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Author Topic: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11  (Read 21135 times)

Nirur Torir

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn nine
« Reply #240 on: October 11, 2012, 07:13:56 pm »

Trade with Terenos: Training Room [2] for Summon Resources [2]
Leader, One apprentice (failed construct hybrid): Research Regeneration
One apprentice(Throw), Two regulars: Cooperate with joint attack on the final caravan.
Trader: Find an mission to increase my infamy. Maybe killing a corrupt government official or something.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn nine
« Reply #241 on: October 15, 2012, 10:16:38 am »

Oh and Ebbor? Go hassle the other 3 people in EW/NO to get their turns in.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn nine
« Reply #242 on: October 16, 2012, 10:13:14 am »

Oh and Ebbor? Go hassle the other 3 people in EW/NO to get their turns in.
Ahem.
I believe we're still missing Ironyowl and Deathswords.
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn nine
« Reply #243 on: October 16, 2012, 11:32:11 am »

Huh. I miscounted then. So theres only 2 missing turns.

Worst hassling EVER.
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IronyOwl

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn nine
« Reply #244 on: October 16, 2012, 04:06:29 pm »

((Right, uh...))

4 regulars: Joint attack on final caravan
Self, Junior Wizard, Apprentice: Research Summon Resources
Trader: Set up illegal business

Purchase 10 Resources (-$500)
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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.

lemon10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn nine
« Reply #245 on: October 21, 2012, 03:02:47 am »

Bump. Just deathsword now.
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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 (6/6)
« Reply #246 on: October 22, 2012, 01:18:41 pm »

Turn 10

((Right, uh...))

4 regulars: Joint attack on final caravan
Self, Junior Wizard, Apprentice: Research Summon Resources
Trader: Set up illegal business

Purchase 10 Resources (-$500)

You regulars depart on what will hopefully be a succesfull mission.
Research progresses slowly, but nevertheless some progress is made.
No more illegal businesses are set up, but the trader manages to avoid damaging the others reputation.
Nevertheless, 2 illegal businesses are discovered and dismanteled by local authorities.


Buy 50 resources. (-$2500)
 Personal: create 1 cloak (-5 resources) Research Pitfall traps(if time)
4 Apprentices, 2 Regulars, 2 Brigands, 4 cloaks (Regulars and brigands), Raid caravan with others.
1 Bard, Gather information
Hire 1 bard.


Trades are Training Room [2], to Nirur for Summon Resources [2]
And Training Room [2] to Lemon10 for $1400 (100 owed)
You manage to create one cloak, and complete a rudimentary design for a pitfall trap.
Your minions depart, mostly unseen.
Your bard fails to find information, even worse, he got drunk while trying to steal some information from a mysterious stranger.
Another bard is hired.



Regulars and Brigands: Hit caravan B with the others.
Your regulars and brigands depart, preparing for the attack.


I'd take resources and the artifacts for now. But I would want to get some of the research from the crystal later. Anyway, for my turn.

Recruit new minion.

Karen: Cast summon thunderstorm in the area of the last caravan, to try and thin out a few of the guards.
Apprentice: Cast fog to cover the caravan attack

Regular minions: Join the attack on the caravan

A thunderstorm departs from your tower, and quickly moves towards the general area of the caravan.
It's quickly followed by an unnaturaly thick fog.
Your minions are send to aid in the attack.


Trade with Terenos: Training Room [2] for Summon Resources [2]
Leader, One apprentice (failed construct hybrid): Research Regeneration
One apprentice(Throw), Two regulars: Cooperate with joint attack on the final caravan.
Trader: Find an mission to increase my infamy. Maybe killing a corrupt government official or something.

Research is a critical failure. A heap of build up magic interferes with the spells, and both you and his prototypes explode. A large part of the lab is destroyed , and has come down upon the minion, who fell apart completely. Yet when you were preparing to shovel him into the resources stockpile, he spontanously erected himself from the stockpile, forming back into his resource form, albeit with more books and shovels thrown in. You do note a dangerous depletion of the local magical field. The apprentice is rather confused with this.

Your trader can't find anything special, but suggests that torching some minor villages might work.
Unfortunately, 3 of your illegal businesses are detected and dismanteled.

(Why do you always have to roll for the good random magic effects.)


Self:Research animate plants
Apprentice: Research Training room
4 regular minion: Get money

Buy training room 2 from terenos.

Arg, pretty bad luck getting the my minions to do ANYTHING AT ALL, guess its nice that they didn't really break anything though.

On a random note, you might want to fix my char sheet summary in your posts, since it starts with the word "Excellent", and isn't spoilered like all the others.
Unless you think mine is so excellent that it doesn't need to be spoilered, which would be fine with me.
Research in plant animation progresses swiftly. Your apprentice decides to focus his efforts on animation of plants too, since you have already got training room research to the max of your current abilities.

Your minions manage to procure a large amount of money, and some infamy.

