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In-Game Thread (IGT) for P3 -

Posted by The SystemFor group 0
The System
GM, 696 posts
Fri 14 Aug 2015
at 04:14
  • msg #1

In-Game Thread (IGT) for P3 -

This is where the game will take place for you.  Please keep all things directly pertinent to story, actions, and other decisions here.
The System
GM, 767 posts
Fri 21 Aug 2015
at 15:34
  • msg #2

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

Begin [Week 1, Month 1, Year 1]
Ronja Lovisdottir
P3, 38 posts
Sat 22 Aug 2015
at 19:12
  • msg #3

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

The last of the rubble is cleared out of the few rooms that seemed able to stand by their own power.
The throne-room was, surprisingly enough, one of the ones to survive - now it houses more than just the partially-repaired throne of course, as it's also the place for scouts to report, maps to be studied, and scribes to note down what's happened. But it is, in fact, still the throne room on top of all that.
Well, they call it a throne-room anyway - there's some disagreements on the matter, as it's unlikely a king ever lived here, but there's a bigger, fancier chair that was clearly meant for whatever Lord ruled the fort, and 'Lord's Room' sounds like a euphemism - so, Ronja used her 'I'm the boss' super-vote to settle the matter, declaring it close enough to be called a 'Throne Room'
Other than that, there's a few smaller rooms left barren after they broke apart the less important and/or redundant furniture for materials - they are now used for storage - and enough beds spread out between a few different rooms to house everyone who's there and the ten-man squad they intend to hire soon.
There used to be more beds, but they needed the materials more than the beds (and besides, the old sheets had long since either rotten away, or been taken by salvagers, and they only had enough spare sacks and such to make so many new ones)

In its better days, the fortress could likely have housed an army big enough to invade the town across the river, or hold off the forces off the closer town.
Now? Not only was much of the physical structure lost to the ravine, crumbling down into the abyss when the mountain and fort was split so long ago, but trying to move between the two halves of the fort is inconvenient - at least they've managed to get a make-shift bridge built out of somewhat-sturdy rope and wood, and a kind of horizontal cargo-lift (an 'aerial rope-way') for pulling material across, so passage is possible, if less than ideal.
It's not like the ravine's that big, mind: An exceptionally skilled jumper could get across, if they got a decent running start. But that also means the rope and/or bridge doesn't need to be as big, so it's still worth the work and materials, since they'd be unable to bring material (or anything heavier than some good shoes and, at a push, some light clothes for modesty) and a 'bad day' would mean death.

Nothing of the actual fortifications have survived, though, and even the 'natural' defenses have crumbled and/or been filled in with rubble - or at least, what remains of defenses helps any attackers as much as it helps the defenders.
Their only defense against raiders and/or being hunted down for 'stealing' land from the nobles, is that it's quite far out of the way.

With everything put away and looking like it'll last a week without repairs, with a bit of luck, the twelve current residents - spies and the like don't count, they don't really live there - set out on their tasks.

The 'armed workers', the Wild Minds, are off to look for a good site to get resources for fixing up some more of the keep/fort/castle.
While there's some closer forest to the north-west, they head to the north-east where the forest borders the river - it's less likely to be actively harvested, and it's an undesirable path by any wanders/merchants not going to or coming from the swamps (even those in Lothar across the water would be better off with the slight detour along the plains)

Ronja herself is off to get the extra ten people they prepared for in terms of food, beds, and pay.
While Moracku would be closer, the situation's not calm enough to do anything for a day or two - and with her mount, she could get to the capital, Havenin, by that time.
Between the two, Havenin's less likely to happen by her, or her 'hired help', when they're off doing more suspicious things (so it's less of a problem to have her face seen around town), and it's the more populated of the two (a bigger supply of 'people', in other words, which is her goal)
So, she's off to see if anyone's tired of living in the shadows of the ruling class.
Especially any elves - their speed and unparalleled skill with the bow would both come in handy.
Obviously, she can't just shout in the town square - she has no papers, not even fake ones (not enough time to draw any up yet), to support her 'ownership' of her lands.
Even if she found some peasants that wouldn't ask questions, they'd come expecting to work the fields or whatever, not serve as something between a sellsword and a poacher (so, a 'bandit', essentially)
What she needs are the ones who've started gathering in places the nobles don't see - run-down taverns selling rot-gut, under bridges made redundant when the town expanded and the marketplace moved, and so on - where they can complain and plan, but rarely do anything, since they are mice talking about putting a bell on a cat; Everyone agrees it's a great idea and will finally solve their problems, it's just such a shame that no one's got the guts for it.
But just like mice can be lured into certain death (a mouse-trap) with cheese, Ronja figures she can convince them to risk uncertain injury (so, a much lesser risk, really) in return for a promise of coin in their pocket, a roof over their head, and food on their plate - and, hopefully, a chance now and then to make the lives of the nobles more stressful.

Birk, son of Bork, heads to the 'Tower in the Sky'.
They don't know that much about it, but rumor says it holds the secrets to magic.
There's some less-popular rumors that it was built by goblin shamans, but the sources are less reliable there, and the basis seems largely to be 'well, obviously, it's usually goblin shamans who do the whole 'spirit' thing' which shows a farmer's lack of understanding of the matters of spirits and magic - elves in particular, Birk thinks on the way, have their own 'spin' on spiritual magic, it's just usually too quick and subtle for an inattentive (and often untrained) peasant to notice.


NameStartActionTargetEndNotes
RonjaH8Conduct DiplomacyD4H8With Donkey. Intent: Recruit Unit (Elves)
DirkH8Diplomate LandmarkH7H8Intent: 'Perform a Ritual Cleansing and learn the power of Magic', a Diplomacy-focused Landmark choice, at the Temple in the Sky - mostly to see how it works with the 'can't fail 1st month' rule, but ideally learning Midas Touch or Cornucopia - to be clear, I'd rather waste the week than 'waste' my chance to learn magic by starting a quest I've no chance of beating before the deadline
Wild MindsH8ScoutI6H8Intent: Scouting in a very unfocused way, given the lack of Spymasters. Hoping for Lumber.

This message was last edited by the player at 19:35, Sat 22 Aug 2015.
The System
GM, 819 posts
Sun 23 Aug 2015
at 22:11
  • msg #4

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

Ronja Lovisdottir entered Havenin and was in for a heavy shock.  After the days of settling down in the small rooms that the Dirk and the Wild Minds had affectionately dubbed, 'the Lair', the massive space and population of Havenin was overwhelming.  Thankfully, the population played to Ronja's advantage; knowing full-well that with a new spring, many warriors and mercenaries would be available, seeking food and meade after the forced-hibernation that was winter.

Finding an adventurer's guild proved difficult only because of the winding streets and spiraling masses of peasants.  Entering, Ronja made her needs and intentions quite clear; as she tossed a bag of coins on the counter.  Eyeing the woman; the proprietor immediately stood-up and snapped his fingers.  Soon, plenty of mercenaries were standing tall in the foyer, looking as menacing as possible: afterall, menacing meant pay, and pay meant food.
Dirk's pleas and earnest efforts make him quite welcome at the Temple in the Sky.  The journey had been long - nearly two days of hiking up a series of winding paths that led to the crest of one of the mountain peaks in this area.  Although it was not literally perched in the sky; the view was tremendous and glorious.  Though the naked eye could scarcely make-out any of the terrain below, you felt as if you were in the clouds themselves.  Dirk's quiet and knowledgeable demeanor fills the temple officiates with a warm glow of respect, as they offer to instruct you how to conduct the ritual of cleansing...
The Wild Minds discover a series of treetop homes, all interlaced with hardened wood, almost as if the area had been grown into being.  Numerous leaf and wooden stair columns are arrayed in a playful fashion - their eyes settling on handfuls of Elves, in what you can only imagine to be a small hamlet, of maybe some 30 Elves.  After meeting a few of the inhabitants and learning the name - the Wild Minds depart.

