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Author Topic: Mercenaries of RTD: Turn 3.  (Read 4736 times)

Nirur Torir

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Re: Mercenaries of RTD: Finalizing
« Reply #15 on: June 25, 2011, 06:14:11 pm »

Disciples and magi are both classified as wizards.

I'll write up an initial situation and a few missions after waking up tomorrow, if there are no complaints about your squads, and then you can start posting actions.

Spoiler: Background (click to show/hide)

Spoiler: Map (click to show/hide)
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Nirur Torir

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Re: Mercenaries of RTD: Finalizing
« Reply #16 on: June 26, 2011, 12:13:45 pm »

The city of Restful Haven is overrun with refugees from the war. Soldiers spend most of their time training in their barracks, and the rest patrolling to keep order. Druids spend virtually all their energy encouraging the food to grow fast enough to keep everyone alive. Those with nothing else to do form mass prayer sessions, hoping beyond hope that the gods will be able to turn back the waves of destruction.

An exhausted-looking lieutenant meets with five sergeants, three of them newly promoted, and one a foreign mercenary.
"Congratulations on your commands ... Our old ways of waging war aren't working. Some of my superiors feel that breaking elements off from the chain-of-command to work independently will give us the flexibility to win. I disagree, but I have my orders." He glares at each of you, his gaze lingering longest on the arachnoid.

"There are four possible missions for you at the moment. They're planning something; we need to figure out what. Next, we need someone to escort refugees. Beyond that, our forces are too overstretched to keep out small squads, as are their's - We could use more forces harassing their supply lines, and need to guard our own supply lines.

'Why would we send new recruits out on dangerous scouting missions,' you should be asking. Attrition. The elite rangers who still live have been divided up and tasked with teaching other scouts. One would be assigned for this mission, primarily as protection from enemy scrying, and secondarily to try to keep you from being captured and interrogated. He can only handle one squad.

Towns near the front continue to ask for protection for their people evacuating to here. Only a few still need aid, and we cannot allow the enemy to kill entire towns' worth of people. Two or three squads should be enough to hold off any hostile forces that are inside our lines.

Harassing enemy supply lines is dangerous. As such, there's an incentive: Any loot taken goes to the victorious squad. How you'd get it back through their front is your own problem. A few magi are available to aid any squads without anti-seer capabilities, but they are very valuable - guard them well.

Finally, I have been specifically ordered to allow you to run off on anything else you think would aid the war effort. The desktop generals will be the death of our civilization."

(You have enough money for some potions or a few +1 non-combat items, possibly a further +1 combat item or two if you roll well on your haggling checks. You may purchase spells for mages before leaving, and will be given enough rations for a week. Further rations will have to be bought beforehand or scavenged along the way.

Counter-divination spells won't be necessary, thanks to NPCs, but they could be helpful.)
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Taricus

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Re: Mercenaries of RTD: Turn 1.
« Reply #17 on: June 26, 2011, 12:18:55 pm »

"We'll take one of the raiding missions. And don't worry about sending an extra mage along with us."
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Nirur Torir

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Re: Mercenaries of RTD: Turn 1.
« Reply #18 on: June 26, 2011, 12:35:26 pm »

You may do something else this turn beyond accepting a quest, or if you want to save money, just use the teleportation network to get to the military outpost on the front. (They wizards aren't willing/able to teleport all the supplies needed to keep the army running.)
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Taricus

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Re: Mercenaries of RTD: Turn 1.
« Reply #19 on: June 26, 2011, 12:37:53 pm »

Go and purchase some supplies for the mission.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

FuzzyZergling

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Re: Mercenaries of RTD: Turn 1.
« Reply #20 on: June 26, 2011, 12:45:47 pm »

Find the nearest equipment/food/potion shop; look at what they're selling.
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Riccto

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Re: Mercenaries of RTD: Turn 1.
« Reply #21 on: June 26, 2011, 02:30:20 pm »

Research a Hellfire spell and see what potions are available
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Raggle Fraggle

IronyOwl

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Re: Mercenaries of RTD: Turn 1.
« Reply #22 on: June 26, 2011, 02:36:39 pm »

Agree to escort refugees, look into better caster armor and interrogation tools. Mage attempts to find herbs if able.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

kisame12794

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Re: Mercenaries of RTD: Turn 1.
« Reply #23 on: June 26, 2011, 08:55:45 pm »

Yellarn:big, burrowing beetles. 3 feet tall, look like upright pillbugs.

Spoiler (click to show/hide)
Hope thats right...
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The non-assholes vastly outnumber the assholes but the assholes can fart with greater volume.
((You're an arm and a torso in low orbit. This was the best possible resolution of things.))

Nirur Torir

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Re: Mercenaries of RTD: Turn 2.
« Reply #24 on: June 27, 2011, 08:00:03 am »

Buying something the turn after you look for it counts as a free action, or you could go shop around some more.

