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, welcome to Usurper, a Medieval Strategy Game - Round 4

12:17, 28th March 2024 (GMT+0)

In-Game Thread (IGT) for P3 -

Posted by The SystemFor group 0
The System
GM, 3624 posts
Sun 27 Mar 2016
at 15:11
  • msg #149

Re: In-Game Thread (IGT) for P3 -

Begin [Week 4, Month 9, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG81
Exceptional LumberNH63
Normal IronYH73
Exceptional GoldNG82
Grand GoldNH74


BonusGridDuration
   

HostilesGridNotes
3 x Units: Elves!G8Armed/Armored

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (I9).]
[ You are more likely to find information about Wandering Teachers. ]
[ You gain a bonus to explore (I9), equal to the number of empty rooms in your Mysterious room. (+2) ]


QuestStepDuration
   
Blood RageTask 1 - Scout (H6)4 Weeks

* Note: each task must be completed in order.
* Note: The Unit from Task 1 will remain trapped in the maze until you send a leader to help.
Ronja Lovisdottir
P3, 248 posts
Fri 1 Apr 2016
at 07:09
  • msg #150

Re: In-Game Thread (IGT) for P3 -

It seems clear to the queen of bandits that violence, at the moment, is the only solution.
Rumors imply others are far closer to being in a position to make a grab for power, and it would be difficult (maybe impossible) to catch up on their terms.
For now, there is still some 'cleaning' to be done; They know of some trouble-making elves, and with the Kajiggers' new revelations they need to dump their iron in favor of wood.
But already the Band is honing arrows and preparing for the first sign of an enemy.
The mood has changed as well, as it is no secret that this means they likely will not stick to only attacking far inferior targets, once a suitable 'rival' appears.

On the more peaceful side, the gnomes' have revealed they can seem to turn wood as hard as steel, or as flexible as leather, with simple treatments and a bit of time.
This lends all the more evidence to the idea that the Band have been recognized by some Nature entity, again most likely as representing the destructive side.
That, as well as their impressive job with the latest sets of armor, means that they are cleared to work on twice the workload (as they'd bragged they could)
Hopefully, they do not now suddenly fail.


Bit tired, hopefully nothing screwed up.
NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsG8H8 
BirkH8Diplomacy (trade)I6H8Bringing donkey. Intent: Selling the Iron and buying some more Lumber.
Wild MindsH8Attack 3x ElvesG8H8Warder on. Take whatever prisoners they can - though I'm fairly certain I can only fit one unit.
FairhairsH8Assist Wild MindsG8H8 
Leaf CloaksH8Assist Wild MindsG8H8 
KajiggersH8Craft 2x Armor 1H8H8Substituting in Lumber. +25-20=+5 for both double-crafting and lumber bonus.
Juppar PathanaH8Assist BirkI6H8 

The System
GM, 3669 posts
Sat 2 Apr 2016
at 22:01
  • msg #151

Re: In-Game Thread (IGT) for P3 -

[ Ronja, the Wild Minds, the Fairhairs, and the Leaf Cloaks utterly annihilate the 3 Elvish Units. ]
[ You gain 3 Leveling XP - which is lost. ]
[ You gain 6 Skill XP, which must be assigned as Combat skills. ]
[ You gain 37 Gold. ]
[ You capture a Unit of Elves! ]


[ Birk and Juppar Pathana achieve a Significant Success in conducting Diplomacy with Shamerius (I6). ]
[ You gain 1 Skill XP, which must be assigned as Negotiator. ]
[ Silver Tonge activates! ]
[ You may trade normally - all prices for available goods are at "Best". ]
[ You find a Unique Elf Unit available for Recruitment:

Elves - Hunter - Net Throwers - Level 0  (Tier1)
Offense:1Defense:1Strength:1
Speed:F/3Race:ElfMax Tools:1
Max Weapons:2Cost:10GPUpkeep5GP
Special:Harrier
Special: 
Unique:Spidersilk Nets (Tier1)
Skills:Forager[1]

Spidersilk Nets (Tier1): This Unit adds their Ranged Weapon's offensive bonus (including quality, if any) to all Harvest checks.  This Unit adds their Woodsman skill to the Ranged Weapon's damage bonus.
]

[ The Kajiggers achieves a Significant Success in Crafting 2 x Armor (Type 1)! ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Artisan. ]
[ You save 1 Lumber, consuming only 4 Lumber. ]
[ You save 1 Lumber, consuming only 4 Lumber. ]
[ You succeed in crafting Armor (Type 1), Slight (+6). ]
[ You succeed in crafting Armor (Type 1), Slight (+6). ]

This message was last edited by the GM at 22:01, Sat 02 Apr 2016.
Ronja Lovisdottir
P3, 249 posts
Mon 4 Apr 2016
at 01:58
  • msg #152

Re: In-Game Thread (IGT) for P3 -


Fairhairs: Pernicious 0->5, for a base 130% chance.
-1 doesn't sound very great on a d100 Morale roll, even cumulative, but I'll just assume I misunderstood Morale penalties and it's actually useful.
Wild Minds: Courage 0->1
Gold 196->233
Elves added to Prison.

Birk: Negotiator 5->6
Sell 36 iron for 12*4=48 gold, selling 1 iron for 1 gold (I'm assuming I can sell at a worse rate if the fractions require me to), Iron 37->0, Gold 233->281->282
Free Space: 3->5
Buy 75 lumber for 12 gold: Lumber 25->100, Gold 282->270
Free Space 5->2 (there'll be more soon)
Recruit Elves: Gold 271->261, Upkeep 21->25 (with leader-race discount)
Elves added to some lists, hopefully all.

