Turn 5: Strength of ArmsAction: That's it, climb up to the window and retrieve the pie for them. Save the world.
[3] You clamber up, grab the pie, and slip, barely regaining hold of the edge with one hand while barely stabilizing the flailing pie on the other. This both creates a fair amount of noise and leaves you in a precarious position. A moment later, your hear what sounds like a muffled voice, a chair scraping on the floor, and the sound of feet thudding towards you from inside the window.
GET REVENGE ON THAT BAKERLING.
[1] Alright, you're gonna find that Bakerling and you're gonna KICK HIS A-
You don't even see what takes you out. You're just all of a sudden lying in the mud with a lot of feathers in your mouth. Did you get hit by a cart or something? This is not good for your dignity. Not good at all.
Level up! +1 Attack.
Continue fighting with the army!
You feel stronger and surer with a blade, and continue to press the attack.
"Er-Of course .. I'll go and see if I can rally the troops then? *Dook* By your leave, of course"
Go meet up with the troops at the newest front. Say encouraging things to the Murmur infantry.
You scurry out of the grove and back to the front lines, chirping optimistic slogans at them like a diminutive sidekick who's either about to prove himself, get murdered promptly to give a real hero a reason to fight, or just sort of provide comic relief while everyone else dies horribly around him.
...sigh. This is possibly a problem not solved by shouting at it.
Assess what kind of materials one would need to build a drill camp! Then start going to where one might get to gather that sort of stuff.
It's looking like gold coins are the most pressing material needed for a drill camp. Pretty much anything could produce a drill camp of
some variety otherwise, but you're gonna need gold for all of them. Accordingly, you head over to the front lines.
[1] As long as you're thinking about it, though, the best materials for a drill camp would probably be some kind of elaborate marble, the better for vines to grow on so as to produce fine wines. With a proper vineyard supplying it, such a training camp would doubtlessly be a model of discipline and structure.
"What to you find wonderful then?"
[2] He tilts his head slightly, giving his static grin a sort of impish quality.
"Well, I suppose whatever I find in my way. You'll have to find your own path, wouldn't you say?"
CombatEach army advances to M2, battle occurs
[5] vs [2], Murmurs win! (finally)
Guards take 3 damage, lose 1 Infantry
+2 XP: Kaybull
+1 XP, +1 Gold: Shinja, Dokiryn
AuctionDisappointed but not especially surprised, the Auction House withdraws their current offer with no bids on it.
In its place, they offer a Steel Scimitar [Weapon: +1 Att], which will go to the highest bidder on Turn 10
World NewsBakerling Quest Brokers have set up shop in both camps, the Center, and Baker City. For a small fee, they will connect you directly with someone in need of a champion's assistance... though not necessarily the someone or the type of assistance you had in mind. Quest Brokers offer no refunds for Quests beyond a hero's physical, mental, or moral capabilities, nor do they accept any responsibility for the long-term effects of any such Quests on any parties involved or uninvolved.
Quests may be completed in a variety of ways, including those not to the quest contact's liking, such as failure, formal refusal, aiding another party, killing them where they stand, and so on. Completing Quests often, but not always, results in various effects based on the nature of the Quest and its completion. These rewards and penalties can be obvious things like providing XP or costing Gold Coins, or can be subtler in nature, such as establishing a nearby herbalist or gaining a fearsome reputation.
Quest Brokers and associated entities tend to look poorly on leaving Quests uncompleted for long periods of time or attempting to acquire too many Quests at once.
Quests operate on the following price scale:
1 Gold Coin: Standard Quest. This is usually a fairly simple, straightforward request by a lone individual for relatively selfish reasons. Standard Quests usually have fairly straightforward objectives and rewards.
2 Gold Coins: Group Quest. Group Quests are usually somewhat messy affairs, typically involving the interests of an organization or group rather than a lone individual. Accordingly, Group Quests tend to be more open-ended and involved than a single, easy task.
3 Gold Coins: Epic Quest. Epic Quests are exceedingly dangerous, elaborate, important, or otherwise difficult and problematic tasks that can't be solved by normal means. Epic Quests are frequently very involved affairs.
By way of example, a Standard Quest might involve killing a werewolf that's been terrorizing a woodsman's cabin. A Group Quest might involve ensuring that the authorities don't bother a thieves' guild that's trying to move into a specific settlement. An Epic Quest might involve slaying a dragon that's entirely beyond your ability in direct combat.
-PLAINS-
Murmur Army M2
2/2 HP Murmur Infantry x3 [L2][+1]
2/2 HP Dokiryn [+0]
2/2 HP Shinja [+0]
3 Att
Reinforce: 2
Guard Army M2
1/2 HP Slag Infantry x5 [L2][+1]
2/2 HP Kaybull [+1]
6 Att
Reinforce: 2
Kaybull [4/10 XP] (GWG)
2/2 HP
1 Att
-
12 Gold Coins
Small Haunch [Potion: +1 HP]
Dokiryn the Abjurer [1/10 XP] (Nirur)
2/2 HP
0 Att
-
1 Gold Coin
Chicken Staff of Dazzle 1 [Activated Target: 1 HP worth of enemies fail to contribute their Att or skills to the current battle]
Heartwarm Cider [Potion: +2 HP]
Shinja Havoc [12/10 XP] (Errol)
2/2 HP
0 Att
-
1 Gold Coin
Murmur Reinforcements
2/2 HP Murmur Infantry x3 [L2][+1]
Guard Reinforcements
2/2 HP Slag Infantry x3 [L2][+1]
-BAKER CITY-
Nepthym Heliopsis [0/10 XP] (Dwarmin)
2/2 HP
0 Att
-
Exotic Sampler Box [Potion: +1 HP, -1 Att this round]
-GUARD BASE-
Throokor Siponai [1/10 XP] (Dumbo)
2/2 HP
0 Att
-
-CENTER-
Gardenia [1/10 XP] (scapheap)
2/2 HP
0 Att
-Auction House-
[Turn 10] Steel Scimitar [Weapon: +1 Att]
-Trading Post-
Techwitch Pumpkinhunters L4
4/4 HP
2 Att
Executioner 2 [Activated: Deals up to 2 additional damage to the final enemy unit receiving damage during damage assignment, but only if this is sufficient to finish it off. Will not deal damage to multiple units or units that have not received damage this battle.]
Condition: Finest tower built for their glory