[ Ronja achieves a Significant Success in Conducting Diplomacy with the Metropolis Havenin (D4). Assign 1 XP related to Diplomacy skill. ]
[ All standard items are available for sale. ]
[ You encounter a single Unit of Advanced Elves available to recruit: They are level 1 and are available for 10 Gold. ]
[ This Unit also comes with 1 skill XP.  Assign as you see fit. ]
[ Reply with your choice to recruit or not - and if so, what stat point and skill point to improve/gain. ]

[ Dirk achieves a Significant Success in (H7) at the Landmark: The Temple in the Sky. Assign 1 XP related to Diplomacy skill. ]
[ Dirk is given an offer to learn a Spell: You may learn a spell of your choice at the cost of 15 Gold, or learn True Cause OR Shroud at a cost of 10 Gold (may only choose one. ]
[ Reply with choice of purchase or to not. Either Leader may benefit from this, but, not both. ]

[ Wild Minds achieve a Significant Success in Scouting (I6)! Wild Minds gain 1 XP - which may be assigned to either Scout or Spy. ]
[ You discover a CP! (Detailed Below) ]
[ You discover a Normal Lumber Node.  It has an estimated 3 uses remaining. ]


Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Rvd),

The above CP will begin at HOSTILE Attitude unless you send an ELF Leader during the first Leader visit to conduct Diplomacy here.  For further information regarding the chart-above, see: http://wiki.rpol.net/?id=50711/Diplomacy and http://wiki.rpol.net/?id=50711/trading.
They are BUYING (from you): Ir(on) at Reviled (Rvd) status.
They are SELLING (to you): Lu(mber) at Reviled (Rvd) status.
This message was last edited by the GM at 04:23, Wed 26 Aug 2015.
Ronja Lovisdottir
P3, 46 posts
Sun 23 Aug 2015
at 23:13
  • msg #5

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


Ronja Negotiator 0->1
Yes, hire new unit: Gold 40->30
New unit Outmaneuver 0->1, Offense 1->2
Dirk Negotiator 0->1
'Purchase' players-choice spell (Midas Touch) for Dirk: Gold 30->15
Wild Minds Scout 0->1

This message was last edited by the player at 23:24, Sun 23 Aug 2015.
The System
GM, 822 posts
Sun 23 Aug 2015
at 23:33
  • msg #6

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

Now that you have consumed the Ritual of Cleansing - you may only return to conduct Diplomacy at the Temple of the Sky for the following:

1) To begin a Saga.
2) You may attempt another Ritual of Cleansing - but, will only be offered new magic opportunities if you roll a higher success (at least Significant.)  If you roll a significant success in the future - you will receive the result for a NORMAL success instead.

You may still send Unit(s) to Scout here as normal.
The System
GM, 828 posts
Mon 24 Aug 2015
at 07:18
  • msg #7

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

Begin [Week 2, Month 1, Year 1]
Ronja Lovisdottir
P3, 56 posts
Wed 26 Aug 2015
at 06:50
  • msg #8

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

Ronja and Birk - the latter of whom was not overly amused at coming back to find that he had been written down as 'Dirk' for an entire week's worth of records, due to the scribes/record-keepers miss-reading Ronja's handwriting - head out the moment they're not needed for tossing orders around.
Birk doesn't even start explaining his newfound spiritual power until they're out on the road - in particular, he talks (or, rather, rambles) about how it could be a good way to get some 'leverage' with the nobles, especially if they can dig deeper into the tower's secrets.
But right now, mostly at Ronja's order, they are heading to the newly-found hamlet.
Mostly for 'diplomatic' reasons, which is to say they're planning to waste a bunch of time, gold, and effort, just to please some stuck-up shop-keepers and semi-racist leaders that might be calmed down if an elf comes by acting like he's wanting to do some trading.
They do need the lumber, mind, but not as much as they need the gold - so, again, the scale is 'tipped' because it should, ideally, make a good first impression.
This idea doesn't sit well with either of them, mind - it's the kind of wheels-within-wheels thing they ended up getting tired of before deciding 'screw it, we're making our own place' - but if they do a good job, it might be fun to beat people at their own game.

The newly-hired elves were declared the 'Fairhairs', explained as being a rough translation of a famous 'Suffix' from back when earning a title didn't require you to take over the world - but, of course, the name's first and foremost a joke at their expense and to Ronja's amusement (hey, Birk got the Wild Minds, in terms of joke names with some vague justification)
They grab the shovels and picks from the Wild Minds, who in turn go pick up the building-tools from the stockpile.
While, of course, the trees closest to the hamlet is bound to contain hidden elves that might get annoyed if their tree suddenly fell down, there are quite a lot of trees that most likely aren't actively used.
And being elves themselves, they might even be able to do it without leaving a lot of wasted and ugly wood in the ground (tree-stumps can sit around for ages, after all, and contain lumber the group needs) - for example, since they've got the right tools for the job, they might be able to find some trees where they can hack through the roots and, with some effort, pull down the tree without tearing off the bottom.

The Wild Minds are still out mapping the surrounding country-side.
Now they've been sent over to the only nearby mountains they don't know to contain anything, in the hopes the 'secrets' hidden in the apparent absence will be the trade-able kind.
It doesn't have to be an abandoned goldmine; Even just a forgotten warehouse of clay bowls might work, since a good bowl's practically a trade-good already - though in the mountains, they're more likely to find precious stones or non-tools-grade-metals.
The important part is that it needs to be valuable enough to be worth sending someone out to get - they can only haul so much weight in a week, simply by physical limitation of their body.
Particularly nice marble, as an example, would sell at a decent price, but it'd also be so heavy that they'd probably be better off using it in place of stone themselves, rather than sell it (which isn't what they're wanting here, but it might do as a consolation price)
On the other hand, actual gold, even when not in neat nugget forms, is valuable enough that you could buy a decent-sized village with the gold a single man could carry - and gems are generally even better.


NameStartActionTargetEndNotes
RonjaH8Assist BirkI6H8 
BirkH8Conduct DiplomacyI6H8Donkey, bringing gold. Intent: Trade at Shamerius, buying 5gp's worth of Lumber. Remember he's an elf. Secondary intent: Hopefully get it up to Indifferent/Poor by trading 5gp for the trade-attitude, and getting at least a Significant Success for the general attitude
Wild MindsH8ScoutG8H8'Unofficial' Intent: Finding gold. Remember: They have Spyglasses. Given Construction Tools, Earthen Tools removed
FairhairsH8Harvest (Lumber)I6H8Given Earthen Tools. Intent: Harvest lumber - Pretty sure there's no real way to change the 'intent' on Harvesting

The System
GM, 904 posts
Sun 30 Aug 2015
at 00:08
  • msg #9

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

Entering the hamlet of Shamerius, Ronja and Birk climb their way up the long, winding, wooden stairways that lead to the tree-top homes of a rather wispy bunch of Elves.  Setting aside their woodcrafts and basket-weaving, the villagers eye you carefully as you approach what amounts to the town square.

Several moments pass as you approach some of the elder members.  Suddenly the swift jingle of coin as Birk draws a coin pouch from his belt; the newly minted coins offering a sweet clang opens the eyes and ears of the residents.  The town elder steps forward, his clothing and hair adorned in waves of alabaster and sparkling, but subdued jewels; greeting you he shows you to the central market area, both in the trees and on the ground where much of the harvested and blessed lumber is stored.  They explain their lack of access to Iron, and their need to acquire more.  As you take a look at the limited stalls, you feel the presence of minor magics, as bulbs of light glow wherever the sun cannot reach.

