Turn 54: Battle Preparations
Overall, its a pretty good turn. I was having a hard time thinking of a good life elemental property to use because it got imbued with elements that are opposites.
Hide in Gurjon's guards the thoughts we don't want the Tyrant's psykers to see
Ask Gurjon if there's any way to lure the Tyrant out of his citadel
[1][5]((damn, bad way to start out a turn >< ))You attempt to shield the psychics with a type of passive jamming and to reinforce their natural mental shielding and in the proccess, crack those shields wide open. Luckily you manage to reverse the effects. Although they are no better off than before, your attempt actually temporarily scrambles the mind shields frequencies*.
When asked about luring the Tyrant out of the citadel, Captian Gurjon replies "It won't be easy, but if we destroy enough of his defenses, we may force him to face us, or he may just flee."
*Their BRAINS aren't scrambled, think of the mental shields like an electromagnetic forcefield in an analogy for a minute, basically what happened is that in your repair attempt, you made the fields switch in their electromagnetic frequency all over the place for a while, which boosts the natural mental shields a bit.
Make an axe infused with Life/Death for Jorn.
[4]You start off with the beginnings of an excellent quality battleaxe, then begin to infuse it with elemental energies while the metal is still hot and malleable. [6]Going with Jorns necromancry theme, you infuse it with BOTH life and death alchemy. Entwining life and death elemental energies is one of the more dangerous to attempt, but you feel confident that you have a mastery of alchemy and strike hard with your hammer. The death elemental energies enhance the weapons lethality by giving it the necrosis poison, which makes it easier for an afflicted entity to die, and is incurable. Because of the dual infusion of life and death energies, the life elemental energies create a double edged sword with a chance to suck the life out of the enemy or to drain the life of the wielder.
(Jorn gains Plague Battleaxe: 50/50 roll to transfer necrotic poison which causes -1 to dodge death roll, incurable, does not stack. Life drain: Rolling a 6 causes x damage to enemy, rolling a 1 causes x damage to the wielder.)
"A nice plan you havve there honoured friend. Yet, i`d would make a few changes to it. You shallst take proceed as you told us. Take some carts, take some men, go to the tyrant. Discard the carts on the way, put on bloody uniforms and run to the fortress. Inside you will tell how the demigods escaped and rallied the town people."
"The town people, and other men of yours led by your demigods, will besiege the fortress. But it`s a ruse.
You will draw the attention of the psychics on you. And we will sneak into the fortress once they are distracted."
"Inside we will try to disable those weapons, golems and psychics that pose a threat- Then we will set fire to a few buildings to distract the guards. Then you`ll open the gates and the town people will enter."
"Thus we will fight the guards from within and without and soon the fortress will be in our hand. And with it the tyrant."
"I think we should also make some further preparations. Alethe i think it`s most important to shield Gurjon and his men against the mind probing of the seekers. They could spoil our plan."
"Torc, we will need weapons to combat those golems. I don`t intend to fight beings of stone with swords and my bare hands."
"Tharin, your illusions will come in handy if we want to demoralize the guards. Create more soldiers of us; Make the peasants look more impressive."
"I will prepare a few appropiate rune rituals myself. Father will be pleased by the bloodbath."
((I can certainly make a 'speech' or commanding roll, but MagusBlack will have to actually state that in his action. Digital Hellhound already did their action and wolfchild is on AI.))
[5]You make a good commanding speech and many people agree on your plans, but it will be up to them to take action on it.
Try to enhance the mind-altering effects of my Peace spell in at attempt to create some magic that can be used to block psychic or other mind-affecting attacks.
[6]You tweak the effects of the Peace spell and through a bit of theoretical experimentation, you devise a spell that creates a shield of x strength that lasts x turns or until it gets penetrated*.
(Gain Dreamers Shield, creates a shield of x strength that lasts x turns or until it gets penetrated. Affects caster and allies, unless a specific target is asked for.)
*((This is going to be subject to change because I think psychic combat is going to end up different. What psychic combat there has been so far is mainly attempting to fry peoples brains. I've yet to actually do a combat with two psychic combatants. I will inform everybody of any changes.))
Try to enchant my shield with runes of protection and warding.
((Not sure what kind of protection you were asking for here, so....))