Teach Battle Drills to Net Throwers: Gold 261->257

Kajiggers: Level 6->7, Speed M->F, Artisan 7->8
Lumber 100->92
Armor given to Fairhairs and Leaf Cloaks.
One set of old armor given to Net Throwers, other set put in Storage (free space 2->1)

Upkeep:
Birk's Midas Touch: 4 + (6/2)*2=4+6=10 gold - keeping this as a gem, using the 8gp gem as currency to pay this month's upkeep. Free-space untouched. Gold 257->265 (not really, but essentially)
Birk's Cornucopia: 1 + 6/2 = 4 HQ Foodstuffs. HQ Food 6->10, Free Space 1-> -3
Feed the People: HQ Food 10->9, Non-HQ Food 4->1, Free Space -3->1
Pay the People: Counting the 8gp gem as gold, Gold 265->240

The System
GM, 3689 posts
Sun 10 Apr 2016
at 17:33
  • msg #153

Re: In-Game Thread (IGT) for P3 -

Begin [Week 1, Month 10, Year 1]

NodesHQ?GridEst. Uses
Exceptional LumberNH62
Normal IronYH72
Exceptional GoldNG81
Grand GoldNH73

BonusGridDuration
   

HostilesGridNotes
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (G8).]
[ You are more likely to find information about Extras! ]
[ You gain a bonus to explore (G8), equal to the number of empty rooms in your Mysterious room. (+2) ]


QuestStepDuration
   
Blood RageTask 1 - Scout (H6)3 Weeks

* Note: each task must be completed in order.
* Note: The Unit from Task 1 will remain trapped in the maze until you send a leader to help.
Ronja Lovisdottir
P3, 251 posts
Thu 14 Apr 2016
at 16:48
  • msg #154

Re: In-Game Thread (IGT) for P3 -

Ronja paces along the throne room, while Birk stands watching.
"This is bad." She says and stops to stare at one of the larger maps, "Well, no, we can take them. Maybe. Bah. Why did it have to happen now?! And why did we have to set up next to the soldier-town?!"
Birk sighs and moves closer, placing a calming hand on her shoulder, "Our men are well-trained, you know that. And you're no slouch at war yourself."
He smiles with fake confidence, his own uncertainties put aside for the moment, "We'll just have to hurry to get ready. The gnomes can hammer out some shields. I have some ideas for a spell I haven't quite grasped myself (but which you might be more suited for)."
The girl shakes her head as if to clear it, and pulls herself up straight: Gone is the girl, now she is again the Queen of Bandits.
"You're right. Yes. Alright, tell anyone unskilled in craftsmanship - so, anyone but the gnomes - to prepare the defenses. We have at least a week, given they need to gather supplies and men, so when we return in a week's time I want to see some fortifications that can truly hold back an army."

The spell in question was, if it worked as it should, one that would let the caster summon forth a chest's worth of phantasmal gear at a whim.
Quite useful to an under-equipped force next to a large (and now openly hostile) city.
It'd be particularly useful given such equipment wouldn't encumber the men, so they could fight with more stuff than they could easily carry with them.
But that requires everything to go well at the Tower, of course.
"No pressure," Ronja mutters to herself as she walks the mountain-paths with her friend.



Removed level 1 DS: Not sure if it's my fault or yours that it's there, but it's the level 2 that I actually have (we retroactively had me build a Prison rather than DS, and the Architect I used to get it later specifically builds DS at level 2 rather than 1)
Moved Kajiggers up, temporarily, in case you don't read all the notes before rolling action-results - though I'm pretty sure you do (and have to)
NameStartActionTargetEndNotes
RonjaH8Perform Ritual CleansingH7(Tower)H8With Donkey. I MIGHT get tempted by the 'cheaper' spells, as I'm not entirely set at Armament, but I'm unlikely to care much. I'm swimming in gold, and about to lose :P
BirkH8Assist RonjaH7(Tower)H8 
KajiggersH8Craft 2x ShieldsH8H8Hurried Tinkering, using lumber (I think shields already do, but it doesn't matter). +5 net, before other bonuses, as usual. If I can, I want this to be the 'first' of the actions done in H8 this week (Renovate gets enough bonuses, it can handle the worse penalty)
Wild MindsH8Renovate Defensive StructuresH8H8Expected cost: 15 out of my 29 stone, for a level 3 DS. Lvl 3 comes with +5 defense (+5 existing=+10 total) and 1 free ranged round (total, not per unit, so I'd use it on the Fairhairs) so it'd be useful to have
FairhairsH8Assist Wild MindsH8H8 
Leaf CloaksH8Assist Wild MindsH8H8 
Net ThrowersH8Assist Wild MindsH8H8 
Juppar PathanaH8Assist RonjaH7(Tower)H8Not actually sure he can help, but Silver Tongue seems relevant enough even if the actual mechanics do not apply.

The System
GM, 3710 posts
Sat 16 Apr 2016
at 16:20
  • msg #155

Re: In-Game Thread (IGT) for P3 -

Thanks for the fix!  Yeah, I can't remember what order all that happened in either - so good catch!