[ Ronja and Birk achieve a Significant Success in conducting Diplomacy at Shamerius (I6)! ]
[ Because you brougth an Elf Leader to Shamerius on your first visit; your starting attitude is Unfriendly! ]
[ You gain 1 XP in Negotiator!  Assign to either leader as you see fit (reply.) ]
[ Your success was enough to improve the Attitude Status to: Indifferent! ]

[ Reply with your choices of purchases. ]

[ Wild Minds successfully Scout (G8) ]
[ You discover a normal Gold Node [2d4]. It has an estimated 3 uses remaining. ]
[ You discover a poor Iron Node [2d4]. It has an estimated 2 uses remaining. ]

[ Fairhairs successfully Harvest Lumber from the Normal Lumber Node in (I6). ]
[ This node has an estimated 2 uses remaining. ]
[ You return with 5 Lumber. ]

This message was last edited by the GM at 20:03, Wed 02 Sept 2015.
Ronja Lovisdottir
P3, 59 posts
Sun 30 Aug 2015
at 02:18
  • msg #10

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


Ronja Negotiator 1->2
Purchase 5 lumber at Reviled: Lumber 5->10, Gold 15->10 - Possibly upgrade trade-status from 5gp total trade.

The System
GM, 908 posts
Sun 30 Aug 2015
at 02:56
  • msg #11

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

Begin [Week 3, Month 1, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Por),

NodesHQ?GridEst. Uses
Normal LumberNI62
Normal GoldNG83
Poor IronNG82

Ronja Lovisdottir
P3, 62 posts
Wed 2 Sep 2015
at 23:56
  • msg #12

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

At the current pace, each new expansion would take them a month, if not more.
There's no space for more workers - and, of course, making space would require the same resources they're trying to gather in the first place - and right now none in the 'band' has the arboreal knowledge it'd take to make hunting down a better logging-spot worth it.
So, not perhaps the most encouraging news when Ronja and Birk look over their progress so far.

Since nothing's changed - and, while neither's honest enough to say it, they need some fresh air and quiet walks to clear their heads of the small squabbles and arguments (especially between the two) that tends to come along when the initial rush of a new plan starts petering out - they go their own ways for a week's time.
Ronja takes along her donkey, but only to carry her supplies while she walks by her own power.
While being an elf does not directly mean you're better at 'nature things', Birk (and Ronja, and a large amount of lower-class people for that matter) has often had to help forage so his family would have food enough to keep everyone fed - and unlike his technically-higher-ranking female counterpart, he does not have a donkey to carry his stuff.
So, while it slows him down somewhat, he's taken just enough supplies to make sure he can make it back (in case he is cursed with poor luck and finds nothing), and is planning to 'live off the land' to save his back - actually, Ronja is too (it's not like she put a week's food-supply on the poor animal's back), but she can stick to fishing while she rests and that kind of thing.

Actually, as a side-note, goblins out-forage elves most time.
People just think elves are better at 'nature things' because they're neater; Goblins are far more efficient, turning one tree into planks for several houses (rather than adding even more wood to it to make a single tree-house), or living off of the inhospitable swamp as easily as elves live off a bountiful forest, but they leave such a mess people think they're poorly skilled (rather than, as is the actual truth, skilled but messy)
The true strength of the elves is their skill with the bow, which hints at their brains being better suited than most humanoids for great accuracy at hand-eye co-ordination and long-distance spatial awareness.
But, so far the 'band' knows of no goblins outside of the major towns, so it's not relevant beyond explaining why an elf can be the 'equal' of a human in foraging (it's because he's not a goblin) and what kind of arguments the two can have over which race's smartest.

The workers, in the meantime, are sent out to fetch more lumber and gold.
It's a rather repetitive task, hence why the leaders decided going off on their own would be more interesting, and unlikely to cause much surprise.
But there are a few ways to improve, still.
No one in the band actually mined before, so the gold-gathering elves are working somewhat blind - but then there is such a thing as 'beginners luck'; Among other things, while gold-mining's probably never going to be 'fun', it's at least a moderately new experience (so they might actually try to be clever about it)
The humans sent out to continue where the elves left off, meanwhile, do have the elves' attempts to learn from - they don't have to repeat the elves' attempts at finding the best knot to tie stuff together for travel, or waste time figuring out which chopping technique to use (though, of course, mastering it is another matter), for example.
Neither of them are 'supposed to' be there gathering things they didn't pay for from land that isn't theirs, mind, so they do have to be subtle about it - scouts on lookout for passers-by, everyone trying to keep the noise to a minimum, and so on.
Not that mining's a very quiet action, but at least mountains offer a better view for the lookouts than the thick forest does.


NameStartActionTargetEndNotes
RonjaH8ExploreI10H8Taking the donkey. Intent: Unsure, but ideally something that does not take the entire 10 spare gold. 'Free' random events preferred
BirkH8ExploreF6H8Intent: Unsure, but ideally something that does not take the entire 10 spare gold. 'Free' random events preferred
Wild MindsH8Harvest (Gold)G8H8Swap out Spyglass for Earth Tools. Has Earth and Construction tools. Intent: Get lots of stuff
FairhairsH8Harvest (Lumber)I6H8Swap out Earth Tools for Spyglass. Intent: Get lots of stuff

The System
GM, 1023 posts
Fri 4 Sep 2015
at 21:32
  • msg #13

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

[ Ronja achieves a Significant Success in Exploring (I10)! ]
[ Ronja gains 1 XP in Bard. ]
[ A traveling artisan gives you an offer:

If you can donate 1 x Shields or 1 x Melee Weapons to him: you may gain choose a single Unit (Unit only, not Leaders) to gain 3 XP in the skill(s) of your choice.  Must be non-combat skills.
]

[ Birk achieves a Significant Success in Exploring (F6)! ]
[ Birk gains 1 XP in Bard. ]
[ You receive a Quest Offer:
  • Name: Rebuild the Monastery
  • Type: Challenging Charge
  • Mission: An old and nearly destroyed monastery (G7) is in of aid to rebuild and once again catalog knowledge.  Recent wars have made acquisition of materials and resorting their information difficult at best.
    1. Acquire at least 20 Lumber and Donate it to the Monastery.
    2. Loan a Single Unit to for one week to help the monks rebuild the Monastery (must have construction tools.)
    3. Loan at least two Units for one week (must be together)
    4. In lieu of steps 2 and 3, you can loan a single Leader who has the 'Scholar' leader bonus for one week.
    5. Optional: Donate one piece of knowledge.  (You can either send a Leader to provide training for a skill you already possess, or 'donate' information about a spell you know (you will not lose the spell.)  If you choose the first option: you must send the leader there for a week.  If the second - no time is required.
  • Reward: A random piece of information is given (can be a CP, enemy forces locations, Node, etc.  If the optional is completed: a random spell is learned.

