Turn 11: The Dice Smile Upon YouDestroy more villages in Ecira.
(6) You manage to find a village. Charging forward, you begin raiding the larger and larger... oh wait, that's a town. Hm.
Of course, the townspeople don't seem to be so happy to see you, and the city guard immediately begins rushing to your location. Its really up to you if you want to fight this town singlehandedly, though you do have the element of surprise...
Initial resource spending:
1/0: A single Elite victim from the slaughter of my birth, whos life I drained (triggering ability drain) as part of the event (the survivor).
1/0: the money/equipment of the fallen, representing 1/0 physical resources available for my later use.
0/1: An amulet of life draining, causing my attacks to heal me based on how much damage I do.
0/1: A ring of disguise, allowing me to disguise myself as someone or something else near-perfectly.
0/1: A bracelet of the light, allowing the casting of bolts of light (a low-level light-aligned damage spell, usually used by mage-type undead hunters) at will.
0/1: A cloak of charming, making people like me and pliable to my desires wherever I go, though not granting me true control over them.
switch my affinity to light, disguise myself as a traveling undead hunter, go to a nearby town, and recruit an adventuring band to raid the darklands with me. wait for us to be well within the darklands, then pick them off one by one, switching affinities back and forth as I feel like it throughout this process, draining them and collecting what resources I can from them. attempt to prevent anyone from escaping and raising the alarm.
You prepare yourself from the massacre. Examining your equipment, you realize that whatever this people were preparing for, they carried still only basic magical equipment. Still, what you got still will be good for what you intend. Surprisingly enough, the man you 'killed' had miraculously survived the attack, despite being drained. He seems to be quite mentally unaware of what just happened, but he seems to still be in working condition. He seems in an odd trance. He immediately seems to head towards what you instinctually know as the Darklands.
(6) Using your minor ring of disguise, you attempt to disguise yourself as what you imagine is an undead hunter. Amazingly, the ring manages to create a decent image to disguise your appearance. However, you feel that your appearance is still... off somehow, but you can't put your finger on it. Regardless, you can tell your disguise is, at the very least convincing.
You are now disguised as a human hunter of the undead, wearing what appears to be some sort of religious garb.(2)Heading out, you immediately try to find some sort of adventuring group to join and backstab. Unfortunately, you seem to have trouble finding town, and get to the town early in the morning, while most folks are asleep. You have no idea where to start looking still...
Lie in ambush, spread rumors of a great army marching forth to fight the forces of Elye.
(4+1-1) You manage (though not easily due to you demonic shape and lack of human minions) to spread a rumor to Elye's army about a great army marching forth. The troops, not knowing whether the Empire of Abrlein has decided to invade Elye, are nervous. A few of them at least say that they now know that their coming, while they think they will get the element of surprise. Very few members agree. (-1 to fear checks)
Now that the enemy is weakened, have my mooks try to capture it. (Again.)
Mental Instability Roll: (2)
(4 vs 1-1) Finally, after a small chase, your attacker seems to be to weak to attempt to evade your troops. The troops have no problem restraining the attacker, which you finally get a good look at. Interestingly enough, the attacker seems to be a women of... whatever these people are. You can't much more before noticing that these people seem to be getting reinforcements. You could leave to fight them, but that makes no guarantees that your captive will stay still without leaving your men keeping her down, meaning you have to fight alone. You do still have a viable option to retreat with your captive, if you so choose.
Return to my castle with only my earth elemental bodyguards and then plan out an alchemical reagent garden for my settlement. (Particularly costs.)
In the unlikely event that the enemy attacks the mountain pass this turn, my troops are to fight for one turn before withdrawing to Garland's fortification.
Unlucky Roll: (3)
(6) You immediately return back to your castle with your guard, leaving the rest of the troops in charge of manning the pass. Once you return with mighty speed, you sit on your throne and attempt to plan a alchemical garden to accompany the settlement. (3+1) You plan some basic designs for a low-level alchemical garden, though not in full. You realize the problem is that many of the reagents are not found within the Darklands. While you lack true knowledge of herb-based alchemy, you do know some basic plants to find.
Death's Door, a rare poisonous herb in the Darklands.
Chotton, a fibrous plant which grows in grasslands, perhaps in Cura or Ecria.
Tiger's Palm, a vine which is known to grow within the Empire of Abrlein
Faery Rice, a flower which is somewhere in Elye
and Raingrass, a type of grass which normally grows near great magical sources.
You make note of this, cursing the arbitrary sidequest which has been given to you. At least you know that the actual garden would cost 1/1, without much in it though. (6) The village governor sends you 1/0 resources, and promises more soon.
Tell my men to hide nearby!
Make a run for the village!
(6) Your men have already escaped and are hiding... somewhere. You have no idea, you just need to get to cover.
(4) You quickly rush towards the village, attempting to use it as cover. A shot is fired from the Airship behind you! (6 vs 4) You manage to outrun the projectile. You finally arrive at the village. The airships seems to hover towards, but instead of firing again, it seems to be holding its fire to avoid killing civilians. They ARE running away, so that isn't the perfect defense, but you have a few turns to fight unmolested.
Join the Overlord so I may seek glorious battle in the ambush.
(5) You and your troops officially ready yourselves in the ambush. Now you wait. On a side note, you wonder if an ambush is really a glorious battle. You disregard and prepare yourself.
(5) The army of Elye is now at the border, and is hunting for the monsters. They will have to be lured to the ambush site.
The turn got quite a few high rolls. Maybe you guys might be getting luckier?
Also, to make things clear for the future,
you can only cast spells of your Affinity. The magical 0/1 item lets you get around this, but only for a weak, specific spell. I made some adjustments to Lenglon's magical items, for balance due to spend 0/1 on them, and so they would take this fact (on the elements) into consideration.
And, as always, tell of any mistakes.