Turn 2
While my assasin takes care of Remuthra, go and pressure citizens into renting Guild territory, or converting to the Guild.
In the westernmost part of the city, between me and the wizards.
Chase after him, and fire off more insanity bolts.
Combat!
Dansmithers attempts to leave the Guild Hall.
Remuthra blocks hims, firing off another Insanity Bolt! 5,6*5.
Critical Vs. 4,5 Remuthra casts with such excellence that he takes no Phyche damage! The same is not true for Dansmithers, who suffers 2 Phyche damage!
Dansmither's Assassin swings at Remuthra! 1,6*6*5.
Overshoot Vs. 5,5 The assassin sends an aerial kick toward Remuthra, but only deals 1 damage before Remuthra sends him flying through a window!
Remuthra launches off a second Insanity Bolt! 5,3 Vs. 1,3
Fumble The bolt blasts Dansmithers to the ground, dealing 1 Phyche damage to both Caster and Target!
Dansmithers picks himself up off of the floor, he makes it out onto the street.
Combat Totals:
Dansmithers: 3 Phyche Damage, loss of actions for turn, Assassin injured
Remuthra: 1 Vitality Damage, 1 Phyche Damage
Use Turncoat on the owners of some more houses between the Sorcerers and that cult controlled zone south of us. This should be squarely in the middle of Paladin Territory, so try to convince them to clear out the cult for me.
Have my ally take some of the market houses on the north side of the market.
You head over to the Cult region, and use Turncoat on the resident Paladins to get them to clear out the Cultists. 1,1,6*6*1
Overshoot The Paladins go completely overboard at the will of your powers! They tear the buildings to the ground!
The Paladins lose 9 Territory, the Warriors lose a Market House, The Goblin Mafia loses 2 Territory, including a Market House.
Your ally head to the north side of the Market. 2,5 He successfully converts 2 Market Houses.
Convince the owners of [the market houses to the far south of the city right next to my territory] to become members of my guild.
Oh, and the NPC Wizard will help convert the market houses.
You head over to the Markets on the border of your territory to increase your income, your partner tags along. 1,3,3,4. Even the combined powers of the Wizards won't change the minds of these jerks.
Take over the cluster of brown houses immediately to our south - the ones surrounded by Fighters and Warriors.
Before attacking the buildings, try to convert their inhabitants peacefully with the miraculous feats of strength that Lion allows me to perform.
You head over to a small neutral section of houses, and attempt to convince them to provide support to The Lion. 6*4,4.
Critical Some of them join readily, but more is needed. 5,2,2,3,3. Some brute force does the trick.
The Paladins gain 8 Territory.
Keep partying, search for sponsors for the Paladins' Guild and persuade them to give aid - after all, how is it possible that the guild representing the gods themselves is the fourth-poorest in town?
You continue to ask for aid to the Paladins. 3,5,3,6*1. You gain more support, and some pledge to give donations to the Guild.
The Paladins gain 2 votes, and 20 gold.
Take over more grey buildings to the south. And if possible take over those green things.
((Those green things are markets, you don't directly control those))
You head over to a nearby band of street thieves in the south-east part of your territory. 1,3,3,3. They don't take kindly to strangers around here. 5,5 It seems they don't take kindly to your Fire Blast, either.
The Rouges Guild gain 2 territory.
Take over in the same fashion as before the neutral buildings to the South.
You head over to some neutral houses and attempt to convince them to support the Fighters. 1,4.
Fumble They laugh in your face. You crack your knuckles. 2,5. That did the trick, you bet the house leader wasn't expecting that one.
The Fighters gain 3 Territory.
OREOSOME and dewboy continue to pillage the Goblin Mafia. 5,5,5,3,4,5. The duo wipe out a whole section! The assassins gain 11 Territory, 7 of which are Market Houses.
The two Warriors attempt to take over some more territory. 5,1,4,6*5,2,6*1. They take over 12 houses, adding them to their Territory.
The NPC Fighter goes to some more houses in the south. 5,2,4. He add 2 houses to their Territory.
The NPC Rouge goes to the Market to steal some money. 1,6*1,5 He gains 10 gold. He adds it to the Guild's coffers.
A group of buildings owned by the Fighters mysteriously go up in flames! There are weapons and other supplies missing, and a message scorched into the walls describing Fighters and stupid stick-wavers, and mocking them in general. The Message is ended with "The offer still stands, by the way. <3" The Rouges' sides of the buildings are left intact.
The Fighters lose 5 Territory, 2 of which are Market Houses. And the buildings are being Blocked, preventing them from being owned by anyone but the Rouges for a few turns.Total Turn: Territory Income Treasury Players
Warriors: 93 34 70 None
Fighters: 96 40 84 Maxinum McDreich
Paladins: 73 11 41 Harry Baldman, HmH (+4 Votes)
Rouges: 78 43 96 kj1225
Assassins: 69 22 34 OREOSOME, dewboy
Warlocks: 55 8 16 Remuthra, Dansmithers
Wizards: 71 7 9 Xantalos
Sorcerers: 75 10 12 flabort