[6]You enchant your shield with runes of protection and warding against psychic attacks and give it the chance to reflect psychic attacks when you successfully dodge*.
*((Again, subject to change, but I will inform everybody of any changes.))
Well it seems to me that we are far to few to attack an fortress...i say we get some assistance...and i already have an idea from where...
If there are any Dead People lying around(from the Uprising) revive them otherwise ask the villagers if they consent to me desecreating their graveyard for additional manpower(aka making Zombie and Skeleton Warriors...if possible retaining the personalities of their former owners)
[1][luck:3]When you ask if it's okay to use their dead ancestors, everybody within earshot gives you an angry look, but you manage to defuse the situation. [2]You look around for any dead soldiers lying around to make undead or people to revive, but the bodies have been removed and taken elsewhere.
AI
"Tharin, your illusions will come in handy if we want to demoralize the guards. Create more soldiers of us; Make the peasants look more impressive."
[1][luck:4]You try to create more soldiers and make the peasants look more impressive, but instead, you create illusions of monsters and make the peasants look even wimpier, or worse. Facepalming yourself hard, you vanish the illusions.
Move onwards to the citadel.
[5]The entire group marches towards the citadel and actually made very good time. In fact, they reach the edges of the defensive zone. However, the defenses don't appear to be visible, proceed with caution. Everybody also hears a deep rumbling, like heavy footsteps, possibly one of the 'golems'.
Health: Fine
Statuses: none
Equipped: a deceptive baton type club (both belted), and a iron chainmail shirt.
Powers/Abilities: Mind Control, Illusions, Invisibility, meditative trance (autofail on dodge when under trance).
Inventory: Greek style travelling clothes, a bag of 10 coins,
a deceptively nonlethal baton type club, and
a iron chainmail shirt, ancient map.
Health: fine
Statuses: none
Equipped: Steel breastplate w/backplate, Bag of runes (belted), sword (belted), shield (strapped to arm), javelin (strapped to back)
Powers/Abilities: Wisdom, Martial Trance, Rune Rituals
Inventory: Leather, Norse style clothing, has a big fur cloak,
a bag containing his whole set of runes,
a Viking era style sword,
a ‘shield', and a javelin,
steel breastplate w/ backplate., large amount of vines useable as rope, 80 coins.
Health: maximally healthy
Statuses: none
Equipped: Knife (belted), extradimensional satchel (belted)
Powers/Abilities: Shapechanging (Cosmetic and functional), Illusions, Minor Telekenesis
Inventory: Native american style leather trousers, leather vest, old book detailing the history of a cult, finely crafted knife, decorative headband, healing herb stash,
an extradimensional satchel , 40 coins,
battered and rusted piece of torso armor.Health: fine
Statuses: none
Equipped: Mithril helmet, Backpack, battle hammer (in hand), steel chainmail shirt, gauntlets, iron buckler, steel greaves, steel boots.
Powers/abilities: Godly forging, fire magic,
Godly Inspiration, healing fire,
hitting things with hammersInventory: Travellers clothes,
fire-proof backpack filled with all the tools that a traveling Omni-smith needs,
a large, beautifully crafted hammer made for both battle and smithing that was a gift from Hephaestus himself,
heat-resistant steel chain-mail,
steel greaves and boots,
iron buckler,
pair of steel gauntlets, 4,180 coins in a bag, 45 units of metal,
chunks of scrap, alchemical documents, drawings of various machines, sketch of alchemical diagram,
The Bastion of Reason, a mithril helmetHealth: totally fine
Statuses: none
Equipped: Fighting staff (tied to back), steel shield.
Powers/abilities:
Dreamers Shield, Avatar Of Storms, Healing mist,
Control Weather,
Peace,
Void, can create lightning bolts, and fully flight capable.
Inventory: Thin silk and linen travelling clothes, and a long fighting staff,
steel shield,
Winged Scarab amulet of ShuHealth: Normal
Statuses:none
Powers/abilities: Reviving the Dead (can lead to general necromancry), Axe Fighting, Regeneration.
Equipped:viking axe
Inventory: Norse style clothing, viking axe,
Plague BattleaxeHealth: Normal
Statuses:is mounted
Eqipped: armored (-1 to damage)
Other: none