Turn 6:
Self, both apprentices: Research Summoning
Both imps, both regulars: Steal money
Hire another trader
Research into summoning speeds forward, and not only do you think you can refine the basic summoning rites now, you also made a rather nice breakthrough. Though the plan still needs work, these summoning circles will make it easier and safer to summon any devilish creature.
The thievery is executed without problems. Nobody noticed a thing, thanks to some distraction by the imps, and a large amount of gold was stolen from a passing caravan. (+2200 gold)
Another trader is hired (-800, +1 trader)
-I- was enjoying it.
Self, 2 Apprentices, Research Cloaks of Concealment.
3 Regulars, Steal cash.
Research into the cloaks of concealment goes well, but for a minor problem. One of the concealment spells goes haywire, and targets a few books instead. While they weren't that important, they will need replacement.
The thievery is a complete failure (+4 not).
Self: study book.
Brigands and Regulars: Set more traps in the hideout.
Despite your best efforts, you can't really understand the meaning of the book. You'd need someone with at least some experience in the magical arts to decipher it.
However, your spies in the city above have given you interesting news. It appears the forces of good have discovered an evil artifact, a corrupted power crystal, and are planning to destroy it by depositing it in a volcano near the Southern wastelands. Three caravans will depart from the mining site. One will be loaded with the mining tools(a good source of resources), one with the other artefacts they managed to find, and one with the power crystal itself. All these caravans will be heavily guarded, and will be under way for several weeks.
Installing more traps proves problematic without actual designs, but some minor improvements are made.
Karen and Apprentice: Continue researching that darn spell until you get it.
Regular minions: Search for good targets.
Research into the snow and thunderstorm spell progresses slowly but steadily.
Your minions manage to come up with 3 good targets. They spot a moderatly guarded resource convoy heading this way, and 2 heavily guarded caravans. One belongs to a merchant, the other is carrying taxes, and will be seriously guarded.(<--Hardest level of that type of random mission)
Self, one apprentice, one apprentice (failed construct hybrid): Research a way to regenerate a body with life magic.
Two regulars: Steal money.
Trader: Gather info, focusing on a mission to hide my businesses.
Not much progress is made on research.
Your minions broke into an rich merchants house and stole his safe, only to notice later that it was completely empty. Nobody could link anyhting to you though.
Your trader manages to find one of the more inquisitive tax officials in these regions. You could bribe him, or convince him by other means.^
World newsRumours go that the Order of the White mages has discovered an evil artefact, that is now being moved Southwards to an undisclosed location for destruction. Closer inspection reveals that there are 3 caravans though. They are heavily guarded, and it will take them 5 weeks to reach their destination. (Just say something like, attack caravan A, or B or C. Deathsword can just say which caravan he wants to try to attack from(Ie, specify the payload). If you want to attack it of course.)
That being said, first minion cap increase is at 20 infamy.
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:12
Money: 5300 (+200: illegal businnes)
Resources: 0
Minions: (5/5)
-2 regulars
-2 apprentice
-1 trader
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[0.26]
-Summoning [2.62]
-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]
Name: Hasidor Twilumier
Archetype: Wizard!
Race: Human
Infamy: 14
Money: 4300
Resources: 0
-----
Minions: (5/5)
3 Regulars
2 Apprentice
-----
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 (5 resources damage)
-Training room
-Engineering[0.25]
- Mundane engineering (walls,towers...) [2.69]
-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 1 minions) [1.14]
-Watchtower () [1.80]
- The manipulation of the elements[0.01]
-Weather manipulation [0.10]
-Summon snow(5 mana) [1.00]
-Manipulation of Forces (Like heat, light , stuff)[0.16]
-Cloack of concealment. 5 Resources, 10 mana/ piece. Give a +3 bonus to insertion and getaway [1.68]
Name: Garret Darkwater
Archetype: Criminal Leader
Race: Human
Infamy: 8
Money: $3600(+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: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Gildor the corrupted.
Archetype: Merchant
Race: Dwarf
Infamy: 8
Money: 4600
Resources: 0
Minions: 5/5
1 Trader
2 Regular.
1 brigand
1 Apprentice
Base:
Description: A beautiful decorated mansion located just outside of a small town. Contains a stunning garden with a lot of exotic plants. There are a few villages closeby aswell, proud to have such a good hero live near.
Traits: Estate:Gildor owns a villiage closeby. 100 cash every turn. People can revolt though
Dwarven defences: The mansion is very well protected.
Stunning quality: The mansion is of outmost quality. Everyone who pass it is awed by its beauty.Reduces chance for desertion
Buildings:
-Library
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Hunger: Normal
Infamy: 1
Money: 4850
Resources: 10
Minions: (5/5)
4 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ 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 [0.49]
-Summon fog (5 Mana cost, decreases detection chances) [2.00]
-Summon Snowstorm(10 mana cost, temp defense bonus)[2.00]
-Summon Thunderstorm (20 mana cost, deals damage to surroundings )[0.95]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: 2
Money: 2800 (+800)
Resources: 10
-----
Minions: 5/5)
2 Regulars
1 Apprentices
1 Apprentice (Metal,wood, stone Naga construct )
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
-Wall
Research
-Engineering[0.03]
- Mundane engineering (walls,towers...) [0.2]
-Stone walls (-5 resource cost) [2.00]
- 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)[0.5]
-Regeneration [0.56]
-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
-----
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.
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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