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 news4 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
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:20
Money: 5700 (+600: illegal businnes)
Resources: 0
Minions: (5/10)
-2 regulars
-2 apprentice
-1 trader
3 imps
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: 5200
Resources: 0
-----
Minions: (5/5)
3 Regulars
2 Apprentice
Gear:
3 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[0.25]
- Mundane engineering (walls,towers...) [2.73]
-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]
- 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]
Name: Garret Darkwater
Archetype: Criminal Leader
Race: Human
Infamy: 8
Money: $3800(+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: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Gildor the corrupted.
Archetype: Merchant
Race: Dwarf
Infamy: 8
Money: 4600
Resources: 0
Minions: 5/5
1 Trader
2 Regular.
1 brigand
1 Apprentice
Base:
Description: A beautiful decorated mansion located just outside of a small town. Contains a stunning garden with a lot of exotic plants. There are a few villages closeby aswell, proud to have such a good hero live near.
Traits: Estate:Gildor owns a villiage closeby. 100 cash every turn. People can revolt though
Dwarven defences: The mansion is very well protected.
Stunning quality: The mansion is of outmost quality. Everyone who pass it is awed by its beauty.Reduces chance for desertion
Buildings:
-Library
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Hunger: Hungry
Infamy: 1
Money: 4850
Resources: 63
Minions: (5/5)
4 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ 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 [0.51]
-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 )[1.12]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: 2
Money: 2600 (+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)[0.08]
-Regeneration [0.80]
-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
-----
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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