly illegal but profitable business;
Me: continue researching snow;
2 apprentices: research floating castles muahahaha (magical engineering, I guess);
2 regulars: build that magma trap.

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #106 on: August 26, 2012, 06:19:59 am »

Note to those who are building/ repairing things. Those do cost resources. If you don't have enough, I will go ahead and buy them for you.

PS: Yeah, my bad. I edited the actions in and then forgot to announce I did so.
PPS: Also,  apparently Evil Maharadja's internet is down, so we don't have to wait for him.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #107 on: August 28, 2012, 01:49:56 am »

Who are we still waiting for.

Fake Edit: It's me, I'll do the turn sometime today, probably
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6)
« Reply #108 on: August 28, 2012, 03:45:42 pm »

Turn 3: Finished


Self, Apprentice: Research Summon Imp, move along to some other summoning spell if completed
Trader: Set up business
Regulars: Steal money

Recruit second apprentice

Research into the imp summoning goes well, and soon the research is optimized. A summoned imp will now remain availble for 2 weeks before returning. A single caster can still only control one imp at a time though. Work is also started on another summoning spell, this time for the mischivous gremlin, a lesser demon that focuses on the sabotaging of machinery.

Your trader succesfully manages to set up a profitable operation. By selling "authentic" herb based medicines, he expects to make about 200 a week.

Your minions decide to break into a badly guarded warehouse. Their entry was perfect, nobody suspected a thing. Sadly they soon found out why the warehouse wasn't guarded. It was in fact, completely empty.

Recruiting a second apprentice is succesfull.

The minion was nervous. Hasidor was striding back and forth across the room at the top of the tower. It had taken some remodeling, but now it served as a workshop/living quarters. The minions were never allowed here, so any nervousness was completely understandable.

Hasidor spoke then, in a solid, stable voice that filled the room with purpose and lay dormant of any emotion.

"So. You decided to rob a very wealthy merchant. A merchant whos wealth no doubt buys him friends and influence. This will bring a great deal of attention towards us."

"Please! Sir, it wasn't li"
Hasidor held up a hand, silencing the minion.

"Do it again."

-----
Self, Apprentice: Research some manner of training room, to improve the talents of my minions
4 Regulars, Steal Resources

Work on the training room starts quickly, and much progress is made.

Insertion goes perfectly, and your team manages to infiltrate without problems. Actually getting the resources out is a different matter, but you manage to get a nice haul of 20 resources without problems.


Oh. Last time I checked, my actions weren't yet up.

Trader: start a slightly illegal but profitable business;
Me: continue researching snow;
2 apprentices: research floating castles muahahaha (magical engineering, I guess);Not really, magical engineering is the manipulation, storage of raw mana, as well as getting rid of background magic.
2 regulars: build that magma trap.

Your trader tried to use reverse psychology. Turns out a fire spirit running an illegal liquor business next to the Guard post wasn't such a good idea. Last thing the rumours said about him was that he was to be deported to the capital for smuggling, assaulting a guard and arson.

Work on the snow summoning is succesfull, and the spell is finished. It will require aproximately 5 mana to cast, and will give anyone who tries to climb the mountain next week some problems.

Work on the construction of floating castles starts, but not much progress is being made. Even if it had been, constant magical floatation requires a large amount of magical power and is a wastefull process, and the enchantement would need to be cast for every single building

The magma trap is constructed, and is completely operationall.
Brigand: Stay out of town until the guards forget about him.
Trader: Become a fence in the sewers in order to secure a steady income for the organization.
Regulars: Search for victims to rob.

Your brigand enjoys some time of in the countryside. Soon everyone has forgotten about the incident. The capital is a large place, and thievery occurs quite often.

You set up a slightly illegal business in the sewers. Expected revenue is 200/week.

Thievery is not that gainfull though. Despite perfect execution, gains are meager (+200)

Karen the Ravenous's pale, gaunt face peered over the library, surveying the damage the apprentice's miscast had done to it. All told, for a spell backfire, they had been lucky. There were a few new cracks, a couple holes in the roof, but the library was still intact. She could feel a magical charge in the air, making her feathers tingle, but so far, only a minor ethereal contamination. In of itself not dangerous, though several such miscasts would be most inconvenient. Karen swooped down out of the air and landed with a thump near the apprentice, a younger male harpy with dull brown feathers. Naturally, the apprentice promptly flung himself down into the snow, prostrating himself before Karen.

"Forgive me, master," The apprentice mumbled. Karen merely chuckled, the apprentice was probably expecting some form of retribution. As belligerent as most harpies can be, it wasn't an unreasonable fear. But Karen had fought long and hard to master the natural instincts of the harpy. Even the clutching, gnawing hunger that constantly harried her sanity. After keeping that at bay, the tendency to snap and argue was simple to deal with.

"Come now, my dear, there is no need for that. I do not blame you," Karen said, causing the apprentice to get up, showing an expression of surprise and confusion. "You have much to learn about magic. It is a living, breathing thing, as alive and emotional as any harpy. Sometimes it smiles upon you. Sometimes, it frowns. And sometimes, it betrays you. It has even turned on me in the past, from time to time. You are still learning to feel the mood of the aether. In time, you will learn when it is best to ask favors of it."

"But the library," The apprentice began, but Karen just waved off his objections with a wing.

