Turn 10
((Right, uh...))
4 regulars: Joint attack on final caravan
Self, Junior Wizard, Apprentice: Research Summon Resources
Trader: Set up illegal business
Purchase 10 Resources (-$500)
You regulars depart on what will hopefully be a succesfull mission.
Research progresses slowly, but nevertheless some progress is made.
No more illegal businesses are set up, but the trader manages to avoid damaging the others reputation.
Nevertheless, 2 illegal businesses are discovered and dismanteled by local authorities.
Buy 50 resources. (-$2500)
Personal: create 1 cloak (-5 resources) Research Pitfall traps(if time)
4 Apprentices, 2 Regulars, 2 Brigands, 4 cloaks (Regulars and brigands), Raid caravan with others.
1 Bard, Gather information
Hire 1 bard.
Trades are Training Room [2], to Nirur for Summon Resources [2]
And Training Room [2] to Lemon10 for $1400 (100 owed)
You manage to create one cloak, and complete a rudimentary design for a pitfall trap.
Your minions depart, mostly unseen.
Your bard fails to find information, even worse, he got drunk while trying to steal some information from a mysterious stranger.
Another bard is hired.
Regulars and Brigands: Hit caravan B with the others.
Your regulars and brigands depart, preparing for the attack.
I'd take resources and the artifacts for now. But I would want to get some of the research from the crystal later. Anyway, for my turn.
Recruit new minion.
Karen: Cast summon thunderstorm in the area of the last caravan, to try and thin out a few of the guards.
Apprentice: Cast fog to cover the caravan attack
Regular minions: Join the attack on the caravan
A thunderstorm departs from your tower, and quickly moves towards the general area of the caravan.
It's quickly followed by an unnaturaly thick fog.
Your minions are send to aid in the attack.
Trade with Terenos: Training Room [2] for Summon Resources [2]
Leader, One apprentice (failed construct hybrid): Research Regeneration
One apprentice(Throw), Two regulars: Cooperate with joint attack on the final caravan.
Trader: Find an mission to increase my infamy. Maybe killing a corrupt government official or something.
Research is a critical failure. A heap of build up magic interferes with the spells, and both you and his prototypes explode. A large part of the lab is destroyed , and has come down upon the minion, who fell apart completely. Yet when you were preparing to shovel him into the resources stockpile, he spontanously erected himself from the stockpile, forming back into his resource form, albeit with more books and shovels thrown in. You do note a dangerous depletion of the local magical field. The apprentice is rather confused with this.
Your trader can't find anything special, but suggests that torching some minor villages might work.
Unfortunately, 3 of your illegal businesses are detected and dismanteled.
(Why do you always have to roll for the good random magic effects.)
Self:Research animate plants
Apprentice: Research Training room
4 regular minion: Get money
Buy training room 2 from terenos.
Arg, pretty bad luck getting the my minions to do ANYTHING AT ALL, guess its nice that they didn't really break anything though.
On a random note, you might want to fix my char sheet summary in your posts, since it starts with the word "Excellent", and isn't spoilered like all the others.
Unless you think mine is so excellent that it doesn't need to be spoilered, which would be fine with me.
Research in plant animation progresses swiftly. Your apprentice decides to focus his efforts on animation of plants too, since you have already got training room research to the max of your current abilities.
Your minions manage to procure a large amount of money, and some infamy.
World newsCaravan raid 1:
-4 regulars (1 wounded°
-4 Apprentices, 1 Regulars, 2 Brigands, 4 cloaks (Regulars and brigands) 2 wounded
-2 brigands, 2 regulars (1 hurt)
-2 regulars
-1 apprentice, 2 regulars
Your troops decide to ambush the enemy inside a forest. The caravan is currently travelling through wide open plains, and will come looking for shelter quite soon. The caravan guard is rather large. 20 men footfolk, 10 cavalerists, 5 mounted elvish archers, and 5 men from the dwarven mountain guard (On ponies of course).