]

[ Wild Minds achieve an Astounding Success in Harvesting Gold from the Normal Gold Node in (G8)! ]
[ Wild Minds gain 2 XP in Digger. ]
[ You recover 8 Gold. ]

[ Fairhairs achieves a partial success in Harvesting Lumber from the Normal Lumber Node in (I6). ]
[ You return with 5 Lumber. ]

Ronja Lovisdottir
P3, 64 posts
Sun 6 Sep 2015
at 19:01
  • msg #14

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


Ronja: Bard 0->1, 1xp
Birk: Bard 0->1, 1xp
Wild Minds: Digger 0->2, 1+1=2xp
EDIT: Wild Minds: Shield removed (and given to the event), Scout 1->4, 1+1+1=3xp

This message was last edited by the player at 00:33, Mon 07 Sept 2015.
The System
GM, 1034 posts
Sun 6 Sep 2015
at 19:17
  • msg #15

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

Begin [Week 4, Month 1, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Por),

NodesHQ?GridEst. Uses
Normal LumberNI61
Normal GoldNG82
Poor IronNG82

Quest NameCurrent TaskTurns Remaining
Rebuild the MonasteryDonate 20 x Lumber (G7)6 Weeks

Ronja Lovisdottir
P3, 67 posts
Wed 9 Sep 2015
at 03:03
  • msg #16

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

As Birk's discussing the 'quest' he got from the monastery, Ronja is staring in increasing disbelief - cocking her eyebrow and so on.
When he finishes, she puts on a clearly forced smile and asks, "So, Birk Borkason, you think we should be giving away all our wood - you know, instead of building with it?!"
Having expected more approval than that, given he was fairly sure he'd mentioned the part about being taught even more magic, the elf hesitates long enough for her to continue, "That amount of wood's, what, a good twenty gold? And nearly enough to finally get the scouts out of my bloody throne-room so I don't have to trip over a pile of maps every-time I want to go do leader-stuff!"
Birk lifts a hand to stop Ronja before she starts ranting and says, "Well, twenty at the prices they charged last time, yes. But I know you saw the merchants cheer up; You should be able to go get about half-again what they'd sell last time for the same pay. Probably'll sell it even cheaper next time, if we find we need more wood."
While she still didn't seem entirely convinced, Ronja makes a dismissive gesture, "Fine, fine. Whatever. I'll go get the wood, put my 'feminine wiles' to work and all that. Try not to promise away the rest of our goods in the meantime"
And that's all that's said on the subject - Ronja finishes giving orders to the men (some of which are women; It's the general term, not specifically male humanoids) and packs up some trade-goods for the hamlet, while Birk heads back out on his own.

He really is going to make an effort to look for easier targets, too - maybe choose to talk to wanderers and lone cabins, instead of ruined churches or people shouting about armies destroying their homelands.

Ronja doesn't have a specific plan, but they know her by now so she figures 'smile and wave' (and have the coin ready) is going to be enough - when she was younger, she certainly always liked the traders that came by her town.
Mind you, she mostly met the ones selling luxuries (candy, proper cloth, and so on) and food in the marketplace - buying lumber won't get you 'exposure' with more than a handful of folk, if that.
She does make a token effort at finding people (in a marketplace, or by just asking around) selling or buying 'trade-goods' at about 'market value' - there might be jewelers who'd prefer gold chunks dug up by the Wild Minds to their own copper and mixed-metal coins, or farmers going through a 'rough patch' who might sell some heirloom if she offers more than they could likely get themselves (but about equal to what she, with more time to and talent at finding a good deal, could get later)
Trading like that, by definition, isn't going to get her any richer of course; The point is to be seen, and possibly even known for trading 'fair' (it'd not be good to be known as a 'sucker', but hopefully tossing out the occasional comment implying it's a one-time thing (could use some elven coin, an elven cloak-pin might make a good gift for Birk, and so on) will prevent it)
But that's all assuming she has time after making sure she's got the wood-deals arranged.
This might seem to contradict the earlier comment about no specific plan, but that's merely a quirk of narration; She herself did not know the plan until she'd started it, which means it was not a plan but rather improvisation.

The elves are sent off to get even more wood, again.
Though they take the opportunity to sharpen their axes and saws since it's not like they want to carry the whetstone with them.
They should be able to get the last of the trees they'd marked - after this week, the ones left standing around there should be either too thick for their make-shift 'travois' or too thin to be worth chopping down.
And besides, any longer and they'd probably start drawing too much unwanted attention.

The 'Wild Minds', meanwhile, have been ordered to find some food for next month.
As long as it's unprotected, it's ok if it's still in the ground (if less than ideal)
But they'll be exploring specifically the most fertile parts of the 'path' between Havenin and Moracku - exactly the kinds of places people are likely to build and travel.
If they find wagons whose owners lost a fight, or cabins whose occupants have mysteriously disappeared, for example, they should bring back anything useful they can find - wolves would leave any non-edible valuables alone, but even bandits would probably leave the wagon itself (made of wood the gang seem to never have enough of) and possibly even the occasional metal part that could get a decent price from a wagon-maker.
With some luck, there might even be a bag or two of grain gone overlooked by bandits too greedy for anything that doesn't glitter.


NameStartActionTargetEndNotes
RonjaH8Diplomacy(Trading)Shamerius (I6)H8Taking the donkey Intent: Improve the Attitude - the actual intent is trading, specifically 6gp's worth of wood to improve Trade and meet the quest objective, but I shouldn't need the bonus there (can't fail to trade, and cheaper prices just means more leftover wood, which is good but not the reason I'm doing this)
BirkH8ExploreH8H8Intent: Finding something 'quicker' than the month's work the last 'quest' required (a Simplistic Errand with a resource-based reward would be the specific goal) Stuff just lying around would be especially good, and would be the intent if I thought it was a valid goal, though so far I see no evidence Explore can find that (in this context, I would count finding someone willing to give wood to the Monastery on our behalf (or donate gold to what they might see as a charitable cause) as 'resources lying around', in case you'll consider that 'solving a step in a quest' (which IS an option of Explore))
Wild MindsH8ScoutF6H8Intent: Caches would be preferred, but I don't mind nodes (hopefully food, even if I can't specify). Reminder: Has Spyglass.
FairhairsH8Harvest (Lumber)I6H8Intent: Get loads of wood. Reminder: Has Earth Tools

This message was last edited by the player at 03:07, Wed 09 Sept 2015.
The System
GM, 1059 posts
Thu 10 Sep 2015
at 03:30
  • msg #17

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

Ronja's efforts prove difficult at first.  Entering Shamerius once more, she finds the mood of all of its citizens to be dour at best.  Although there is talk of hope as the dew thaws from last winter's chill; few are in the mood to celebrate.  The sight of the lone traveler with a solitary donkey in tow raises eyebrows and a few, bleak smiles once more.  Once they recognize Ronja from her previous visit, a few wary merchants eye you carefully; but, open their stalls and warehouses as they see the coin roll between your fingers.

Prices were at their worst because they had to be for the townships to survive.  With more trade, the merchants knew they could offer more competitive deals; but, they needed the funds first.

[ Ronja achieves a partial success in conducting Diplomacy with Shamerius (I6). ]
[ This result was insufficient to improve standings. ]
[ Reply with choice of how much to trade.  Lumber is currently Selling to you at: Poor (2 Gold for 3) ]

[ Birk successfully Explores (H8) ]
[ Thanks to Birk's Scholar Bonus, despite only achieving a success; Birk still gains 1 XP in Bard. ]
[ You meet a traveling merchant who offers his wares to you.  He's in need of a quick sale, and is selling as he moves-around the countryside in an effort to avoid the taxes of the big city.
 He will sell any basic resource at the "Preferred" Rate (Lumber, Stone and Iron.)  He will sell up to 40 of any one resource.
]

[ Wild Minds successfully Scout (F6) ]
[ Thanks to Wild Minds' Human Bonus, despite only achieving a success; Wild Minds still gain 1 XP!  You may assign it to either Scout or Spy. ]
[ Reply with choice of how you assign XP. ]
[ Something special happens! (There is a standard 5% chance when rolling for Nodes that you gain some additional piece of information

 If you Scout (F7) within the next 3 weeks, you will gain a +10% bonus to the Scout Check.
]
[ You discover a Normal Food Node. It has an estimated 2 uses remaining. ]
[ You discover a Tiny Cache, it contains: 6 x Stone. ]

