Turn 18: Rollin'tired of battle but clings to it like a bug, hmmm, well, I'm lost, what about you?
shit, don't ask me for advice, I just kill things.
not very well from what I've seen.
look around the trading post, for anyone who looks old and weary but holds a weapon.
[1] You find a middle-aged noseless halfling in leather leaning against a wall, tell her she looks old and tired, and ask if she needs you to take those weapons off her hands.
[5] You catch and flip her when she inevitably draws a dagger and tries to stab you in the face. She rolls to her feet pretty gracefully.
+1 XP((No. He needed to pick/decide something, but they were cryptic and obtuse as to what and how.))
((Wait. Are you saying I lost a chance at a quest...because you didn't tell me my choices for it?!?))
Pick up the swirlithing. Bid 2 gold on the skull thing. See if I can find someone selling some kind of noble, and fast, steed.
((Well, technically yes. But technically everyone misses out on a lot of things because I don't give them hints.
Probably more realistically, you missed out on a chance for a quest due to the nature of the quest and your actions and rolls. Those three are not standard push button, receive quest style questgivers.))
You grab your swirliswig and take a look at it. It's a contraption of sorts, but needs to sort of sit there semi-autonomously to function. So, it's a bit closer to a traveling companion than a true item... in battle, at least. Naturally the thing still needs to be carried
out of combat.
You bid two gold on the skull.
[5] The Finder is all too happy to find what you're looking for... for a modest finder's fee, of course.
The Artol is a large, fairly bulky reptilian beast used by certain immigrants as a steed. While it's normally known for its combat hardiness more than its speed, there are variants and individuals capable of moving at a very respectable pace.
He further explains that mounts tend to come in two varieties- equipment and companions. "Equipment" mounts are cheaper and generally less impressive, and always absorb damage before a hero in combat. This means that they're handy for utility purposes, but difficult to bring into dangerous situations, since they're typically far less hardy than their heroic riders.
"Companion" mounts, on the other hand, tend to be more expensive, and act as full heroes for most purposes, including XP gain and leveling. This means that they're much easier to bring into difficult situations, but heroes with companion mounts tend to be much weaker on their own than heroes without.
Once he knows exactly what you're looking for, if indeed you're interested, he can begin discussing the fee. He also reminds you that mounts are not cheap.
((Can we destroy old structures, or if I build that pottery shack is it there until the other side destroys it?))
Move to the city. Bid 5 gold on the skull.
Shinja will stick with the army until further notice.
((You can demolish buildings at will, though the inhabitants might not be happy.))
You dump all your money on the skull.
Hold...
This is bad. Now you know how those Murmurs felt when your unstoppable army ruthlessly crushed all opposition.
BattleBoth armies move to M2
[5] vs [3], Murmurs win!
Guards take 9 damage, lose 3 infantry
+6 XP, Gold: Shinja
-PLAINS-
Murmur Army M2
2/2 HP Murmur Infantry x6 [L2][+1]
4/4 HP Protector Novice x1 [L2][+0]
Regen 1
4/4 Shinja [+3]
9 Att
Reinforce: 1 [Upgrade 1]
Guard Army C0
2/2 HP Slag Infantry x3 [L2][+1]
4/4 HP Suntouched Warriors [L3][+1]
Fervor 1
4 Att
Reinforce: 2
Shinja Havoc [15/10 XP] (Errol)
4/4 HP
3 Att
-
12 Gold Coins
Murmur Reinforcements
2/2 HP Murmur Infantry x3 [L2][+1]
4/4 HP Dutiful Protectors x1 [L2][+1]
Regen 2
Guard Reinforcements
2/2 HP Slag Infantry x3 [L2][+1]
4/4 HP Suntouched Warriors x1 [L3][+1]
Fervor 1
-PLAINS-
Throokor Siponai [5/10 XP] (Dumbo)
2/2 HP
0 Att
Nepthym Heliopsis [2/10 XP] (Dwarmin)
2/2 HP
2 Att
-
0 Gold Coins
Exotic Sampler Box [Potion: +1 HP, -1 Att this round]
-BAKER CITY-
Gardenia [3/10 XP] (scapheap)
2/2 HP
0 Att
Kaybull [18/10 XP] (GWG)
1/2 HP
2 Att
-
7 Gold Coins
Steel Scimitar [Weapon: +1 Att]
Small Haunch [Potion: +1 HP]
+Warmbelly Hooch [Potion: +1 HP, -1 Att this round]
AH Bid: 2 Gold Coins
Spinning Twirligig L1 [-/- XP] (Kaybull Pet)
2/2 HP
0 Att
Mesmerize 1 [Activated Target: 1 HP worth of enemies fail to contribute their Att or skills to the current battle, and are dealt damage only after all other active units]
Dokiryn the Abjurer [1/10 XP] (Nirur)
4/4 HP
2 Att
-
0 Gold Coins
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]
Cart of Mud Bricks [T2]
AH Bid: 5 Gold Coins
-Auction House-
[Turn 20] Vajinu's Skull [Vajinu's Relic: +2 HP per Vajinu's Relic carried]
Kaybull: 2 Gold Coins
Dokiryn: 5 Gold Coins
-Trading Post-
[Turn 20] 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; 5 turns passed since last effort to curry their favor
There is apparently an underground fight club meeting here.
-Center-
Three hooded figures have appeared. They seek champions, though they will not say what for.