The lighting strikes out of nowhere, killing one elf ,two knights, and their horses, as well as 2 of the normal soldiers. As they struggle to reach the forest for shelter, one more soldier is struck down. The group manages to stay together, despite the sudden mists. When suddenly a scream tears the eery silence apart. When the others arrive, they find one of their dwarven guards standing over the body of an unknown human cloaked in a strange garment that takes on the formes of the ground behind him. 3 more screams echo through the woods before the group manages to assume their positions. An elf and a dwarf have been brutally killed, while another assailant has apparently tripped over his own cape, pushing an unlucky soldier of his horse. Both are alright.
The elves try to shoot the rapidly fleeing brigand, but fail. In part because of the mist and hiding effect of the cloak, but more because of the vines that have suddenly erupted out of the ground. Now the main part of the ambush drops out of the trees. One of the elves is struck down, and on night is thrown of his horse, dagger straight through his eye. In the ensuing confusion, another elf finds the death. After some more struggling, another knight falls. His horse panics, and wounds 2 footmen. A log, flying in from the dark kills the fleeing horse, as well as second knight.
That's when the dwarves finally enter the battle, quickly freeing the elves with their double bladed axes, before trying to attack your fleeing troops. Nevertheless, they only manage kill one regular, and hurt another. The few remaining elves panic, desperatly trying to control their emotions, and their horses. Despite the uneven terrain, the remaining cavalerie manages a charge, wounding 2 of the cloaked brigands and another regular. The foot troops deside to remain near the artefact.
((Seeing as the battle seems to be going quite badly, I'm giving you guys the chance to retreat, or give some special orders.))
Enemies
18 foot (2 wounded)
5 cav
2 elves
5 dwarves
- A statue of the First age. (Priceless, very old, useless. Inspires loyality)
- Fountain of Eraclites (This artefact is rumoured to purge magical fields of dangerous influences)
- A sword, made from a strange blue metal. Very light for it's size. If you look closely, it appears that the edge extends just beyond the metal. It cut through rock with ease.
- A large, colourfull, stone egg shaped object.
- A bow made from strange materials. Testing indicated that the arrows it fired spontanously ignited.
- A golden shield, incarved with ancient runes. It seems to be strangely strong for the material it is made of.
Combined with the 200 resources that's a lot of loot to carry around. Better get to dividing it.
2 weeks till the caravan reaches their destination.
A: Hearing the news of what happened to the previous caravan, this caravan has gained extra security
B: Currently travelling through some mountains, making for a good ambush spot Destroyed
C: Travelling through foggy marches, forcing them to abandon a small part of their escort [Destroyed]
Name: Harskara
Archetype: Wizard
Race: Gorgon. Upper body that of fairly athletic humanoids, lower bodies those of serpents. Possess blank white eyes, black and greenish-black skin, and generally black hair. Usually considered fairly attractive, but arrogant and malicious. Known for disciplined military and boundless ambition, feeling themselves entitled to rule over all other races.
Infamy:30
Money: 1500 (+400: illegal businnes)
Resources: 50
Minions: (7/10)
-4 regulars
-1 apprentice
-1 trader
-1 Junior wizard
Base:
Description: A series of chambers located off a series of meandering natural tunnels in a currently dormant volcano.
Traits:
-Infernal Pit (3000): This volcano was once the site of a demonic incursion, apparently. There remains a single ominous chasm, glowing with an unearthly red light. Demons and other foul creatures may be drawn forth from it. Getting them to serve is another matter...
Buildings:
-Library
Research:
-The manipulation of space[0.50]
-Summoning [2.83]
-Infernalism (Allows for basic commands to simple demons) [2.00]
-Summon: Imp. Aids other minions(same skillset as regular). 2 week lifetime 10 mana.[2.00]
-Summon: Gremlin (15 mana) Bonus to Sabotage efforts. 2 weeks lifetime. Can act independently [2.00]
-Summoning circle (Increases safety of summoning a bit) 25 resources, 10 mana [0.50]
-Conjuring [2.24]
-Summon resources. Can turn 2 mana in 1 resource. Max 10 per caster [1.91]
-Engineering[0.02]
- Mundane engineering (walls,towers...) [0.2]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 2 minions) [2.0]
Name: Hasidor Twilumier
Archetype: Wizard!