[ Ronja, Birk, and Juppar Pathana achieve a legendary success in performing the ritual of cleansing! ]
[ Juppar lent a +10 to the roll through the use of Silver Tongue! ]
[ You gain 3 Skill XP, which must be assigned as Negotiator. ]
[ You are given an offer to learn Two (2) Spells: You may learn any 2 spells of your choice at the cost of 10 Gold, or learn ONE OF Armament OR Stalwart (Spells) for free. ]

[ The Kajiggers achieves an Astounding Success in Crafting 2 x Shields! ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill which must be assigned as Artisan. ]
[ You successfully craft: Shields, Mediocre (+9). ]
[ You successfully craft: Shields, Mediocre (+9). ]
[ You save 8 Lumber, consuming only 14 x Lumber ]

[ The Wild Minds, Fairhairs, Leaf Cloaks, and Net Throwers achieve an Astounding Success in Renovating the Defensive Structures. ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Mason. ]
[ You renovate the Defensive Structures to Renovation Level 3! ]
[ You save 3 Stone, consuming only 12 Stone. ]

This message was last edited by the GM at 19:55, Sat 16 Apr 2016.
Ronja Lovisdottir
P3, 256 posts
Sat 16 Apr 2016
at 23:29
  • msg #156

Re: In-Game Thread (IGT) for P3 -


Birk: Negotiator 6->9
Learn 2 spells: Gold 240->230
Ronja: Learn Armament, learn Napoleon

Kajiggers: Level 7->9, Defense 4->6, Artisan 8->9* (Decided 'screw offense', I've enough warriors and I don't want to lose these guys)
Lumber: 92->78
Shields given to Wild Minds (existing shield removed) and Fairhairs, normal shield moved from limbo to equip to the Kajiggers.

Net Throwers: Level 0->2, Defense 1->2, Offense 1->2 - I don't like Max Tools 1 and their not-boosted Speed, but that can wait until I've doubled their other stats.
Also Net Throwers: Mason 0->2
Stone 29->17, Free Space increased by 1 (+1 from lumber)
DS leveled up to 3

The System
GM, 3789 posts
Sun 17 Apr 2016
at 17:20
  • msg #157

Re: In-Game Thread (IGT) for P3 -

Panting and wheezing, one of your bandit scouts comes bursting through one of the secret foliage tunnels into the lair, "My.. my.. " catching his sides he rights himself and attempts to report, "Lady Ronja - dire news!  It seems that Earl Harden of House Tin'uviel has sallied forth from Lothar and is heading our way.  We have some time as his forces must find their way around the river, but, it seems that they have heard rumors of our location."

Begin [Week 2, Month 10, Year 1]

NodesHQ?GridEst. Uses
Exceptional LumberNH62
Normal IronYH72
Exceptional GoldNG81
Grand GoldNH73

BonusGridDuration
   

HostilesGridNotes
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (G8).]
[ You are more likely to find information about Extras! ]
[ You gain a bonus to explore (G8), equal to the number of empty rooms in your Mysterious room. (+2) ]


QuestStepDuration
   
Blood RageTask 1 - Scout (H6)2 Weeks

* Note: each task must be completed in order.
* Note: The Unit from Task 1 will remain trapped in the maze until you send a leader to help.
Ronja Lovisdottir
P3, 261 posts
Thu 21 Apr 2016
at 11:50
  • msg #158

Re: In-Game Thread (IGT) for P3 -

"Wait, Earl Harden? Not the Pen-something guy?" Ronja looks puzzled, "You're sure it's Earl Harden? ...Alright, alright. Strange. Alright."
She waves the scout away - with any luck he'll have the brains to make a more detailed written report on his own initiative, the scouts should certainly be used to it by now.
Turning to Birk, but talking as much to herself as him, she wonders "How to prepare for a battle in a month's time... Well, what do we lack?"
"Equipment?" he suggests, but she gives another dismissive wave.
"Yes, yes, obviously. But I'd prefer we had some proper smith's tools. The stuff the gnomes made was impressive, but they can do better I'm sure.
"Let's see, so we need tools. I'd prefer both of us learn Pathana's spell as I feel we're closer than ever to being able to actually understand magic (rather than just some piecemeal spells). Then we'd need weapons and armor.
"
"Some of the men, especially the new guys, could use some more physical training." Birk shrugs.
After a moment of silence, Ronja shrugs as well, "Alright, I'll go talk to the mage. Mainly so I'll be free to Scry if needed. You'll be in charge of directing the men, though obviously I'll be nearby so I'll come by when I'm not busy."

The current workshop is too limited to be able to make the kinds of armor the leaders would have liked, so proper space for complicated crafts will have to be added.
Sure, they would have preferred metal armors to begin with, but so far the strange processed wood seems quite able to stop iron and possibly steel.
Working on expanding the workshop while the gnomes are working would of course lead to some awkward problems.
But for the most part, they are, as usual, repairing walls and rebuilding missing parts.


NameStartActionTargetEndNotes
RonjaH8Assist KajiggersH8H8Primarily 'Learn Silver Tongue', but it specifically says leaders can (usually) still provide a benefit while learning spells. I think leaders might 'assist' the entire lair, so then this also Assists the Wild Minds
BirkH8Assist KajiggersH8H8Again, if leaders boost the entire lair, this also boosts the Wild Minds
Wild MindsH8Renovate Workshop H8 
FairhairsH8Assist Wild Minds H8 
Leaf CloaksH8Assist Wild Minds H8 
KajiggersH8Craft 2x Crafting ToolsH8H8Hurried crafting, with Blood Oak, net +5 as always.
Net ThrowersH8Assist Wild Minds H8 
Juppar PathanaH8Teach Silver Tongue to RonjaH8H8 

The System
GM, 3797 posts
Fri 22 Apr 2016
at 07:21
  • msg #159

Re: In-Game Thread (IGT) for P3 -

The Kajiggers whisper the secret incantations they learned from acquiring the Lost Magic not but a few weeks ago.  Breathing life into the lumber stocks, the planks soon harden to the density of stone.  Taking their chisels and hammers you hear an oaky thud as splinters chip away like rock shards.

Juppar Pathana remarks fondly at Ronja's already extensive negotiation skills, and begins to instruct her in the mystic ways of influencing the mind's of traders and merchants.  Soon the incantation flows into her mind like a tiny, seductive whisper.  You feel ever-more prepared to trade with civilization at large.