World news
Caravan raid 1:
-4 regulars (1 wounded°
-4 Apprentices, 1 Regulars, 2 Brigands, 4 cloaks (Regulars and brigands) 2 wounded
-2 brigands, 2 regulars (1 hurt)
-2 regulars
-1 apprentice, 2 regulars

Your troops decide to ambush the enemy inside a forest. The caravan is currently travelling through wide open plains, and will come looking for shelter quite soon. The caravan  guard is rather large. 20 men footfolk, 10 cavalerists, 5 mounted elvish archers, and 5 men from the dwarven mountain guard (On ponies of course).

The lighting strikes out of nowhere, killing one elf ,two knights, and their horses, as well as 2 of the normal soldiers. As they struggle to reach the forest for shelter, one more soldier is struck down. The group manages to stay together, despite the sudden mists. When suddenly a scream tears the eery silence apart. When the others arrive, they find one of their dwarven guards standing over  the body of an unknown human cloaked in a strange garment that takes on the formes of the ground behind him. 3 more screams echo through the woods before the group manages to assume their positions. An elf and a dwarf have been brutally killed, while another assailant has apparently tripped over his own cape, pushing an unlucky soldier of his horse. Both are alright.

The elves try to shoot the rapidly fleeing brigand, but fail. In part because of the mist and hiding effect of the cloak, but more because of the vines that have suddenly erupted out of the ground. Now the main part of the ambush drops out of the trees. One of the elves is struck down, and on night is thrown of his horse, dagger straight through his eye. In the ensuing confusion, another elf finds the death. After some more struggling, another knight falls. His horse panics, and wounds 2 footmen. A log, flying in from the dark kills the fleeing horse, as well as second knight.

That's when the dwarves finally enter the battle, quickly freeing the elves with their double bladed axes, before trying to attack your fleeing troops. Nevertheless, they only manage kill one regular, and hurt another. The few remaining elves panic, desperatly trying to control their emotions, and their horses. Despite the uneven terrain, the remaining cavalerie manages a charge, wounding 2 of the cloaked brigands and another regular. The foot troops deside to remain near the artefact.

((Seeing as the battle seems to be going quite badly, I'm giving you guys the chance to retreat, or give some special orders.))

Enemies
18 foot (2 wounded)
5 cav
2 elves
5 dwarves

Spoiler: Loot (click to show/hide)

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]




Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)


[/quote]
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 9.5
« Reply #247 on: October 22, 2012, 01:50:13 pm »

Retreat for now. Recover the lost cloak.
Over the course of several nights, probe their defenses using the cloaks, try to stealthily murder as many as possible. Apprentices to cover escapes with entangling vines.

Leave no gear behind.
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 9.5
« Reply #248 on: October 22, 2012, 02:12:27 pm »

Right, sorry about forgetting the game.

Self: join battle.
Send message to all other players wizards and overlords not taking part in the raid and ask for assistance.
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 9.5
« Reply #249 on: October 22, 2012, 02:15:38 pm »

Everyones in but Lemon10.

This is not an outright failure. We managed to kill 10 of them. Keep the pressure on with fog and thunderstorms and I'll make some cloaks for everyone. Surprise is currently our best and only asset. Since we have no real magical weapons to speak of, we cant outfight them. We need to be cunning.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 9.5
« Reply #250 on: October 23, 2012, 12:30:13 pm »

Poke
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Fortis

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 9.5
« Reply #251 on: October 23, 2012, 01:49:14 pm »

Recruit another regular minion.

Karen: Hit the caravan with another thunderstorm
Apprentice: Cast fog again.
Regulars: Continue trying to weaken the caravan guard. Use hit and run tactics. Swoop in the cover of the fog, kill, then fly away before the slower forces can respond. Oh, and if the opportunity provides itself, try and sabotage the wagon carrying the artifact to slow it down. That's of secondary importance though.
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lemon10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 9.5
« Reply #252 on: October 23, 2012, 02:54:45 pm »

I would be willing to send in my minions and two plant minions, but I don't know if they could make it in time this turn (or would even be allowed to help, since they already acted this turn).

EDIT:
I do think that retreat this turn would be the best option, and come in next turn with greater forces.
They will be more prepared then they were this time, but we will be able to recast all the spells (it is important to note that the mages are out of mana now, since its only turn 9.5), and my forces+Deathswords main character will be a significant advantage as well.
« Last Edit: October 23, 2012, 03:11:36 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 (6/6) Turn 9.5
« Reply #253 on: October 23, 2012, 03:25:43 pm »

Yeah this is only a half turn, so we cant really send in more forces right at the moment. All we can do is retreat, or die horribly.

So. Retreat? Get em next turn? Continue harrying them endlessly?
I also say we drop a snowstorm on em. It might slow them down a little.
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But despite what you've been told, I once had a soul. Left somewhere behind...

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 9.5
« Reply #254 on: October 23, 2012, 03:31:13 pm »

Your mages that are on site can still cast some spells. They only casted one so far.

Apprentices have a 5 mana limit, PC's 20.

Edit note: SHould write those down. Really.
« Last Edit: November 02, 2012, 05:32:56 am by 10ebbor10 »
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