Taricus: Purchase supplies
{3} vs {2} - After agreeing to go on a raid behind enemy lines, Taric leaves the room, checks on his henchmen in a nearby tavern, and goes to the market. The merchant's face brightens up at his approach, and offers camping supplies for 5 silver. It comes with another weeks worth of non-perishable food.

FuzzyZergling: Check equipment/food/potion prices.
{1} - Zergman the Bearded leaves the briefing and checks on his squad, currently visiting the nearest tavern. After a small amount of convincing, he quickly joins them, deciding that shopping can wait until he's no longer sober. Somehow, he loses two rounds of the drinking game, and has to pay part of their tab.
-2 silver.
Drunk: -1 to most next actions turn.


Riccto: Research! Then check potions.
{3} - Riccto first visits the library. The clerk looks terrified when he asks for any books on demonology, and he decides to leave. Disciples can't research anyway, and need to wait until they level up for new spells.
{5} vs {5} - He then goes to a potion shop. After an intense bartering session, he and the clerk finally decide on the following prices:
Simple healing or mana potions for 2 silver each.
Standard healing or mana potions for 5 silver each. (25 HP/MP)
Simple potions of strength/speed/quickthought/confidence for 4 silver each.
He has enough ingredients to brew a few other potions, if you want to request something and wait a few hours.
{AUTO mode engaged.}

IronyOwl: Look at caster armor, interrogation tools, and herbs.
{2} vs {2} - Srall accepts the mission to escort refugees (An NPC squad will be assigned if no other players accept), and visits an enchanter's shop. He is overworked, and obviously nervous around the arachnoid. He offers a pair of +10 MP robes for 15 silver, or 10 silver for just one.
A set of +1 interrogation tools from another shop would cost 5 silver.
Alisera asks him for 5 silver for some herbs to make enough healing potions for the squad and some excruciatingly painful yet non-lethal poison.

Bdthemag: {AUTO} Profits!
{2} - Stiric decides to return to his forge (Now manned by his nephew) long enough to make a longsword to sell, but somehow messes up and the materials are ruined. He leaves behind a silver to pay for the waste.
-1 silver

Quote from: Taricus
Race: Orc - +1 melee attack, +10% HP, -10% MP, -1 int.

Spoiler: Taric (click to show/hide)
Spoiler: Rogash (click to show/hide)
Spoiler: Alaric (click to show/hide)
Spoiler: Soyver (click to show/hide)

Spoiler: Inventory: (click to show/hide)

Quote from: Riccto
Race: Humans

Spoiler: Donavan (click to show/hide)
Spoiler: Rasputin (click to show/hide)
Spoiler: Harold (click to show/hide)
Spoiler: Soyver (click to show/hide)
Spoiler: Inventory: (click to show/hide)

Quote from: Bdthemag
Race: Humans

Spoiler: Stiric (click to show/hide)
Spoiler: Erick (click to show/hide)
Spoiler: Brick (click to show/hide)
Spoiler: Tricton (click to show/hide)

Spoiler: Inventory: (click to show/hide)

Quote from: FuzzyZergling
Race: Dwarves - +10% HP, +1 defense, -10% MP, -1 charisma

Spoiler: Zergman the Bearded (click to show/hide)
Spoiler: Ling (click to show/hide)
Spoiler: Muta (click to show/hide)
Spoiler: Ultra (click to show/hide)
Spoiler: Inventory: (click to show/hide)

Quote from: IronyOwl
Race: Driders - +1 attack, +1 int, cowards.

Spoiler: Srall (click to show/hide)
Spoiler: Shara (click to show/hide)
Spoiler: Siria (click to show/hide)
Spoiler: Alisera (click to show/hide)

Spoiler: Inventory: (click to show/hide)
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Taricus

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Re: Mercenaries of RTD: Turn 2.
« Reply #25 on: June 27, 2011, 08:02:33 am »

Buy the camping gear, then head off towards the enemy's supply lines.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Bdthemag

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Re: Mercenaries of RTD: Turn 2.
« Reply #26 on: June 27, 2011, 08:40:25 am »

Buy some rations, then head out to the nearest town in need of defence.
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Well, you do have a busy life, what with keeping tabs on wild, rough-and-tumble forum members while sorting out the drama between your twenty two inner lesbians.
Your drunk posts continue to baffle me.
Welcome to Reality.

FuzzyZergling

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Re: Mercenaries of RTD: Turn 2.
« Reply #27 on: June 27, 2011, 10:38:43 am »

Exit bar, look for potions shop.
We wouldn't be dwarves if we weren't drunk.
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IronyOwl

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Re: Mercenaries of RTD: Turn 2.
« Reply #28 on: June 27, 2011, 11:07:35 am »

Buy robes, equip Siria and Alisera with them. Give Shara one of the healing potions and Siria one of the mana potions.