[ Ronja meanders between the rooms of the lair, offering leadership and advise... ]
- Yes, the leader assists the entire Lair.
[ Birk keeps up with Ronja, correcting small misteps and otherwise being fairly helpful. ]
- Yes, the leader assists the entire Lair.

[ The Wild Minds, Fairhairs, Leaf Cloaks, and the Net Throwers achieve an Astounding Success in Renovating the Workshop. ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Mason. ]
[ You save 3 Stone, consuming only 7 Stone. ]
[ You Renovate the Workshop to Renovation Level 2! ]

[ The Kajiggers achieve an Epic Success in Crafting 2 x Crafter's Tools! ]
[ You gain 3 Leveling XP. ]
[ You gain 3 Skill XP, which must be assigned as Artisan. ]
[ You save 5 Lumber, consuming only 6 Lumber. ]
[ You save 5 Lumber, consuming only 6 Lumber. ]

- Yes, that's handling "per" item crafted.
[ You craft: Crafter's Tools, Moderate (+12) ]
[ You craft: Crafter's Tools, Moderate (+12) ]

[ Juppar Pathana trains Ronja. ]
[ Ronja learns the spell: Silver Tongue! ]

This message was last edited by the GM at 17:50, Fri 22 Apr 2016.
Ronja Lovisdottir
P3, 263 posts
Sat 23 Apr 2016
at 07:33
  • msg #160

Re: In-Game Thread (IGT) for P3 -


Net Throwers: Level 2->4, Strength 1->2, Speed F->VF, Mason 2->4
Workshop upgraded: New level added, Stone 17->10

Kajiggers: Level 9->10 (1xp lost, unless it can be moved to the Net Throwers), Offense 2->3, Artisan 9*->10
Birk: Artisan 0->2 (I'd have preferred the Net Throwers, but I don't think being in the same lair lets them 'trade' experience with other action-groups)
Crafting tools equipped to Kajiggers, leaving their old tools in limbo.
Other crafting tools equipped to the Net Throwers, temporarily, but I suspect I'll Embed them once the OOC question's answered.
Limbo-tools equipped to the Fairhairs, but will likely go to the Net Throwers.
Lumber 78->72->66, spaces unchanged.

Ronja: Silver Tongue added. 9/10 spells for the title, in theory.

The System
GM, 3856 posts
Sun 24 Apr 2016
at 18:25
  • msg #161

Re: In-Game Thread (IGT) for P3 -

More reports come flooding in of Earl Harden of House Tin'uviel making his way south around the river to find Ronja Lovisdottir, stealth-bandit extraordinaire!

Begin [Week 3, Month 10, Year 1]

NodesHQ?GridEst. Uses
Exceptional LumberNH62
Normal IronYH72
Exceptional GoldNG81
Grand GoldNH73

BonusGridDuration
   

HostilesGridNotes
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (G8).]
[ You are more likely to find information about Extras! ]
[ You gain a bonus to explore (G8), equal to the number of empty rooms in your Mysterious room. (+2) ]


QuestStepDuration
   
Blood RageTask 1 - Scout (H6)1 Weeks

* Note: each task must be completed in order.
* Note: The Unit from Task 1 will remain trapped in the maze until you send a leader to help.
Ronja Lovisdottir
P3, 265 posts
Thu 28 Apr 2016
at 19:42
  • msg #162

Re: In-Game Thread (IGT) for P3 -


NameStartActionTargetEndNotes
RonjaH8Cast SoothsayerK8H8With donkey, just in case, but doesn't actually move. Intent for Scout: Find Harden's forces, if they're around. Intent for Explore: Some buyable skill-points, especially combat and/or Woodsman, would be great. I'd also take any combat-beneficial Extra.
BirkH8Assist KajiggersH8H8Also 'Learn Silver Tongue', theoretically the 10th spell for the title.
Wild MindsH8Assist KajiggersH8H8 
FairhairsH8Assist KajiggersH8H8 
Leaf CloaksH8Assist KajiggersH8H8 
KajiggersH8Craft Ranged Weapons + ShieldsH8H8Substituting lumber, net +5, etcetera.
Net ThrowersH8Assist KajiggersH8H8 
Juppar PathanaH8Teach Birk Silver TongueH8H8 

The System
GM, 3917 posts
Fri 29 Apr 2016
at 18:57
  • msg #163

Re: In-Game Thread (IGT) for P3 -

[ Ronja spends 10 gold and casts Soothsayer. ]
[ Ronja achieves an Astounding Success in Scouting (K8). ]
[ You gain 3 Skill XP, which must be assigned as Scout or Spy. ]
[ You discover a Grand Lumber Node.  It has an estimated 4 uses remaining.  Attempts to harvest here will have a +20 to the check. ]
[ You discover a trio of Monstrous Spiders!  They are level 4. ]
[ You discover Earl Harden's Forces!

1) At the end of this Week (this turn), they will be scouting (I9).  You will receive an update with their destination.
2) Their forces are composed of:
1 x Earl Harden (He is a Hedge-Mage/Commander)
He has the following combat spells: Stalwart, Ward, and Celerity.
He has the following skills: Leadership[5], Tactics[2]

He leads 6 x Units:
2 x Man-at-Arms
2 x Archers
2 x Royal Knights
See: http://wiki.rpol.net/?id=50711/Faction%20Forces for details
]

[ Ronja achieves an Astounding in Exploring (K8). ]
[ You gain 3 Skill XP, which must be assigned as Bard (once maxed: Negotiator). ]
[ You may select a Quest between DF2 and DF7 (inclusive). ]
[ You meet an Extra available to recruit:

Elf Warrior - Silverhair  (Tier4)
Cost:10 GPUpkeep:5 GP
Benefit:When assisting in Combat, +4%.
Skills:Silverhair has Aggressor[4]
Ability:When assisting in Ranged Combat, all friendly
Ability:Units treat all primary bonuses from Tools as
Ability:a bonus to Attack rolls, all secondary
Ability:bonuses as a bonus to Damage rolls.
]


[ Birk, the Wild Minds, the Fairhairs, the Leaf Cloaks, the Kajiggers, and the Net Throwers achieve an Epic Success Crafting Ranged Weapons & Shields! ]
[ You gain 3 Leveling XP. ]
[ You gain 3 Skill XP, which must be assigned as Artisan. ]
[ You craft: Ranged Weapons, Moderate (+12). ]
[ You craft: Shields, Moderate (+12). ]
[ You save 5 Lumber, consuming only 6 Lumber (treated as HQ). ]
[ You save 5 Lumber, consuming only 6 Lumber (treated as HQ). ]


[ Juppar Pathana trains Birk. ]
[ Birk learns the Silver Tongue spell! ]
[ You learn a 10th spell and are offered the Title: Magister-Lord! ]

Choose whether or not to add this to your list of titles.  If you do so - you must add it to your bio descriptions and rub it in everyone's faces. (by Next Sunday when turns are posted again.)
]
It essentially "takes effect" after you've announced it.
Ronja Lovisdottir
P3, 267 posts
Magister-Lord
Fri 29 Apr 2016
at 19:20
  • msg #164

Re: In-Game Thread (IGT) for P3 -


Gold 230->220
Ronja: Scout 6->9, Bard 9->10 (Negotiator and Bard maxed)
Let's select a DF5 quest - I'm sad I've yet to find a single artifact.
I'm hiring Silverhair (I assume his name's a coincidence, and not related to my Fairhair-ed elven archers)
Gold 220->210, Upkeep 25->29 (with 1gp cohort-race discount)
Added Silverhair to list of extras and list of actions.

Net Throwers: Level 4->7, Strength 2->3, Offense 2->3, Max Tools 1->2
Leaf Cloaks: Artisan 0->3
Fairhairs' weapons given to the Net Throwers
New shield and ranged weapons given to the Fairhairs
Net Throwers' Crafting Tools installed in Workshop, because I totally forgot I intended to, and Leaf Cloaks' Crafting Tools given to the Net Throwers.
Lumber 66->54

Birk: Silver Tongue added.

Yes, I want the title.
I'll 'reveal' it once I've posted this.

I'm pretty sure that was all, but it feels like I skipped something.

This message was last edited by the player at 19:26, Fri 29 Apr 2016.
The System
GM, 4102 posts
Sun 8 May 2016
at 14:51
  • msg #165

Re: In-Game Thread (IGT) for P3 -

Your reports have returned - Earl Harden is in (K8) and will be in (J9) at the end of the week.  You may choose to attack him in either location.

Begin [Week 4, Month 10, Year 1]

NodesHQ?GridEst. Uses
Exceptional LumberNH62
Normal IronYH72
Exceptional GoldNG81
Grand GoldNH73
Grand LumberNK84+20

BonusGridDuration
   

HostilesGridNotes
3 x Monstrous SpidersK8L4

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (G8).]
[ You are more likely to find information about Extras! ]
[ You gain a bonus to explore (G8), equal to the number of empty rooms in your Mysterious room. (+2) ]


QuestStepDuration
   
Blood RageTask 1 - Scout (H6)1 Weeks

Blood Rage:
* Note: each task must be completed in order.
* Note: The Unit from Task 1 will remain trapped in the maze until you send a leader to help.

  • Name: "Wrath of the Dragonkin"
  • Type: Challenging Odyssey
  • Mission: Dwarves have drawn the ire of a pair of Drakes and they have been forced to flee; leaving the dragonkin to slash and burn everything in their path.
  • T1 Narrative: The Drakes are rampaging an area in hopes of tracking-down and drawing-out the Dwarves which have stolen their precious Gem.
  • Task 1: [ Mechanics: Scout the location of the Drakes in (G8). Must achieve at least a Significant. You will lose the first scout result.  ]
  • T2 Narrative: The Drakes have ravaged the land and need to be put down for good if you are to convince the Dwarves to give-up the Gem.
  • Task 2: [ Mechanics: Defeat the Drakes. (2 x Level 2). They will not suffer morale Penalties, nor will they Flee.   ]
  • T3 Narrative: It seems that the Dwarves responsible for the theft have holed-up in some nearby hamlet or village.
  • Task 3: [ Mechanics: Locate a nearby Dwarven CP. (Scout and find an Off-Map CP with Dwarves in it.)  ]
  • T4 Narrative: Convince the Dwarves to give-up the Gem to the mysterious Drake cult.
  • Task 4: [ Mechanics: Conduct Diplomacy at the Dwarven CP. Significant Success Required. ]
  • Reward: Artifact Information
  • Duration: 5 x Weeks.

Tasks 1 and 2 must be done in order.
3 and 4 must be done in order.
This message was last edited by the GM at 15:05, Sun 08 May 2016.
Ronja Lovisdottir
P3, 279 posts
Magister-Lord
Sat 14 May 2016
at 12:58
  • msg #166

Re: In-Game Thread (IGT) for P3 -

The Earl's forces might be weak enough to attack, but given the advantage the Band would have at home, Birk advises that they just wait.
Eventually they'll show up at their door, after all, although that would be a fight the Band couldn't run away from if the tides turned.

While this is an exceptionally bad time to go do errands, it's an exceptionally good time to get a hold of some mystical artifact.
So, Ronja will find the drakes with her magic, while the Wild Minds head off to look for dwarves.
The hardest part of finding the dwarves should be finding a mountain they're even in, not finding the village once they're at the right place, so it'll be mostly luck and a lot of tries.