[ Fairhairs successfully harvest Lumber from the Normal Lumber Node at (I6). ]
[ They return with 7 lumber. ]
[ This node is exhausted. ]

This message was last edited by the GM at 10:35, Thu 10 Sept 2015.
Ronja Lovisdottir
P3, 72 posts
Thu 10 Sep 2015
at 06:48
  • msg #18

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


Ronja: Buys 9 wood for 6 gold, Lumber 15->24, Gold 18->12 - this should bump it up, but if it doesn't I've misunderstood something and need to add gold (and possibly remove it from Birk's trade) until it does qualify (without being more than I can afford)
Harvest+Cache: Stone 0->6, Lumber 24->31
Birk: Bard 1->2 for 1xp, buys 16 lumber for 4 gold, Lumber 31->47, Gold 12->8
Midas Touch (Birk): Gold 8->12
Wild Minds: Scout 4->5 for 1xp

Upkeep: 10 gold, 2 food
Gold 12->2
Food 2->0

The System
GM, 1076 posts
Sun 13 Sep 2015
at 08:19
  • msg #19

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

Begin [Week 1, Month 2, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Sub),

NodesHQ?GridEst. Uses
Normal GoldNG82
Poor IronNG82
Normal FoodNF61

Quest NameCurrent TaskTurns Remaining
Rebuild the MonasteryDonate 20 x Lumber (G7)6 Weeks

BonusGridDuration
Scout +10%F73 Weeks

Ronja Lovisdottir
P3, 78 posts
Wed 16 Sep 2015
at 19:15
  • msg #20

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

Preparations are finally being made for moving out the scouts, scribes, and such from the throne room and into their own place.
Without Birk around, though, it's not a guarantee that there won't be some mistake made while clearing out the debris and installing supports - it's not that he knows the fort better, she corrects him at least as often as the other way around, but there's still the occasional flaw in her plans that he helps point out - so until they've got at least part of the room stable enough to stay in, they're focusing on packing them up and getting ready.
Mostly they just need floor enough for a few tables to write on, and enough still-standing wall to hang maps, so the construction shouldn't be too difficult - though if they find time and have enough wood left, there might be a use for a proper 'war' table (or whatever you call the tables with the tiny miniatures that kings push around while their nobles either cheer their intelligence openly or whisper about their incompetence in secret)

Birk, meanwhile, is dragging a fairly large load of lumber off to the religious people.
Not just to hand over the material, mind; The lumber's more 'since he's going there anyway', otherwise they'd have sent a few workers along instead.
Mainly, he's going there to do the scholarly equivalent of trade: Help them by adding his knowledge to theirs, including the magic he'd learned from his somewhat recent spiritual journey, in the hope that what they'll teach back is worth giving it up.
Some might claim that giving away information has no 'cost' as you still have it yourself, but those people do not quite understand the actual value of information (and specifically how said value sinks the more it is known) - though it can still be useful to smile and nod along with such people, as they are often fools, and so easily parted from their coin if they believe you a friend.


NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsH8H8 
BirkH8Quest-Specific ActionG7H8With Donkey. "Loan Birk, Donate Knowledge [of Midas Touch], Donate 20 x Lumber."
Wild MindsH8Construct Spymaster's SuiteH8H8Has Construction Tools. Swapping their Spyglass for the Fairhair's Earth Tools, in case it matters
FairhairsH8Assist Wild MindsH8H8Swapping tools with the Wild Minds

The System
GM, 1105 posts
Thu 17 Sep 2015
at 04:03
  • msg #21

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

Helping rebuild the monastery turned-out to be an overwhelming success.  Birk's arrival, as he leads a donkey laden with lashes dragging a cart of lumber was enough to send the otherwise scholarly and stoic group into a lather of excitement.  When, upon beginning discussions for how to implement the lumber, Birk expressed his desire to bestow his knowledge of the arcane upon them; several fainted and fell over each other with bliss.

Although the work was difficult, Birk's scholarly knowledge helped them through the complications of re-establishing the heavy support beams and embedding everything into the foundation to hoist the once massive library.  As the work came to completion, a warm breeze slipped through the halls.  The shelves were still less than half-filled, but now- with time, they would attract scholars and high-minded people from around the land.  As Birk prepared to depart, they provided you with some arcane knowledge of their own...

[ Ronja, Wild Minds, and Fairhairs achieve a Significant Success in constructing a Spymaster's Suite. ]
[ You gain 1 Skill XP.  It must be assigned as Mason. ]
[ You gain 1 Leveling XP.  It may be assigned to either Unit. ]
[ Reply with how you assign the XP. ]
[ You save 4 Lumber, consuming only 21 Lumber. ]

[ Birk manages to complete the Rebuild the Monastery Quest! ]
[ Birk learns: Telescoping ]
[ You learn about a Naga Hamlet in (J8) ]


Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

This message was last edited by the GM at 18:53, Fri 18 Sept 2015.
Ronja Lovisdottir
P3, 82 posts
Sat 19 Sep 2015
at 07:54
  • msg #22

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


Ronja: Mason 0->1
Humans: Level 0->1, Offense 1->2
Birk: Add Telescoping to Spells Known
Lumber: 47->27->6

The System
GM, 1143 posts
Sun 20 Sep 2015
at 19:04
  • msg #23

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

Begin [Week 2, Month 2, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Sub),

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

NodesHQ?GridEst. Uses
Normal GoldNG82
Poor IronNG82
Normal FoodNF61

BonusGridDuration
Scout +10%F73 Weeks

This message was last edited by the GM at 13:36, Tue 22 Sept 2015.
Ronja Lovisdottir
P3, 85 posts
Wed 23 Sep 2015
at 08:48
  • msg #24

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

The magic they taught Birk was perhaps not quite as good as what he'd taught them, but at least it should be usable - a flashier spell, like breathing fire or withering fields, would end up being more situational.
It doesn't help the mood much, though.
Ronja still skims the same reports over and over, hoping to somehow find a solution that doesn't involve taking far too long to do far too little.
Birk himself still tries to get some rooms cleaned out while Ronja's busy, only to have to abandon the idea when it's clear they need proper supports (which they pretty much knew, but he figured it'd be worth a shot)

After a few days, when people are rested and no brilliant solution's appeared from thin air, the 'workers' (for lack of a better term) are called together for the weekly 'here's what you're going to do this week' orders.
The gist of it is that while of course she is aware of the dwindling food supplies, the situation is quite under control - and besides, the supplies will last out the month.
So for now, they need to get to the not-quite-abandoned mine - before it's mined out by its owners.
Given how it's left unguarded for so long at a time, presumably until the original prospector runs out of what he gathered last time, it seems likely they don't realize that malachite's more than just a copper ore; Polish it right and you essentially get a green semi-precious gemstone, with a nice pattern to it.
A gem-mine, even if it's one of the more common stones, guarded as though it was a copper-mine is quite a good find, if your morals are a bit flexible.
Of course, none of the 'forts-people' are jewelers; Knowing what's valuable enough to stuff in a pocket's about the limit of their education on gems.
So, they'll probably end up polishing a couple of bits, and try to find a jeweler interested in more raw material that 'fell off a wagon' - though if they can't find any, it shouldn't be too hard (they think) to make some mediocre figurines, necklaces, and so on.
With a scout or two placed some way down the make-shift road, in case they get a 'visit' sooner than they'd like, the 'ex'-bandits (and newer recruits) set to work with pick and spade.
There's not much need to clean up; Two 'hauls' of ore, whether it's one by Ronja's crew and one by the rightful owner, or two by Ronja, is about what's left (or at least there wouldn't be enough left to bother with a third) - there might or might not be more ordinary copper ore further in, but not the malachite they want.
In other words, after the next time the prospector comes by, there's no more point in sneaking in; If they post guards after seeing there'd been thieves, it won't matter since it's already too late for Ronja.