Race: Human
Infamy: 21
Money: 3200
Resources: 75
-----
Minions: (9/10)
2 Regulars
4 Apprentice
2 Brigand
1 Bard
Gear:
4 Cloaks of concealment
-----
Base: An abandoned watchtower.
Description: This watchtower once sat at the border between the ancient kingdoms of Mileth and Rucesion. But when those kingdoms fell and new ones took their place, the tower was forgotten. It sits in a dense forest, many days travel from any road still used by the populace. Its remoteness was the reason it was selected by Hasidor, as the base for his experiments and rise to power.
Traits:
$2000, Defensible Terrain: The Tower sits upon a high hill, with many locations for secondary defenses, around it.
$1000, Subterranenan Caverns: Beneath the tower, there are a series of small caverns.Can be used to construct any kind of underground building(even things that are normally upgrades) for half cost or work time. Only one building fits in at a time,
Buildings:
-Library
-Training room
-Engineering[0.36]
- Mundane engineering (walls,towers...) [3.61]
-Stone walls (Note: Building time is doubled till you reach 1.00)[0.50]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 2 minions) [2.0]
-Watchtower () [1.80]
-Pit fall trap. 15 rec, 2 weeks [1.01]
- The manipulation of the elements[0.01]
-Weather manipulation [0.10]
-Summon snow(5 mana) [1.00]
-Manipulation of Forces (Like heat, light , stuff)[0.2]
-Cloack of concealment. 5 Resources, 10 mana/ piece. Give a +4 bonus to insertion and getaway [2.0]
-The manipulation of space[0.04]
-Summoning [0.20]
-Summon: Imp. Aids other minions(same skillset as regular). 2 week lifetime 10 mana.[2.00]
-Conjuration[0.2]
-Summon resources. Can turn 2 mana into one resource. Max 15 resources per caster.[2.00] Requires full attention
-The shools of life and death[0.01]
-Life (Healing, but also things like mindcontrol) [0.18]
-Entangling vines(Gives a -6 to one enemy unit's initiative,1 mana) [1.86]
Name: Garret Darkwater
Archetype: Criminal Leader
Race: Human
Infamy: 18
Money: $4400(+200)
Resources: 100
Minions: (5/5) - two brigands, two regulars, 1 trader
Holdings:
Book of necromancy: (Grants a +10 to necromancy research.)
Base:
Description: A hideout deep inside a metropolis' sewers. Consists of many inter-connected tunnels and chambers, some in ruins.
Traits: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Hunger: Hungry
Infamy: 11
Money: 4350
Resources: 28
Minions: (4/5)
3 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ Dangerous approach: The road to the fortress is a narrow, winding mountain trail, made even more dangerous by the frigid, icy weather. Not really a problem for flying harpies, but problematic for anyone approaching by ground.
2000$ Storm tower: Once an old guard tower, Karen has taken it over and made it her lair. It's position high in the sky and Karen's own enchantments make it an ideal place for storm and weather based magic.
Buildings:
-Library
-Cell
Research
- The manipulation of the elements[0.04]
-Weather manipulation [0.51]
-Summon fog (5 Mana cost, decreases detection chances) [2.00]
-Summon Snowstorm(10 mana cost, +4 defense bonus)[2.00]
-Summon Thunderstorm (20 mana cost, +2 attack vs all enemy targets )[1.46]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: 12
Money: 5200 (+600)
Resources: 10
-----
Minions: 5/5)
2 Regulars
1 Apprentices
1 Apprentice (Metal,wood, stone Naga construct. Spontanous regeneration )
1 trader
-----
Base:
Description: The long-abandoned ruins of a stone castle, once the seat of a count's estate. It is a few days' ride away from a port town, and has some scattered villages relatively nearby.