The new workshop is big enough to make more complex outfits.
When it's done, the new armor should look rather like a bigger and heavier version of the 'wooden armor' some improvised militia use.
But it'll be as strong as steel, probably quite a lot lighter than metallic armor, and it's a lot easier (and faster) to work with than metal that has to be heated until it goes 'gooey'.
That is, of course, assuming everything goes right.

The stocks of wood are running a bit low, given how much is being carved up and passed out as weapons and armor.
While the others are busy actually preparing for war, Birk is sent off on a supply-run.
With some workers, of course; He'd not get much lumber back by himself.


NameStartActionTargetEndNotes
RonjaH8Cast SoothsayerG8H8Intent: Find the drakes automatically, because Soothsayer. Then explore-intent: I need an architect! I'll take any Extra, but an Architect able to build another Living Quarter this week would solve a certain conundrum!
BirkH8Assist FairhairsK8H8Bringing the donkey
Wild MindsH8Scout locationH8H8Intent: Use spymaster's suite to make the first result a CP. This is the only mountain within reach without a CP yet, so it's my only good chance.
FairhairsH8Gather LumberK8H8Specifically 'Grand Lumber' with the bonus.
Leaf CloaksH8Assist FairhairsK8H8 
KajiggersH8Craft 2xArmor type 2H8H8Hurried+Blood Oak=+5, using just lumber, etcetera.
Net ThrowersH8Assist KajiggersH8H8Will probably be 'let go' at the end of the week, when the Phoenix turn up
Juppar PathanaH8Assist Wild MindsH8H8In case of combat
SilverhairH8Assist Wild MindsH8H8In case of combat

This message was last edited by the GM at 19:18, Sun 15 May 2016.
The System
GM, 4119 posts
Sun 15 May 2016
at 19:24
  • msg #167

Re: In-Game Thread (IGT) for P3 -

[ Ronja spends 10 gold and casts Soothsayer. ]
[ Ronja achieves an Epic Success in Scouting (G8). ]
[ You gain 3 Skill XP, which must assigned as Scout or Spy. ]
[ You find the Drakes (G8).  They are level 2, there are 2 x Drakes. ]
[ You discover a Grand Iron Node.  It has an estimated 4 uses remaining. ]
[ You complete Task 1 of the "Wrath of the Dragonkin" Quest. ]

[ Ronja achieves an Epic Success in Exploring (G8).]
[ You gain 3 Skill XP, which must assigned as .... you have literally run out of skills. ]
[ The skill XP are lost. ]
[ You may select a Quest between DF2 and DF7 (inclusive). ]
[ You meet a famous architect:

An architect will Construct any 1 Room for you for 6 Gold, or 2 Rooms for 10 Gold each.
]

[ Birk and the Fairhairs achieve a success in Harvesting Lumber from the Grand Lumber Node (K8). ]
[ You return with 29 Lumber. ]


[ The Wild Minds, Juppar Pathana, and Silverhair achieve a significant success in Scouting (H8). ]
[ Fixed your post - as there can't be a CP in H7. I think you just had a typo is all. ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Scout or Spy. ]
[ You discover a CP:

Honeyshield (H8)
Size:HamletTerrain:Mountai
Race(1):DwarvesRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:DoC (Rvd), Fo (Rvd)
Item(s) Selling:Ir (Rvd), ET (Rvd)
]
[ You complete Task 3 of the "Wrath of the Dragonkin" Quest. ]
[ You discover a Normal Stone Node (H8). ]


[ the Kajiggers and the Net Throwers achieve an Astounding Success in Crafting 2 x Armor (Type 2). ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Artisan. ]
[ You successfully craft: Armor (Type 2), Mediocre (+9). ]
[ You successfully craft: Armor (Type 2), Mediocre (+9). ]
[ You save 4 Lumber, consuming only 7 Lumber, as if you had achieved an Epic. ]
[ You save 4 Lumber, consuming only 7 Lumber, as if you had achieved an Epic. ]

This message was last edited by the GM at 12:35, Wed 18 May 2016.
Ronja Lovisdottir
P3, 281 posts
Magister-Lord
Thu 19 May 2016
at 18:49
  • msg #168

Re: In-Game Thread (IGT) for P3 -

...Right, book-keeping, that's a thing I need to do. Sorry! (You should probably have nudged me, though; Book-keeping doesn't take much inspiration, I usually only take more than a day or two when I forget I need to do it)
Gold 210->200
Ronja: Scout 9->10 (2xp), Spy 0->1

Choosing a DF5 quest, which I may or may not actually try.
Building 2 rooms, both of them Barracks (if I'm missing some room, I'd prefer it instead of one of the rooms, but I'm 95% certain I literally can't build anything else; Anything else would be a 'renovation' instead): Gold 200->180, Living Quarters 5->7

No phoenix guard yet?
I do want to hire them and put them in one of the Barracks as soon as I get the option - and maybe shift equipment around too, of course.

