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Author Topic: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11  (Read 21042 times)

Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 10
« Reply #285 on: November 04, 2012, 12:04:23 am »

Oh all engineering. I also have a backup field in the works if necromancy doesnt look fruitful later on.
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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 10
« Reply #286 on: November 04, 2012, 05:58:54 am »

On a side note, finished book keeping. ((I really thought I did that last turn.))
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 10
« Reply #287 on: November 05, 2012, 02:33:25 pm »

General poke of pokyness.
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 10
« Reply #288 on: November 05, 2012, 02:35:03 pm »

My turn is basically just attacking the caravan as I did last turn. Don't have a lot else to do.
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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?

Nirur Torir

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn eight
« Reply #289 on: November 05, 2012, 05:12:49 pm »

-$2000: Repair library.
-10 resources: Leader creates a random background mana sink from his internal mana.

Self: Research Regeneration. (If the sink doesn't take time.)
One apprentice (construct hybrid): Raise infamy by terrifying villagers.
Two regulars, one apprentice: Participating in caravan raid.
Trader: Economic growth.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 10
« Reply #290 on: November 06, 2012, 04:26:26 pm »

Poke for Fortis.
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 10
« Reply #291 on: November 06, 2012, 04:47:30 pm »

Poke for Fortis.
Wouldn't it be better to PM whomever it is you are poking?
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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 10
« Reply #292 on: November 08, 2012, 11:13:56 pm »

Sorry.

Recruit a new Minion.
Karen: Cast thunderstorm on the caravan if she has the mana for it. If not, research more on the control lightning spell.
Apprentice: Cast fog for the caravan attack.
Minions: Continue attack on the caravan, prioritize the cavalry and dwarves.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 9.5
« Reply #293 on: November 12, 2012, 03:09:48 pm »

Turn 11: It's been a while hasn't it.

((Another delay again. In order to make it good, you get to choose another trait. I'd make a list, but I'm pressed for time. Just something relating with your original vocation, please))

4 regulars: Assist in attacking caravan
Self, Junior Wizard, Apprentice: Research Summoning
Trader: Illegal business

Recruit 2 regulars

A breakthrough is made in summoning. This new spell will let you summon a soul from the underworld, which will be forced to answer you up to 3 questions. As soon as he gives an answer, he's allowed, but not forced to depart. This will be a great boon for your intelligence and plotting.

The caravan attack is still underway.

Setting up an illegal business proves problematic, and your trader only barely escapes detection. 2 regulars are recruited.


2 Bards plot.
Hire 2 Regulars.
Personal Research: Entangling Vines (Lets take this to the hoop!)

4 Apprentices, 2 Brigands (Cloaks to Apprentices), Hit the caravan.

Your bard manages to come up with a mediocre plan to rob several outlying villages, by overpowering and posing as the tax inspector.

2 regulars are hired.

Much progress is made on entangling vines, and you manage to improve their effectiviness by quite a it. Your forces are still attacking the caravan.

My turn is basically just attacking the caravan as I did last turn. Don't have a lot else to do.
You prepare yourself to attack the caravan. (Your trader can still do stuff, though I suggest getting at least some apprentices soon)

Sorry. Don't worry. I'm not exactly an example of punctuality either.

Recruit a new Minion.
Karen: Cast thunderstorm on the caravan if she has the mana for it. If not, research more on the control lightning spell.
Apprentice: Cast fog for the caravan attack.
Minions: Continue attack on the caravan, prioritize the cavalry and dwarves.


You recruit a regular.

You cast another thunderstorm on the caravan. It's not as effective this time, with many lightning strikes hitting the trees, though it still manages to take down a footsoldier and an elf.
The fog is once more highly effective.
The attack on the caravan continues

-$2000: Repair library.
-10 resources: Leader creates a random background mana sink from his internal mana.

Self: Research Regeneration. (If the sink doesn't take time.)
One apprentice (construct hybrid): Raise infamy by terrifying villagers.
Two regulars, one apprentice: Participating in caravan raid.
Trader: Economic growth.

Sink construction, repairs and all that works wonderfull, though you do note that casting spells is becoming difficult, probably because of low external mana.
Not much progress is made on regeneration.

You sent the construct hybrid out to terrify some villagers. It works, though he's overpowered and lighted on fire. While it doesn't kill him, it severly wounded him (read: destroyed most of his mass) and it is certainly not good for minion morale. After all, while he's technically invincible, he still feels pain, at least numbed.

Your trader fails to expand your economical empire.

Tentative turn:
Self:Cast Animate Plant twice, summon two small trees
Apprentice: Cast Animate Plant, summon a small bush
4 regular minion: Assist in the battle, only speak elvish and refuse to talk to anyone else due to being elvish snobs
Summoning trees doesn't work all that well, and rather than the trees you had intended 2 rotten olms next to them are animated (not summoned, meaning no trees, no monsters). The minion does manage to procure a particulary dangerous bush. (also, spells cast from home don't follow the mana limit. Though you can't cast and participate.)

World news
Caravan raid 1:
-3 regulars (2 wounded)
-4 Apprentices(5/5) 4 cloaks, 1 Brigands (1 Heavily wounded)
-2 brigands, 2 regulars (1 hurt), Garret Darkwater
-3 regulars
-1 apprentice(5/5), 2 regulars
- 2 tree minions (poor), dangerous bush (good) PC [20/20], Apprentice [5/5], 4 regulars.