Traits:
None
Buildings
-Library (Heavily damaged. 40 resources)
-Wall
Research
-Engineering[0.04]
- Mundane engineering (walls,towers...) [0.4]
-Stone walls (-5 resource cost) [2.00]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 2 minions) [2.0]
- Magical engineering [0.13]
-Random magic sink. Cost 5 mana, 10 resources. Safely stores up to 20 background magic. [1.33]
-The shools of life and death
-Life (Healing, but also things like mindcontrol)[0.09]
-Regeneration [0.97]
-The manipulation of space[0.02]
-Conjuring[0.2]
-Summon resources. Can turn 2 mana into one resource. Max 15 resources per caster.[2.00] Requires full attention
- The manipulation of the elements
-Manipulation of forces
-Throw (Uses 2 mana, Counts as a +4 attack) [2.00]
-----
Bio: Aranath was raised as a squire in a martial religious order, Dragoons of The Wise One. He fared poorly at combat training, as his trainers had an entirely different body shape, but excelled in magic studies, where he was focused on countering hostile magics and mastering magical finesse.
Since early childhood, he believed that The Wise One spoke to him through his dreams. His tutors told him that The Wise One never communicated directly to his followers, and not to bring it up again. He did not, but as the years went on, his dreams clashed with the teachings of the church, who believed that all were worthy of redemption.
He became deeply annoyed at the light punishments his order handed out. Murderers did not deserve the chance to redeem themselves by memorizing the Wise One's teachings in a few years. They had already proven themselves unworthy of being guided by His Wisdom. He tried spreading these ideas, and was confined for contemplation and memorization. He feigned cooperativeness and redemption.
He escaped the Dragoons shortly thereafter. Wandering alone for months following his solitary contemplation removed all but the last traces of his empathy. The people of these lands were too blind to see that they were surrounded by Evil, and most went so far as to actively defended it. Those who defended and allowed Evil were as guilty as those who directly committed Evil. A new ruler was needed, to weed out the unjust and spread the true teachings of the Wise One. Strict rules would need to be enforced to prevent the people from falling back into Evil.
Name: Franklin
Archetype: Wizard
Race: Elf
Infamy: 8
Money: 5000
Resources: 0
Minions: (3/5), 2 regular and 1 apprentice, 2 regulars
Base: Forest Lair
Description: The ruins of a elven retreat built deep inside the forest. The retreat is almost entirely made of wood which due to magic is extremely well preserved for its age, however it is still a ruined mess inside.
Traits:
Evil Forest (3000)- The section of the forest that the retreat is in is evil and corrupted for miles in every direction. This makes it hard to find your bearings as well as being inhabited by some dangerous and unnatural creatures. Luckily however Franklin found some amulets in the ruins that granted him and his followers limited immunity to the negative effects and dangerous creatures.
- Evil forest: Defensive bonus, primarly against enemy mages
- Magical forest: Bonus to plant magic
- Creatures of the forest: Many rare and dangerous creatures inhabit this place.
Buildings:
-Library
Research
-The shools of life and death[0.04]
-Life (Healing, but also things like mindcontrol)[0.4]
-Rapid growth (Increases local plant growth: 10 mana. +6 to all other plant spells [2]
-Animate plant (Animates a plant (speaking, walking fighting. Somewhat loyal. 5 mana for a small bush, 10 for a small tree, .. . Animated plants incur a constant mana cost) [2]
Construction [0.02]
Mundane construction[0.2]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 2 minions) [2.0]
Random mana is made by failed spells, and is dangerous when it accumulates to much. It will dissipate automatically at a rate of 1 unit/ turn. When a spell is cast in an area with much random mana, it might be affected.
Random mana can be contained, and those containers can be used in a variety of ways. They can be left open, in which case the mana slowly dissipates, or can be emptied ,which dumps the mana back into the environement. In such a way they can be used as a weapon, or as a dangerous way of boosting a spells power.
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