Neither the Wild Minds nor the Extras are able to level up.
I'm pretty sure I can't give skill-points to extras, so:
Wild Minds: Spy 3->4
Lumber 54->83
Added Free Space for my own convenience: Free Space = 2

Net Hunters: Level 7->9, Offense 3->4, Strength 3->4, Artisan 0->2
Lumber: 83->79->75, Free Space 2->3

New armor put on the Wild Minds and the Fairhairs (will be the Phoenix Guard once I get them)
Old armors shuffled around based on quality, leaving 2 surplus 'Rusty' Armor type 1 for the stockpile.
Stockpiled Armor 1 (Rusty): 1->3, Free Space 3->1 (but I'll throw away all 3 if I ever need to)

Upkeep:
Assuming no Phoenix Guard - if they do show up now, I'll fix it when I get told.
Birk's Midas Touch: Gem value 4+2*(9/2)=12gp
I'm keeping the new gem and using the old gem (10gp) for upkeep: Gold 180->190
Birk's Cornucopia: 1+(9/2)=5, so HQ food 9->14, Free Space 1->neg 4 (for now)
Gold upkeep, 5 units & 2 extras, with discounts: 190->161
Food upkeep, 5 units: Normal food 1->0, HQ Food 14->12, Free Space neg 4->neg 2.
Discard 2 Armor Type 1 (Rusty) - won't need them even when the Guard shows up: Free Space neg 2->0, Stockpiled Armor 1: 3->1


EDIT:
Forgot to update the gold.
Also:
The System:
A Unit of Phoenix Guardians arrive!

Hired (I think I'm supposed to pay): Gold 161->141
Gold upkeep: 29->34, gold 141->136
Food upkeep: 5->6, HQ food 12->11, Food 0->1, Free space still 0
Added Phoenix Guardians to stuff.

2nd EDIT: Undoing upkeep and hiring cost: Gold 136->141->161, Food 1->0, HQ food 11->12

This message was last edited by the player at 08:56, Fri 20 May 2016.
The System
GM, 4126 posts
Thu 19 May 2016
at 21:39
  • msg #169

Re: In-Game Thread (IGT) for P3 -

A Unit of Phoenix Guardians arrive!

Spirit - Phoenix Guardians -  L5
Offense:4Defense:4Strength:3
Speed:M/2Race:SprtMax Tools:2
Max Weapons:3Cost:20GPUpkeep5GP
Unique Special:+10% Damage Reduction.
Unique Special:So long as this Unit survives combat,
Unique Special:All fallen PAX are instantly restored.
Special/Skills:Parry[2], Aggressor[2], Courage[3]
Items Carried: 
Items Equipped: 
Weapons Equipped: 
Armor Equipped: 

The System
GM, 4160 posts
Sun 29 May 2016
at 13:59
  • msg #170

Re: In-Game Thread (IGT) for P3 -

Your reports have returned - Earl Harden is in (J9) and will be in (I8) at the end of the week.  You may choose to attack him in either location.

Begin [Week 1, Month 1, Year 2]

NodesHQ?GridEst. Uses
Exceptional LumberNH61
Normal IronYH71
Grand GoldNH72
Grand LumberNK82+20

BonusGridDuration
   

HostilesGridNotes
3 x Monstrous SpidersK8L4

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (H7).]
[ You are more likely to find information about Unique Units! ]
[ You gain a bonus to explore (H7), equal to the number of empty rooms in your Mysterious room. (+2) ]


QuestStepDuration
   
Wrath of the DragonkinTask 1 - Scout (G8)4 Weeks

Wrath of the Dragonkin:
Tasks 1 and 2 must be done in order.
3 and 4 must be done in order.
This message was last edited by the GM at 14:01, Sun 29 May 2016.
Ronja Lovisdottir
P3, 289 posts
Magister-Lord
Fri 3 Jun 2016
at 12:20
  • msg #171

Re: In-Game Thread (IGT) for P3 -

It's difficult for the Band to be excited about the upcoming tournament when they'll have to fight for their survival one week before the tournament starts.
On the upside, there's the group of ghosts that showed up and proclaimed their loyalty to Ronja.
There was something about the Band having proved their spiritual whats-its and expertise at some magical stuff, which gets a 'smile and nod and hope they shut up' kind of response from a queen that neither understands nor really cares what they're talking about.
Their nigh-immortality is interesting though, and might get tested very soon.

With ten new soldiers, and room for another ten if either leader has time to go find some, the armory is nowhere near full enough.
Well, the armory is actually non-existant; All the gear is kept in the bandits' personal chests, with some exceptions for recent surpluses.
But the point is, there's still bandits left who could handle a few more logs' worth of Blood-Oak gear without being too encumbered.
So, the gnomes are still working at full blast, with the usual assistance of the least combat-skilled of the elves.
The gnomes struggled to come up with a way to use their new material to build swords for a while, until Birk passed by on his way out and asked them why they weren't just making blunt weapons instead.

The drakes shouldn't be a challenge, but Ronja still heads out with the men to lend her stolen military expertise.
Especially since the spirits are entirely untested; They haven't even been given a work order yet, much less asked to fight alongside the Band.
And without their Queen along, they'd even be fighting barehanded; Their weapon, once she decides they're close to the Drakes, will be translucent maces she conjures up.
She'd make swords, except they'll almost certainly be the ones to receive the new weapons once the gnomes are done, so they might as well get used to blunt weaponry.

Birk's off to befriend some dwarves.
A lone elf going to ask a group of really angry Dwarves to help him and his mostly-elven allies is going to need all the help he can get, he figures.
Well, they're not angry yet, but he'll be showing up and going 'hey, we found out about your secret mountain-home using mysterious and rather un-dwarven magic. And now that we know where you are, a dragon that doesn't like us might come along and burn your place to the ground' - so they'll get angry.
The gem he'd made just a few days ago is ground into dust, then mixed into a potion meant to boost the spell he'd learned from the strange 'Mage' that knew more about fighting than about magic.
If everything works as he expects, it'll make it a lot easier to predict and manipulate how the Dwarves react to him.
Part of it's very superficial mind-reading and other directly magical effects, but it's primarily just making him smarter in a specific way; Social intelligence is just as much a kind of intelligence as any other, it's just a very complicated subject with a lot of unknowns.
He's also bringing coins and general trade-goods worth even more than the large gem, as gifts.
All together, after accounting for his natural talent as well, he might somehow manage to get out of there with no axes embedded anywhere in his body.


