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Author Topic: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11  (Read 21150 times)

Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #210 on: September 26, 2012, 03:00:43 pm »

GM: Since I am not a mage I can research magic without hiring a mage. However, can I research more mundane things, such as engineering?
From game mechanics reasons, and for some balance, I'm afraid I have to say no.
ok. So I guess my character is just going to do whatever villains do in their lairs when nothing is going on while my minions attack whichever caravan we choose.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Fortis

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #211 on: September 26, 2012, 03:13:04 pm »

Nirur Torir, do note that in addition to my minions, I cast the fog spell to help hide our ambush. Anyway, I'll help with hitting Caravan B as well. I can provide 3 minions, and another fog spell.
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #212 on: September 26, 2012, 03:15:17 pm »

Regulars and Brigands: Hit caravan B with the others.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #213 on: September 26, 2012, 03:34:39 pm »

GM: Since I am not a mage I can research magic without hiring a mage. However, can I research more mundane things, such as engineering?
From game mechanics reasons, and for some balance, I'm afraid I have to say no.
ok. So I guess my character is just going to do whatever villains do in their lairs when nothing is going on while my minions attack whichever caravan we choose.
Your character can come and aid in the raid, if he wants too.
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #214 on: September 26, 2012, 03:35:29 pm »

GM: Since I am not a mage I can research magic without hiring a mage. However, can I research more mundane things, such as engineering?
From game mechanics reasons, and for some balance, I'm afraid I have to say no.
ok. So I guess my character is just going to do whatever villains do in their lairs when nothing is going on while my minions attack whichever caravan we choose.
Your character can come and aid in the raid, if he wants too.
Nah, I'll just send the minions as before.
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Monstrous Manual: D&D in DF
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IronyOwl

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #215 on: September 26, 2012, 03:36:06 pm »

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)
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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 (6/6) Turn eight
« Reply #216 on: September 26, 2012, 04:10:18 pm »

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.
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Nirur Torir

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #217 on: September 26, 2012, 04:10:57 pm »

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).
I figured it based on participation and risk. Summons are more expendable than permanent minions.
Fortis: I think spells cast from safety should add half a point.
I don't know how much leader participation should add. Three?


One apprentice (failed construct hybrid): Research Regeneration
Self (Throw), one apprentice(Throw), Two regulars: Cooperate with joint attack on caravan B.
Trader: Continue expansion.
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lemon10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #218 on: September 27, 2012, 12:36:02 am »

Rapid growth makes plants in a area grow much faster then normal (fast enough to have trees partially grow across the road, and at high enough levels to have trees grow up overnight), its main use however is that if it is cast simultaneously (by another wizard of course) with another plant spell or with plant units of some kind it improves the power of the spells/units.
Self:Research animate plants
Apprentice: Research Training room
2 regular minion: Get money
2 regular minion: Get building materials
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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 (6/6) Turn eight
« Reply #219 on: September 27, 2012, 01:06:28 am »

Lemon are you certain you don't wish to purchase training room research off me? Guaranteed that you get it immediately, rather than waiting.
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lemon10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #220 on: September 27, 2012, 10:36:07 am »

How much are you selling it for?
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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 (6/6) Turn eight
« Reply #221 on: September 27, 2012, 01:53:42 pm »

1.0 :$750, 15 resources, or 1.0 in another tech.
2.0 :$1500, 30 resources, or 2.0 in another tech.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Thecard

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #222 on: September 27, 2012, 03:57:07 pm »

Ah, this looks really nice!  Too bad I found it way too late to join, but I'll definitely be watching!
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #223 on: October 02, 2012, 03:35:09 pm »

Sorry for the delay, will try to update tomorrow.

Edit: Make that next weekend.
« Last Edit: October 03, 2012, 02:02:09 pm by 10ebbor10 »
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6)
« Reply #224 on: October 07, 2012, 04:58:59 am »

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 news
Caravan 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]




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Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

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]


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« Last Edit: October 07, 2012, 06:01:15 am by 10ebbor10 »
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