Move out to accomplish mission.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Nirur Torir

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Re: Mercenaries of RTD: Turn 2.
« Reply #29 on: June 28, 2011, 12:02:39 pm »

I'm not sure there will be a waiting list. Five people may be a bit too much, especially during combat-heavy turns. As such, it is my duty to kill off the players in combat glorious combat. Furthermore, I think I'll start making hidden rolls each turn to determine the progress of the enemy. They might spend another fifty turns doing nothing, or they might start moving in soon if they're not delayed.

Taricus: Buy camping gear and head for enemy supply lines.
{2} - After making his purchase, Taric gathers his squad and walks to the local teleportation nexus. The mages are preparing for the next portal, and Donavan is already there with his squad, looking blankly at the wall. Most of the other new sergeants join them, and the the mages finish their spell, teleporting everyone present to a new-looking wooden fortification near the frontlines.

Taric is given an extra week of food and is pointed to the general location of the enemy supply lines on a map. He quickly heads north into the no-man's land between fortifications, and his squad stumbles upon an enemy squad apparently trying to sneak by the guards! This cannot be allowed.

The enemy squad consists of a guy with a bow and four fighters.

Bdthemag: Buy rations and defend a town.
{4} vs {1} - The blacksmith, upset with his failings, heads to the market to purchase food. He recognizes an old friend at a cart, and buys a week's worth of food for a mere silver.

His squad is waiting outside the teleporation nexus. They enter together, get teleported to the front, and then head to the nearest non-evacuated town.

{6} - They arrive an hour later. The militia standing guard cheer at his approach. The few townspeople remaining are packing up their possessions for departure, but won't be ready to leave for at least a day. {HIDDEN ROLL} Nobody sees any enemies.

Fuzzy Zergling: Find potions shop
{1} vs {8} - The dwarven mage goes into the market looking for a potion shop .... Ale counts as potion, right? ... That's a strange looking ale that guy's holding out to you, and his shouting isn't helping ... {1} He looks shocked as you quaff it. That was a highly rare and expensive {6} Potion of Divine Providence? Huh, sounds worthless. Wasn't very good ale, either. You feel yourself getting sober again, and the man snatches your money pouch, exclaiming that it's not nearly enough, and the potion was worth more then your life. Fortunately, your squad approaches before he can do anything rash. {5} vs {4} Ultra masterfully argues that the potion was a highly unreliable good-luck potion, and barely worth five silver, let alone twenty. After a few threats of revealing him as a charleton, backed by dwarven intimidation, the man grumbles and leaves.

Ironyowl: Buy robes, distribute potions (Disciples cannot use mana potions. They'll get some spiffy disciple-only spells later, though. I think their tier 2 spells will be equivalent to mage tier 3.)
After making his purchases, Alisera quickly locates his squad and the teleportation nexus. The lieutenant on watch assigns {5} a moderately-experienced squad to him. It consists of two fighters and two mages. They head to the nearest town {RIDDEN ROLL} uneventfully. When they arrive, the townspeople are very nearly finished packing.
Is there anything you wish to do in town before they leave?

Riccto: Auto-mode engaged. Heading to the frontlines to take job as garrison (XP and money will be given based on time spent.)

Quote from: Taricus
Race: Orc - +1 melee attack, +10% HP, -10% MP, -1 int.

Spoiler: Taric (click to show/hide)
Spoiler: Rogash (click to show/hide)
Spoiler: Alaric (click to show/hide)
Spoiler: Soyver (click to show/hide)

Spoiler: Inventory: (click to show/hide)

Quote from: Riccto
Race: Humans

Spoiler: Donavan (click to show/hide)
Spoiler: Rasputin (click to show/hide)
Spoiler: Harold (click to show/hide)
Spoiler: Soyver (click to show/hide)
Spoiler: Inventory: (click to show/hide)

Quote from: Bdthemag
Race: Humans

Spoiler: Stiric (click to show/hide)
Spoiler: Erick (click to show/hide)
Spoiler: Brick (click to show/hide)
Spoiler: Tricton (click to show/hide)

Spoiler: Inventory: (click to show/hide)

Quote from: FuzzyZergling
Race: Dwarves - +10% HP, +1 defense, -10% MP, -1 charisma

Spoiler: Zergman the Bearded (click to show/hide)
Spoiler: Ling (click to show/hide)
Spoiler: Muta (click to show/hide)
Spoiler: Ultra (click to show/hide)
Spoiler: Inventory: (click to show/hide)

Quote from: IronyOwl
Race: Driders - +1 attack, +1 int, cowards.

Spoiler: Srall (click to show/hide)
Spoiler: Shara (click to show/hide)
Spoiler: Siria (click to show/hide)
Spoiler: Alisera (click to show/hide)

Spoiler: Inventory: (click to show/hide)
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