Enemies
10 foot (4 wounded)
5 dwarves


One foot soldier and an elfish archer were struck down by lightning as the fog thickened once more. We've learnt to fear said fog, as the forces of evil hide within. They're picking us of one by one, and I'm afraid we're not going to make it. So far the dwarves are the only one to maintain their morale. (I suppose it is because they don't have to fear the lightning, being short and all that). Our only hope is that the messager we send gets through, and that the reinforcements get here on time.

After the mist falls, it can usely take an hour before the first attacks comes. The same happened this time. The winged monster came, and plucked our last calerist from the ground, horse and all. The screams coming from the mist let no doubt that they ate at least one of them. As we waited for an attack, the very forest turned against us. 2 Trees lumbered in our direction, and swept through our lines, while someone on the left flank disappeared in a malicous bush.

Next the roots came to life, enclosing most of the dwarves. Hampered, they were unable to aid our battered lines, which continued to be pressed back.  Men fell left and right, and we lost a large amount of people. When our last elven archer was impaled by a farflung log, we knew that we were not going to make it. This knowledge, this certainty of death gave us strength, and led by the dwarves, which had just freed themselves we attacked.

They were hard to track down in the mist, and as such we managed to cut down just 3 of them, and wound another. After that our courage fled, and we returned to the caravan, in order to protect it. What happened next was a disaster: when the trees attacked again, our courage fled and our lines broke. The dwarves held a last stand, and managed to kill at least one, but they couldn't stand alone. We were slaughtered to the last man; or so I believe.

The ghost paused, before timidly asking: Am I free to go now?. The wizard nodded, and made the ritual undone. He mounted his horse, and directed himself towards the rest of the group."Any sign of the cargo?". No sir, they must have gotten away with it. And with that, the group trotted of, they had failed their mission, been unable to help their comrades, and the bright sunset seemed a little darker than usuall.

Everyone but Lemon gets a minion cap upgrade.

Spoiler: Loot (click to show/hide)





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Nirur Torir

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 10
« Reply #294 on: November 12, 2012, 04:12:44 pm »

Let's start bidding on the power crystal.

I bid: [2.0] of tech to creating power crystals, payed as research is done, to everyone. In case that's not possible, I'll research something else to [2.0] to give out. Any further research directly stemming from the crystal will be purchasable at no mark-up. I'll pass on other artifacts, but would like some resources.
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11
« Reply #295 on: November 12, 2012, 04:36:43 pm »

I'll pass on the crystal. I want the sword (and my share of the resources) instead..

Self, Brigands and Regulars: Return to hideout with my part of the loot.
Trader: Try to expand shady business.
Recruit Apprentice.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

IronyOwl

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11
« Reply #296 on: November 12, 2012, 05:42:10 pm »

I'm mainly interested in the egg and possibly the fountain, depending on how it works. The crystal is of interest to me, just probably less so than it is to Nirur.


Speaking of which, what would "dangerous influences" generally cover? Mainly failed casts, or could that help with any issues that could otherwise arise from my demonic rift?
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11
« Reply #297 on: November 12, 2012, 05:56:26 pm »

I'm not even remotely interested in the crystal. It is likely quite dangerous. They did survive after all, and I want no part of their reprisal.

So how do we plan to do this? Highest contributor based on points gets first stab at the gear, after we've all bid on the power crystal?
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Nirur Torir

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11
« Reply #298 on: November 12, 2012, 06:41:02 pm »

Can we generally sense magical fields, or would I need to use a trait/research a way to detect them if I wanted my construct apprentice to go summon resources to repair himself from an fresh field?
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Fortis

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11
« Reply #299 on: November 12, 2012, 07:36:19 pm »

Karen smiled as she saw the harpies returning. The crystal was captured by her allies, as well as several magical artifacts and resources to divvy up. She was one step closer to her goal. Of course, challenging the gods was still a long ways off, but every flight began with the first flap of the wings. Still, it had come at a cost, and one of the harpies had been slain. Not to mention the harpies' hunger was starting to grow. The blood stains on a couple of them showed they had turned to cannibalism mid battle. Overall, a victory, but a morale boost might be needed.

A feast would do the trick, in celebration of their victory, and in remembrance of their fallen comrade. It would sate their hunger as well. The curse of hunger often lent a ravenous strength to the harpies in battle, but now was a time to fortify, study, and build. It would only get in the way. She sent a minion to procure the food needed for said feast, as well as spreading the word among the other harpies that she desired more recruits. After this raid, people were beginning to fear the name Karen the Ravenous.

After the orders were given, she went to her tower, and got the crystal ball that let her communicate with the other wizards, warlords, and sorcerers in the region. Her allies in the raid. "Well done, the caravan and its guards were no match for our forces and magic," Karen said. "And now, for the spoils of the raid. I'll forego any claim on the crystal, though I'll be interested in trading for the research learned from it. For now, I would choose first the statue of the first age, and second the bow of strange materials. I'm interested in duplicating that effect, to apply it to other items. Naturally, my research on the bow will be available for trading." Karen said. "Should such an opportunity for mutual gain arise again, contact me, and the sky will be your ally."


Turn orders
Recruit six minions
Spend enough gold for a good feast for the minions and apprentice (Not sure how much it'd cost.)
2 Minions: Construct a tier 2 training room
3 minions: scour the land for good targets.
Karen: Train the apprentice into a junior wizard, and 4 minions into apprentices if possible. not sure how many I can train at one time.
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