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Author Topic: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11  (Read 21076 times)

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6)
« Reply #165 on: September 22, 2012, 06:10:14 am »

Turn 7:

Self, both apprentices: Summon imps
Regulars: Steal money
Trader: Illegal business


The summoning of the imps works splendidly, mostly because of the conveniently sealed breach to hell you build your base on. You do remember that you should watch out though, as repeated summoning might weaken the barrier. While you're nowhere close to opening the breach, things could have unfortunate side effects.

The thievery was quite a failure,  your minions ran into a group of guards on the way in, but managed to outrun them. When they left with the gold they'd found in the store, they found out that the entire guard had surrounded them. They foolishly tried to fight their way out, which succeeded, though they had to leave most of their gains behind and one of them was severly wounded. (+8 infamy, +200)
 
Your trader managed to set up not one, but 2 illegal practises. Making money out of gamblers and drunks is hardly illegal, isn't it.

You seemed to have build up quite a reputation though. (Minion cap upgrade, Unlocked tier 2 minions)


Purchase 20 Resources (-$1000),
I myself, shall Construct 3 Cloaks of Concealment. Or me and my apprentices if we can only make 1 apiece. And fix the Library.
3 Regulars With Cloaks, Steal.

If my apprentices are free to do research, they shall continue to research the cloaks.


You spend most of the time making Cloaks of concealment. Turns out you're pretty bad at sewing. Well, why they certainly won't win prizes, they will fulfill their purpose.µ

Armed with their new gear, your minions set out.  The cloaks take some time to adjust too, and one of your minions spends quite some time bumping into stuff. Nevertheless, your minions manage to come back with a decent, but meager haul. (+900)

Work on the cloaks continue, and with a few changes the camouflage spell is perfected. Since they have plenty of time left, your minions improve the design of the training room so that it can also be used for more advanced techniques.



Send one regular as an envoy to Harskara (IronyOwl) and another to Aranath (Nirur Torir). They are to explain the contents and destination of the caravans, and to propose a joint attack. If agreed, my share will be the caravan with the mining tools.

Brigands: Train combat skills in hideout.

Trader: Keep making money[/b]
Unfortunately, your brigands can't train without a proper room. They do think that if they could improve our reputation in the other parts of the criminal underworld, they could manage to hire some better guys. (Ie, increasing infamy would be good now. Then maybe hiring an apprentice for research)

Your trader doesn't manage to set up another business, but he evades detection too.



I imagine there'd be plenty of loot to divvy up after we hit the caravans. As for keeping the crystal, I can't really make a judgement on that, until we find out what it does. Could be useless, could be very powerful. Of course, if it does turn out to be the latter, I'd like a slice of that power. But anyway, when the time comes, my harpies will hit the caravans, and me and my apprentice can hide our ambush with the weather.

For now though:
Karen and Apprentice, continue research on thunderstorm spell.
Minions: Raid the moderately guarded resource convoy.

Work on the Thunderstorm spell progresses very slowly , mostly because the apprentice managed to enlighten himself. He will be alright, though. The lightning did do some minor damage to the library.

The attack on the resource convoy was a great succes though. The entirety of the convoy, 53 resources, are captured. (Note, this was a plotted event, not the world mission below).




Self, one real apprentice: Research a basic attack spell under forces, hopefully something lightweight and easy to use several times in one battle.
One apprentice (failed construct hybrid): Research Regeneration.
Two regulars: Bribe Tax Official with $1000
Trader: Expand businesses.

No progress is made on researching the attack spell, but no damage is done to the lab either.
The construct manages to make some progress, but not much.

The bribe is succesfull, though from the after action report you note that they could have easily been captured. Good thing the inspector was honest.

Expanding the business proves hard, and no additions are made.


World news

4 weeks till the caravan reaches their destination.
A: Currently travelling through a forest
B: Has decided to pass through the dwarven lands. Additionall escort till it leaves them(next turn)
C: Travelling through foggy marches, forcing them to abandon a small part of their escort



Spoiler (click to show/hide)

Spoiler (click to show/hide)

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« Last Edit: September 25, 2012, 03:16:34 pm by 10ebbor10 »
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IronyOwl

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #166 on: September 22, 2012, 06:33:43 am »

If we're going to strike collectively, we need to do so now.