Fairhairs' armor and Leaf Cloaks' shield given to the Phoenix Guard.
Stored armor given to the Fairhairs, stored armor 2->1, free space 0->1
Battle Drills added to Phoenix Guard (because I forgot when I added them): Gold 161->157
NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsG8H8Cast Armament [Phoenix Guardians], to give them Melee Weapons.
BirkH8Conduct DiplomacyH8 (Honeyshield)H8Bribing for 15gp. Cast Augmented Silver Tongue, using the 12gp gem, for a +36 Diplomacy and a 90% (50+(5*8)) chance to get better trade deals - in hindsight, I should have kept the old gem for this. Bringing donkey and some HQ food to sell, but the quest's the main goal.
Wild MindsH8Attack quest-DrakesG8H8Using Warder.
FairhairsH8Assist Wild MindsG8H8 
Leaf CloaksH8Assist Wild MindsG8H8 
KajiggersH8Craft Melee Weapon + ShieldH8H8Hurried + Blood Oak, net +5 and using lumber, as usual.
Net ThrowersH8Assist KajiggersH8H8 
Phoenix GuardiansH8Assist Wild MindsG8H8 
Juppar PathanaH8Assist Wild MindsG8H8 
SilverhairH8Assist Wild MindsG8H8 

The System
GM, 4190 posts
Sat 11 Jun 2016
at 22:57
  • msg #172

Re: In-Game Thread (IGT) for P3 -

With the newly acquired Spirits, Ronja has little trouble leading her merry band of ragtags misfits and bandits against the two marauding Drakes.  Charging headlong into the gouts and flame-breaths of the reptilian humanoids, the Spirits and the Wild Minds steel themselves against the brutal heat.

It doesn't take long for your Elves to overwhelm the raw strength of the Drakes.  You soon lead your troops to victory over them.

Birk's arrival at the quaint hamlet of Honeyshield was well-met, despite being an Elf.  You are welcomed when you offer provisions to sell, and after having saved their fellow Dwarves: soon sit down with the local magistrate who tells of you a strange rumor.  Somewhere in the swamps, there lies a relic of a bygone age, that few have had the bravery to try and acquire...

[ Ronja, Wild Minds, Fairhairs, Leaf Cloaks, Phoenix Guardians, Juppar Pathana, and Silverhair obliterate the Drakes. ]
[ Thanks to Battle Drills - you receive 2 Leveling XP.]
[ Thanks to Battle Drills - you receive 4 Skill XP, which must be assigned as Combat Skills. ]
[ You gain 38 Gold. ]
[ You complete Task 2 of the "Wrath of the Dragonkin" Quest. ]


[ Birk achieves an Epic Success in conducting Diplomacy with Honeyshield. ]
[ Birk gains 3 Skill XP, which must be assigned as Negotiator. ]
[ You manage to improve the Attitude status of Honeyshield to Friendly. ]
[ All trade statuses at Honeyshield are temporarily set to Standard (Std). ]
[ You complete Task 4 of the "Wrath of the Dragonkin" Quest. ]


[ The Kajiggers and the Net Throwers achieves an Astounding Success in Crafting Melee Weapons & Shields. ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Artisan. ]
[ You craft: Melee Weapons, Decent (+9) ]
[ You craft: Shields, Decent (+9) ]
[ You save 6 Lumber, consuming only 16 Lumber. ]
[ You save 3 Lumber, consuming only 8 Lumber. ]


[ You complete the "Wrath of the Dragonkin" Quest. ]
[ You receive information on the whereabouts of an Artifact!  It is located in (I8).  In order to find it, you must Explore in that Grid on a subsequent turn.  You will receive a +20 to the check.  It is highly recommended that you send two leaders together for this Explore check. ]
[ You gain 20 Gold. ]

Ronja Lovisdottir
P3, 296 posts
Magister-Lord
Tue 14 Jun 2016
at 10:47
  • msg #173

Re: In-Game Thread (IGT) for P3 -


Phoenix Guardians: Level 5->7, Strength 3->4, Speed M->F
Phoenix Guardians: Courage 3->4, Parry 2->5
Gold 157->195

Birk: Negotiator 9->10 (2xp), Bard 2->3 (assuming I can move over 'remaining' xp after maxing)
Gem removed from stockpile - 'empty' gem-info kept as a place-holder so I don't forget gems need storage space next upkeep.
Sell 8 HQ foodstuffs in steps, on the assumption the silver-tongue boost stacks with the base, rather than overriding it:
Standard: 3 HQ Food for 6 gold, base reviled->poor.
Preferred: 2 HQ Food for 6 gold, base poor->subpar.
Favored: 3 HQ Food for 12 gold, base subpar->standard, 2/5 toward preferred.
Net total: 8 HQ Food sold, 24 Gold earned, HQ Food 12->4, Gold 195->219, Free Space 1->20?
I don't know why the Storage Room is level 3 now - I'll mark down 10 unknown spaces until I can figure out why; If I don't use them, and I don't need them right now, it doesn't matter, but I do want to know for future reference (any responses are probably best kept in the OOC thread)
I can't find any point where I've renovated it a second time.
Free Space: 10, Unknown: 10, Storage level: 3 or 2

Net Throwers: Level 9->10, Defense 2->3, Artisan 2->4
New gear given to the Phoenix Guard - as a side-note, 'Mediocre', which doesn't exist on the scale but is apparently what I got before, has the same +9 as 'Decent', which is on the scale - I suspect 'Mediocre' is meant to be 'Decent', but it amuses me enough I'll keep it like this (unless you tell me otherwise)
Old shields, technically identical in bonus, given to the Leaf Cloaks.
Lumber 75->59->51, Free Space 10->11 (not counting Unknown space)

Gold 219->239

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