NameStartActionTargetEndNotes
RonjaH8Assist the Wild MindsG8H8Bringing the Donkey
BirkH8Assist the Wild MindsG8H8 
Wild MindsH8Harvest (Gold, Normal)G8H8Intent: Get gold, lots of it. Sorry if I'm stretching your 'idea' of 'gold'; You didn't tell me exactly what the node represented this time, so I did my best at trying to be creative <.< Remember: Has Earthen and Construction tools.
FairhairsH8Assist the Wild MindsG8H8 

This message was last edited by the player at 08:51, Wed 23 Sept 2015.
The System
GM, 1270 posts
Thu 24 Sep 2015
at 03:26
  • msg #25

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

With precision-focus and careful instructions to your workers in mind and spoken-aloud; everyone begins to dig in the prospector's mine for anything of even the remotest value.  Birk diagrams carefully a few different looks and striations of various minerals that might be found here; and soon a bevy of gemstones begin falling from veins of dross and dirt!

You almost weep at your fortune.  It was clear whoever had been digging here before did not have a keen eye for minerals of value.  As malachite and jasper begin to become visible, Ronja begins polishing with a fervor.  You know these will trade well wherever you deal with experienced merchants.  You saddle-up as many bags as you can and disappear back to Berg Fortress in the middle of the night.

[ Your Usurpation achieves an Astounding Success in Harvesting from the Normal Gold Node in (G8)! ]
[ You gain 2 Skill XP, which must be assigned as Digger.  Reply with whomever receives the XP. ]
[ You gain 2 Leveling XP.  Reply with whomever receives the XP. ]
[ You return with 12 Gold! ]

Ronja Lovisdottir
P3, 86 posts
Thu 24 Sep 2015
at 09:21
  • msg #26

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


Gold 2->14
Fairhairs: Digger 0->2, 1+1=2xp. Level 1->2, Speed F->VF
Wild Minds: Level 1->2, Defense 1->2

The System
GM, 1279 posts
Fri 25 Sep 2015
at 03:24
  • msg #27

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

Begin [Week 3, Month 2, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Sub),

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

NodesHQ?GridEst. Uses
Normal GoldNG81
Poor IronNG82
Normal FoodNF61

BonusGridDuration
Scout +10%F72 Weeks

This message was last edited by the GM at 11:09, Fri 09 Oct 2015.
Ronja Lovisdottir
P3, 87 posts
Wed 30 Sep 2015
at 09:14
  • msg #28

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

"We've got coin (well, coin-equivalents), so let's get some food. I'll take the elves to go get what we've already found, but Birk and the rest will go see what's to find south of where we're going." Ronja straps on her pack, and everyone heads out.
Most likely, she'd have split it between humans and elves (rather than have a human lead the elf group, and visa versa), except Birk had that new magic thing going on and could really use some practice being the scout-specialist between the two.

The find wasn't amazing, but it'd be too risky to wait another week to get the report from the scouts; No time to buy more if they fail to bring back enough after that.
But they only need a month's worth to 'survive', and have a large stretch of plains to go through (and no real qualms about stealing)
If they go nocturnal, camping out during the day and sneaking around during the night, they should miss most of the 'sunrise to sundown' farmers.
A few barrels of wheat grabbed from sleeping farms, some apples and other fruit, maybe even some meat if they find any neglected life-stock (lazy sheep-herders, careless cow-ranchers, etcetera) - there's a lot of food to be found.
Mind, they have to be careful; Take a sheep now and then, and 'trim' their fields, they'll assume it's wolves and vagrants. Clearcut a field and take their cows out of secure barns, and they'll start searching for bandits (which is bad if you're essentially a bandit-queen)
Not to mention they'd prefer not to kill anyone.


NameStartActionTargetEndNotes
RonjaH8Assist the FairhairsF6H8With Donkey
BirkH8Assist the Wild MindsF7H8 
Wild MindsH8ScoutF7H8Has Spyglass. Remember bonus. Intent: Find another cache.
FairhairsH8Harvest (Food)F6H8Has Earth Tools.

The System
GM, 1317 posts
Fri 2 Oct 2015
at 05:52
  • msg #29

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

Scouring the plains for provisions proves to be incredibly easy.  It seems that patrols had been redirected further north to deal with an incursion of Orcs; and, all available forces were levied to handle the issue.  You manage to sneak back into the smokehouse and gather several barrels of choice meats and fruits with ease.

[ Ronja and the Fairhairs achieve an Astounding Success in Harvesting from the Normal Food Node (F6) ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Forager. ]
[ They return with 10 Foodstuffs. ]
[ This Node is exhausted. ]

[ Birk and the Wild Minds achieve a Significant Success in Scouting (F7) ]
[ You gain 1 Leveling XP. ]
[ Due to the Human Bonus of the Wild Minds and the Scholar Bonus from Birk, you gain 2 Skill XP; which must be assigned as either Scout or Spy. ]
[ You discover an Exceptional Food Node
[ You discover a CP!

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), Do (Rvd)
They are buying Melee Weapons and Shields.
They are selling Foodstuffs and Donkeys
Because you brought a Leader on your first visit, you gain a free diplomacy check.  Because Birk is not a human, the attitude status begins at Hostile.
[ You achieve a Significant Success in conducting Diplomacy with Maplecross! ]
[ You gain 1 Skill XP, which must be assigned as Negotiator. ]
[ Unfortunately, this was insufficient to raise your attitude status with Maplecross. ]

This message was last edited by the GM at 05:54, Fri 02 Oct 2015.
Ronja Lovisdottir
P3, 90 posts
Mon 5 Oct 2015
at 11:54
  • msg #30

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


8 foodstuffs stored (2 discarded; Don't have space)
Fairhairs: Forager 0->2, 1+1=2xp
Wild Minds: Level 2->3, Strength 1->2. Scout 5->7, 1+1=2xp
Birk: Negotiator 1->2, 1xp

The System
GM, 1337 posts
Mon 5 Oct 2015
at 18:13
  • msg #31

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

Begin [Week 4, Month 2, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Sub),

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), Do (Rvd)

NodesHQ?GridEst. Uses
Normal GoldNG81
Poor IronNG82
Exceptional FoodNF73

BonusGridDuration
Scout +10%F71 Weeks

This message was last edited by the GM at 11:09, Fri 09 Oct 2015.
Ronja Lovisdottir
P3, 92 posts
Wed 7 Oct 2015
at 05:12
  • msg #32

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

Correction: Did not see Fairhair leveling XP, Fairhairs: Level 2->4, Max Tools 1->2, Defense 1->2, 1+1=2xp - sorry, my fault entirely (unless there was some secret GM-hidden edit)

Their stores are filled to bursting with food (literally; They had to reinforce some of the less intact storage crates, since they were starting to crack under the weight)
So, since they don't need to head over to the town quite yet (though they'll want wood soon) they can head back to the mine.
After some discussion, they specifically decide Ronja'll take the elves to the mine - she did a good job gathering it last time, plus it's more her style - while Birk looks into the rumors about architects (they could use the help) and the wildminds head out to find some proper stone.