So, we in or we out?
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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.

Nirur Torir

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #167 on: September 22, 2012, 09:29:15 am »

I'll send my two regulars to help, for all the good they'll do.
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #168 on: September 22, 2012, 10:26:03 am »

Regulars and Brigands: Attack the caravan with the mining equipment.
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #169 on: September 22, 2012, 09:54:22 pm »

Myself, 2 Apprentices, research Entangling Vines (Low power spell to trap my foes.)
3 Regulars, Perform random destruction. Let ALL fear our names! (Bring Cloaks for escape)
Recruit 1 Brigand, 1 Bard. (Dismiss 2 regulars after their duties this week)


I would be more than happy to assist at cracking one of the caravans, for a share in the profits. But I believe it might be wise to wait until we can gather up a little more power (More minions). If we all brought all our minions, thats 25, +5 if we ourselves go. Irony can add a further 5 to that count, and shortly I should be able to add 5 more myself.
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IronyOwl

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #170 on: September 22, 2012, 09:56:52 pm »

Regulars and Brigands: Attack the caravan with the mining equipment.
Unless this is the swamp one, it makes more sense to attack that one this turn.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
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.

Fortis

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #171 on: September 23, 2012, 01:27:00 am »

I agree. We smash one caravan at a time, starting with the one in the marshes. If it's the resources, split them evenly. If it's the artifacts, we take turns picking them, and if there's any left over, we can bid on them with money or resources. If it's the crystal itself, not sure how to split that. But I'm sure an arrangement can be reached. Chances are, if we capture it, we'll have enough enemies without being at each other's throats. I can send four harpies, and summon a cover of fog for our forces. Is this acceptable Harskara?
« Last Edit: September 23, 2012, 01:49:35 am by Fortis »
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #172 on: September 23, 2012, 02:08:56 am »

I will reserve my forces for the next caravan struck. And will request only a share of the loot from that. My goal is to have the infamy to increase my minion cap, soon. Then I will strike with cloaks and Snow..

Wait, Fortis.. Could your Snowstorm slow them down? If we can slow them down we can buy a little more time to prepare.
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Fortis

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #173 on: September 23, 2012, 11:30:15 pm »

I'm not sure. Officially, it says that the snowstorm provides a defensive bonus. But it's up to the GM. Besides, if I cast that, I might not be able to cast the fog spell.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #174 on: September 24, 2012, 10:20:08 am »

I'm not sure. Officially, it says that the snowstorm provides a defensive bonus. But it's up to the GM. Besides, if I cast that, I might not be able to cast the fog spell.
You can try. Which remembers me of the fact that I haven't told how away from home magic word. Basically, every mage archettype player has an intrinsic mana reserve of 20 mana,  while apprentices have 5. This recharges over time, the faster the more potent the magical field is.
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Nirur Torir

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #175 on: September 24, 2012, 10:41:05 am »

Self, one real apprentice, one apprentice (failed construct hybrid): Research a basic attack spell under forces, hopefully something lightweight and easy to use several times in one battle.
Two regulars: Cooperate with joint attack on swamp caravan.
Trader: Expand businesses.
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lemon10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #176 on: September 24, 2012, 11:57:58 am »

Hurm, could I join since you are at 5/6 people?
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #177 on: September 24, 2012, 12:04:53 pm »

Hurm, could I join since you are at 5/6 people?
Technically, yes. Might give you some goodies, even.
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lemon10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #178 on: September 24, 2012, 12:46:07 pm »

Excellent.
Name: Franklin
Archetype: Wizard
Race: Elf
Infamy: N/A
Money: 2000 (5000-3000)
Resources: 100
Minions: (3/5), 2 regular and 1 apprentice

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.
« Last Edit: September 24, 2012, 01:36:43 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (5/6) Turn seven
« Reply #179 on: September 24, 2012, 01:32:01 pm »

Welcome Lemon10. Just felt like pointing out most if not all of my research is available for trade or outright purchase.
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But despite what you've been told, I once had a soul. Left somewhere behind...
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