Turn 9
Caravan B is a good target. I don't see why summons would be halved, though; they work just as well as real minions (as far as we know).
Self, Apprentice, Junior Wizard: Fix Library, Research Conjuring
4 Regulars, 3 Imps: Hit Caravan B with the others
Trader: Illegal business
Buy 50 Resources (-$2500)
Research goes splendidly, and soon you will be able to make your own resources.
Your regulars and imps depart for a caravan raid.
The trader is unsuccesfull in setting up an illegal businnes.
I would like to congratulate you all on a fine mission. Do tell if you want me and my forces to assist in hitting another.
1 Brigand trains 1 Regular.
2 Apprentices train 2 Regulars
Recruit 2 Regulars, 1 Junior Wizard.
Self: Research Engineering.
Bard: Gather Information
Training of all kinds is succesfull.
Recruiting the regulars goes without problem, though you 're unable to find a wizard (+2 reg -1000).
You make quite a lot of progress, but no real breakthrough's are made.
Your bard is unable to find anything but common rumours.
Regulars and Brigands: Hit caravan B with the others.
Your regulars and brigands depart, preparing for the attack.
Ah well. Honestly, I say just split the plunder from the resource caravan evenly. 50 resources to each participant.
Anyway, official turn.
Recruit 1 Junior wizard.
Karen: cast fog for the attack on the caravan B.
3 minions: attack caravan B.
Apprentice and junior wizard, continue researching the thunderstorm spell.
No Junior wizards are to be found.
Your fog spell is once again succesfull, and the mountains are shrouded in a thick mist. Under this cover, your minions move in for the raid.
Research is slow.
One apprentice (failed construct hybrid): Research Regeneration
Self (Throw), one apprentice(Throw), Two regulars: Cooperate with joint attack on caravan B.
Trader: Continue expansion.
Regeneration research is slow.
Most of your forces depart in order to cooperate in the attack.
Expansion is succesfull, though risks are once again increasing.
Self:Research animate plants
Apprentice: Research Training room
2 regular minion: Get money
2 regular minion: Get building materials
Work here goes fast, but is not yet perfected.
No progress is made on the training room, but at least nothing is blown up.
The stealing act is a complete failure, but at least everyone got out unharmed, and mostly unseen. (+1 infamy)
The same counts for the resource gathering squad (+2 infamy.)
World newsCaravan raid C:
-4 regulars, 1 imps
-2 brigands, 2 regulars (1 brigand wounded)
-2 regulars
-1 leader, 1 apprentice, 2 regulars
You set up your ambush on a narrow mountain pass, and are able to observe the enemy way before he can see you. The caravan is defended by 10 guards, 5 archers and what appears to be a mage. You decide not to wait for him to notice you, and attack. Aranath and his apprentice are the first to attack, synchronously throwing 2 large stones in the enemies direction, wounding the mage, and knocking one of the archers of the mountain. The mage looks up and shouts: "Surrender, vile bandits, or I, Garanoth, will destroy you."
Unfortunately for him, your combined forces managed to close in on the caravan before he could get a spell ready. Haskara's Gorgon's make quick work of the archers, killing 3 of them before they noticed what happened, while the imps take out the last one, as well as managing to harm a guard. Garet's bandits are obviously not accustomed to the terrain, but nevertheless manage to take down 2 guards.
Just as the guards are thinking about reforming, 3 Harpies sweep through the mist, grabbing an unfortunate guard and throwing him of the cliffs. His scream can be heard for a long time, before it ends with a sickening Thud. Last but not least are Aranath's minions, who defeat yet another of the thinning group of guards.
However, the battle has given Garanoth enough time to prepare his spells, and suddenly a strong light pierces the mist. Followed by a fireball, which bounces harmlessly of cliff, just above where one of the Harpies was flying. Inspired by this radiant light, the guards regroup and charge , cutting down 2 imps and wounding one of Garet's guards; while the wounded guard jumps of the cliff, grabs a harpy slits it's throat and plunges in the abyss.
Aranath and his apprentice have readied themselves once more, and knock 2 more guards into the abyss, their screams echoing against the mountains. Seeing an opportunity, Aranath strikes once more, knocking Garanoth of the mountain. The rest of the battle is quick, and the last resistance is stopped without problems.
The caravan appears to contain several large boxes marked to contain artifacts, 6 in total.
- 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.
1: sword
2: bow
3: Stationary artefact
4-5: Magic
6: Something different
7: equipment
8: armor
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: 1600 (+800: illegal businnes)
Resources: 40
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[0.49]
-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 [2.11]
-Summon resources [0.5]
-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: 4200
Resources: 30
-----
Minions: (9/10)
2 Regulars
4 Apprentice
2 Brigand
1 Bard
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[0.36]
- 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]
- 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[0.02]
-Summoning [0.20]
-Summon: Imp. Aids other minions(same skillset as regular). 2 week lifetime 10 mana.[2.00]
-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: $4200(+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: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Hunger: Hungry
Infamy: 11
Money: 4850
Resources: 28
Minions: (3/5)
2 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ 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: 4600 (+1200)
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)[0.09]
-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.
Excellent.
Name: Franklin
Archetype: Wizard
Race: Elf
Infamy: 3
Money: 1400
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
-Life (Healing, but also things like mindcontrol)
-Rapid growth (Increases local plant growth: 10 mana. +4 to all other plant spells [1.55]
-Animate plant (...) [0.94]
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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