NameStartActionTargetEndNotes
RonjaH8Assist FairhairsG8H8 
BirkH8ExploreH6H8Has the donkey. Intent: Finding the Architect the World Effect gives a bonus to finding
Wild MindsH8ScoutH9H8Unofficial intent: Finding stone, ideally one big find but if there's a smaller 'side find' I'd prefer caches to bad nodes
FairhairsH8Harvest (Gold)G8H8 

This message was last edited by the player at 05:13, Wed 07 Oct 2015.
The System
GM, 1356 posts
Fri 9 Oct 2015
at 11:24
  • msg #33

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

[ Ronja and the Fairhairs achieve a partial success in Harvesting from the Normal Gold Node (G8). ]
[ You return with 5 Gold. ]
[ This node is exhausted. ]

[ Birk successfully Explores (H6). ]
[ You receive an offer:

An architect will Construct any 1 Room for you for 12 Gold. (takes no time, nor resources.)
]

[ The Wild Minds achieve a Significant Success in Scouting (H9). ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Scout. ]
[ You discover a CP:


Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)
]
[ You discover a Normal Stone Node.  It has an estimated 3 uses remaining. ]

This message was last edited by the GM at 11:25, Fri 09 Oct 2015.
Ronja Lovisdottir
P3, 97 posts
Sun 11 Oct 2015
at 00:11
  • msg #34

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

Gold 14->19
Pay architect: gold 19->7, build Mysterious Room.
Wild Minds: Level 3->4, Offense 2->3, Scout 7->8
Midas: Gold 7->11
Upkeep: Gold 11->1, Food 8->6

This message was last edited by the player at 20:45, Sun 11 Oct 2015.
The System
GM, 1379 posts
Sun 11 Oct 2015
at 20:50
  • msg #35

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

Begin [Week 1, Month 3, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Sub),

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), Do (Rvd)

Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)

NodesHQ?GridEst. Uses
Poor IronNG81
Exceptional FoodNF72
Normal StoneNH93

BonusGridDuration
   

[ Intelligence Network: +10 Scout (G9). ]
This message was last edited by the GM at 23:36, Mon 12 Oct 2015.
Ronja Lovisdottir
P3, 102 posts
Tue 13 Oct 2015
at 23:27
  • msg #36

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

Ronja sighs and tosses the last of the monthly updates back on the pile; Like most of the rest, it basically said the best place to find anything in the immediate future would be around the neighboring city.
That not being an option in her mind, especially since the flat-lands seem the least tempting at the moment, her best idea's sending her boy friend who happens to be male, Birk, along with the Wild Minds to look for some forgotten treasure (or whatever they can sell) around the tower.

For herself, it's really about time they bridge some of the rooms (the gap's not that big, after all. Building across it shouldn't be harder than building above the ground floor, which the original builders had already done)
The most obvious choice being the meet-up for the spies and such, which could sorely use more space for maps and records, to get a better idea of where to find what resources.
And they'd already done the work of finding a good out-of-the-way quarry-spot (or, rather, Birk and company did), so now they just need to head over to break the rocks up into usable chunks - given the intended use, the bigger the better, as long as they don't become cumbersome to transport, since one big rock's more stable than many smaller ones held together with mortar and faith.

NameStartActionTargetEndNotes
RonjaH8Assist FairhairsH9H8With Donkey
BirkH8Assist Wild MindsH7H8 
Wild MindsH8ScoutH7H8Probably-still-unofficial Intent: Finding some gold, before more 'expenses' show up. Pretty sure I need a lvl 2 (rather than 1) spymaster for actual node-intents.
FairhairsH8Harvest StoneH9H8 

The System
GM, 1461 posts
Fri 16 Oct 2015
at 00:58
  • msg #37

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

As Birk departed, the Elf braced himself against the chill wind.  It had been a welcome reprieve to live in the warmth for the time he had; but, it was necessary to find a source of wealth and soon.

Ducking into a low cave, you hear sharp drips- a sure sign of water and thus natural erosion.  Following the trill echoes you eventually find a hollow cavern; your torch lights gleaming off of a small pond of water and lighting the an excellent site for a stone quarry within.  Even a few flecks of gold shine-through.  It doesn't look like much, but, it's something.

[ Ronja and the Fairhairs achieve achieve a Significant Success in Harvesting Stone from the Normal Stone Node in (H9). ]
[ You gain 1 Leveling XP, which must be assigned to the Fairhairs. ]
[ You gain 1 Skill XP, which must be assigned as Stonecutter. ]
[ You return with 9 Stone. ]

[ Birk and the Wild Minds succeeds in Scouting (H7). ]
[ You discover a Normal Stone Node.  It has an estimated 3 uses remaining. ]
[ You discover a Poor Gold Node.  It has an estimated 1 use remaining. ]

Ronja Lovisdottir
P3, 103 posts
Fri 16 Oct 2015
at 01:02
  • msg #38

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


Fairhairs: Level 4->5, Strength 1->2
Ronja: Stonecutter 0->1
Stone 7->16

The System
GM, 1491 posts
Sun 18 Oct 2015
at 21:30
  • msg #39

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

Begin [Week 2, Month 3, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Sub),

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), Do (Rvd)

Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)

NodesHQ?GridEst. Uses
Poor IronNG81
Exceptional FoodNF72
Normal StoneNH92
Normal StoneNH73
Poor GoldNH71

BonusGridDuration
   

[ Intelligence Network: +10 Scout (G9). ]
Ronja Lovisdottir
P3, 107 posts
Tue 20 Oct 2015
at 23:27
  • msg #40

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

As mentioned before, the plan for the stone was to add some flooring.
Walking around on something they know doesn't have anything but an abyss underneath will take some getting used to, but on the other hand they'd be just as dead if they 'merely' had one of the stairs collapse instead and tumbled down several floors of solid rock and hard edges - in other words, it's scary, but rationally speaking it's not as bad as it might seem (compared to the rest)
Mostly, they just need the floorspace so they can keep more detailed notes in a more 'visual' way (models of terrain, maps with figurines and notes, whatever) so they can plan out more of the scouting missions - in particular, it'd be good to get a good outline of what areas are 'suited' for what resources; Rock-types that can contain valuables, fertile land suitable for farming, and so on, so they can more reliably guess what they'll find.

While the rest of the 'band' works on the castle, the elves head out to sift through the gold-flecked mud and gravel that had been recently found.
They didn't have any pre-made sifts, but some makeshift ones can be made easily enough with 'fine' wire-netting nailed to some scraps of wood to hold on to and/or hold the dirt inside.
It'd been the wild-minds instead, except they're needed for their tool-using expertise in the construction work.


NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsH8H8 
BirkH8Assist Wild MindsH8H8 
Wild MindsH8Renovate Spymaster's SuiteH8H8I intend to choose the 'Choose the node' bonus. Tools shuffled around.
FairhairsH8Gather Resource (Gold)H7H8 

This message was last edited by the player at 00:25, Wed 21 Oct 2015.
The System
GM, 1538 posts
Wed 21 Oct 2015
at 00:47
  • msg #41

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

The conditions were dismal in the dank and damp old quarry.  Finding your way through the heavy, but eroded stone took time.  Precious time.  As the embers to your first few torches let-out their last dying spark, you manage to relocate a few of the golden veins.  As the Fairhairs begin setting-in with their tools, a few take time to investigate and insure each other against a cave-in.