"It will be fixed within the week. Now, I imagine you are eager to test out this new spell we have devised. Go to the storm tower, and command the sky. Send a mist to hide the raiders from the prying eyes of the land dwellers." Karen said. Eagerly, the apprentice took wing, shouting thanks behind himself as he flew for the storm tower. Karen just chuckled, as she went to the library. He would learn in time, and eagerness will be tempered with wisdom and experience. For now, she herself had research to do. The gods' ancient curse on her race would not break itself. It was a long flight ahead of herself, and no doubt it would rain blood before the end. When it did, she hoped it would be the blood of the very gods that had cursed her ancestors. And if fortune favored her, the blood would be spilled by her talons.

--------------
Actions:
Karen the Ravenous: Research magic (Weather control, summon snowstorm)
Apprentice: Cast Summon Fog from the storm tower to conceal the regular minions.
1 regular minion: Repair the library
3 regular minions: Raid human lands for food, resources, and money.

Work on a snowstorm summoning progresses, but not that fast. Nevertheless, some progress is made. (Do you want the same thing as Dariush, or a more offensive spell.)

Summoning the fog goes well, though some might say a little too well. The entire area is covered by a thick layer of fog, arousing a tiny bit of suspicion. Meanwhile the repairing of the library goes well, though a small amount of resources needed to be bought.

Stealing resources goes quite well. You managed to steal quite a lot off supplies from a nearby farm, whitout anybody even noticing. The common folk atributes the thievery to a variety of mystical creatures. (+ 30 resources). Raiding for money is succesfull too, and a small amount of money is brought in (+600)

Note: I can turn this curse into an actual game mechanic, which would result in a variety of positive and negative effects.

Buy resources and repair that library.
Myself, both apprentices: Research conjuration in an attempt to create resources.
Both regulars: Re-appropriate funds towards my goals. (One will repair the library if I need manpower)
Trader: Gather information if not needed to run the business.

The library is completely repaired, though it was rather costly,
An accident almost blew up the library again, though you managed to prevent it.Nevertheless, progress in conjuration is somewhat stunted.
While one of the minions repairs the library the other manages to procure 500 gold in funds.
Your trader can't find any usefull information.


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« Last Edit: August 29, 2012, 07:49:10 am by 10ebbor10 »
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IronyOwl

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #109 on: August 28, 2012, 03:56:37 pm »

((No recruitment?

Also does my trader need to keep working at the illegal business to get the money from it?))

Self, both apprentices: Summon imps
regulars: steal money
trader: set up another illegal business?
« Last Edit: August 29, 2012, 12:32:33 pm by IronyOwl »
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #110 on: August 29, 2012, 01:03:16 am »

((No recruitment?

Also does my trader need to keep working at the illegal business to get the money from it?))

Self, apprentice: Summon imps
regulars: steal money
trader: keep doing that herb thing

Recruit apprentice

Turn wasn't finished yet, I probably missed that. Also no, the business keeps producing money on it's own.
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #111 on: August 29, 2012, 02:06:36 am »

Purchase 30 Resources (-$1500)
2 Regulars, Construct the Training room
2 Regulars, Steal funds.

Self, Apprentice, Research Watchtowers.

Will my training room need anything else? A tutor to teach my regulars perhaps? Or can they just train there and maybe fail?

SOON is the time to reveal ourselves!
« Last Edit: August 29, 2012, 03:19:30 am by Terenos »
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #112 on: August 29, 2012, 03:15:36 am »

Ah yes, explanation about the training room. The current level training room can train regulars to tier 1 minions.(apprentice,...) You just need one of those to train them. Tier 2 minions will be introduced quite soon.

Also, stuff is not finished yet.

Third. You can cast a spell and do something else, but you're getting a penalty for multitasking.
« Last Edit: August 29, 2012, 03:25:20 am by 10ebbor10 »
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn three
« Reply #113 on: August 29, 2012, 05:00:29 am »

Liquor business? Really, Ebbor? REALLY?

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn three
« Reply #114 on: August 29, 2012, 05:03:40 am »

Liquor business? Really, Ebbor? REALLY?
You rolled a one.
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn three
« Reply #115 on: August 29, 2012, 05:09:44 am »

By the by, My various technological advancements are available for trade.

Dont fall behind because you didnt take advantage of my generous offers!
*Note, Offer may not be generous. Accept at your own risk.
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn three
« Reply #116 on: August 29, 2012, 05:14:18 am »

Meeeeeeeeh.

Recruit 1 regular. Send all regulars to pillage money. Me and apprentices research something to increase population limits (cheap stone vases, because we are fire elementals and don't need more).

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn three
« Reply #117 on: August 29, 2012, 05:18:05 am »

Meeeeeeeeh.

Recruit 1 regular. Send all regulars to pillage money. Me and apprentices research something to increase population limits (cheap stone vases, because we are fire elementals and don't need more).
Pop limits are increased by infamy, which is increased by going on a mindless rampage. First increase will be at 15.
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn three
« Reply #118 on: August 29, 2012, 05:21:59 am »

Double meh. Research training room.

Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn three
« Reply #119 on: August 29, 2012, 05:30:06 am »

$750 for 1.0 Training room research Darius. Guaranteed acquisition. Or alternatively, You can trade me an equal amount of technology.

Keep in mind I -appear- to have stronger ability to research in mundane engineering, due to my 2.4 in the field. You might be hampered..

Also, shouldn't my research be slowly dragging up my mundane engineering level? Or am I too far ahead for my lesser researches to influence it?
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