[ Fairhairs achieve a Partial Success in Harvesting from the Poor Gold Node (H7) ]
[ They return with 1 Gold. ]
[ This node is exhausted. ]

[ Ronja, Birk, and the The Wild Minds achieve a Significant success in Renovating the Spymaster's Suite in (H8). ]
[ You gain 1 Leveling XP, which must be assigned to the Fairhairs. ]
[ Thanks to the combined Scholar Bonus, You gain 2 Skill XP, which must be assigned as Mason. ]
[ You save 2 Stone, consuming only 8 Stone. ]

Ronja Lovisdottir
P3, 109 posts
Wed 21 Oct 2015
at 08:35
  • msg #42

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


Gold 1->2
Fairhairs: Level 5->6, Offense 2->3
Ronja: Mason 1->3, 1+1=2xp
Stone 16->8

The System
GM, 1551 posts
Thu 22 Oct 2015
at 23:28
  • msg #43

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

Begin [Week 3, Month 3, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Sub),

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), Do (Rvd)

Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)

NodesHQ?GridEst. Uses
Poor IronNG81
Exceptional FoodNF72
Normal StoneNH92
Normal StoneNH73

BonusGridDuration
   

[ Intelligence Network: +10 Scout (G9). ]
Ronja Lovisdottir
P3, 116 posts
Sun 25 Oct 2015
at 00:30
  • msg #44

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

The payout of the last trip to gather trade-goods was so low it didn't even pay for the effort of gathering it (quite literally; They spent a quarter of a month to gather goods worth about a fifth of a month's pay for the workers)
So the remaining time until payday will be split in half; The first half'll go to finding the best spot they can, then they'll resupply back at the fort and in theory head out to gather goods the last half.
Time's limited, so they'll have to choose a part of the mountain-range to focus on (the western third's chosen, mostly arbitrarily)

Luckily, though, the new-and-improved scout-HQ has in-depth notes on the rock-types found, as well as essentially a 'Dummy's Guide to Geology' - specifically, notes cobbled together from what the scouts could squeeze out of actual geologists regarding where and how to find various 'precious' rocks and metals.
They will still have to wander around looking for the signs, but at least this way they should be able to recognize enough of the little clues to essentially prospect themselves (rather than hope to just stumble across someone else's mine)
And they'd still have an edge on other prospectors; They don't have to care about property rights.
Though, of course, finding another mine would make things easier.


Since I forgot to state it properly last time (though it was stated in the actual actions), for the record: The bonus I chose for the Spymaster is 'You may choose the first result when scouting (Node [type], Enemies, Cache, or CP)'
NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsG8H8Riding the donkey
BirkH8Assist Wild MindsG8H8 
Wild MindsH8Scout (Node[Gold])G8H8Intent: Finding a Gold Node, with the secondary not-specified-by-Spymaster result, should there be one, ideally being a cache
FairhairsH8Assist Wild MindsG8H8 

The System
GM, 1662 posts
Sun 25 Oct 2015
at 00:59
  • msg #45

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

Finding purchase within the mountains is getting easier with the warming spring time.  Scouring the rocky clefts, you deftly avoid notice of any hostile forces as you meander among the some of the areas that have recently thawed.  Spotting several caves that were frozen-over, the natural erosion of the dripping water seeking to hollow-out the areas over the years; you easily find suitable caves that lead into deep tunnels.

Marveling at the glittering cache of beautiful gems and gold veins, you almost regret sending the Fairhairs elsewhere last week with such a glorious deposit before you!

[ Your Usurpation achieves an Astounding Success in Scouting (G8)! ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Scout or Spy. ]
[ You discover a Grand Gold Node.  It has an estimated 4 uses remaining. ]
[ You discover a CP:

Summerhorn (G8)
Size:HamletTerrain:Mountai
Race(1):OrcsRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:St (Rvd),
Item(s) Selling:Ir (Rvd),
]
This message was last edited by the GM at 02:27, Mon 26 Oct 2015.
Ronja Lovisdottir
P3, 118 posts
Sun 25 Oct 2015
at 01:09
  • msg #46

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


Wild Minds: Scout 8->9* (1+1=2xp, 9->10 would cost 2xp even with the discount), Level 4->6, Defense 2->3, Strength 2->3

The System
GM, 1695 posts
Sun 25 Oct 2015
at 14:40
  • msg #47

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

Begin [Week 4, Month 3, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Sub),

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), Do (Rvd)

Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)

Summerhorn (G8)
Size:HamletTerrain:Mountai
Race(1):OrcsRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:St (Rvd),
Item(s) Selling:Ir (Rvd),

NodesHQ?GridEst. Uses
Poor IronNG81
Exceptional FoodNF72
Normal StoneNH92
Normal StoneNH73
Grand GoldNG84

BonusGridDuration
   

[ Intelligence Network: +10 Scout (G9). ]
Ronja Lovisdottir
P3, 119 posts
Mon 26 Oct 2015
at 10:35
  • msg #48

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

The orcs were yet another group to add to the growing list of groups that didn't like the band.
Given Ronja's a step above a bandit-queen, it's not like anyone can be blamed for being skeptical, but they'll quite definitively need to go make some friends the moment they're done scrambling to put together a working fortress.

With a find that good, the search had been called off a bit early so they could catch their breath back at base and still have a full week for the actual gathering.
Their toolset isn't perfect, in this case mostly lacking the right selection of 'finer' tools; They can cut beams to size to get supports up, and with some effort might even get the rope-ladder down into the caves to not saw itself to pieces against the coarse rock wall. But any cracked handles, chipped edges, or general maintenance of tools and constructions, would need to be done using improvised tools: Hammers a tad heavier than is called for, nails that are too thick, sharpening stones that leave scratch-marks, and so on. And other fine work too, but most of that's not needed when mining, generally speaking.
So the general rule is 'don't bloody break the bloody tools' and anyone too careless doesn't get to use any that are considered particularly good (like the pick that still had the leather grip, so it's not as uncomfortable to hold, or the sharpest of the wood-saws)
The actual mining's fairly by-the-book, and they even have their memories of the 'professional' mine (the one with the special copper ore) to copy from if they're not sure how things are done.
Plus, while 'higher education' isn't really their style, the workers have been given at least a basic instruction on the differences between the rock-types based on the 'idiot's guide to geology' the 'spies' put together (in our terms, sedimentary, metamorphic, and igneous. They, being unlikely to have figured out the exact origins of all rock-types, no doubt call it something else, and certainly would not know igneous extrusive (cooled on the surface) versus igneous intrusive (cooled not on the surface). And the workers, even after the lesson, probably just call them 'soft, medium, and hard' rocks (maybe with an additional 'dust-like') though that's probably misleading.)
In other words, they should (hopefully) not be surprised if some rock's more prone to crumbling and other rock's harder to break apart, and the particularly bright ones might even warn the others if they see a change as they dig into the walls.


NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsG8H8Riding the donkey
BirkH8Assist Wild MindsG8H8 
Wild MindsH8Gather Resource(Gold)G8H8 
FairhairsH8Assist Wild MindsG8H8 

The System
GM, 1734 posts
Mon 26 Oct 2015
at 10:40
  • msg #49

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

Returning to the mountains, you have little trouble relocating the cave.  The work progresses quickly, and soon you have a plentiful harvest of gems, nuggets, and other shiny objects.  As you pile them-up, you quickly weigh-down your donkey who groans at the weight and pressure.

[ Your Usurpation achieves an Astounding Success in Harvesting the Grand Gold Node (G8)! ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Digger. ]
[ You return with 16 Gold. ]

This message was last edited by the GM at 11:08, Mon 26 Oct 2015.
Ronja Lovisdottir
P3, 121 posts
Mon 26 Oct 2015
at 10:51
  • msg #50

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


Wild Minds: Level 6->7, Defense 3->4
Fairhairs: Digger 2->4 (1+1=2xp), Level 6->7, Offense 3->4
Gold 2->18
End of Month:
Midas x1: Gold 18->22
Upkeep: Gold 22->12, Food 5->3

The System
GM, 1756 posts
Tue 27 Oct 2015
at 07:35
  • msg #51

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

Begin [Week 1, Month 4, Year 1]

Shamerius (I6)
Size:HamletTerrain:Forest
Race(1):ElfRace(2):-
Attitude:IndifferBribeV:10
Item(s) Buying:Ir (Rvd),
Item(s) Selling:Lu (Sub),

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), Do (Rvd)

Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)

Summerhorn (G8)
Size:HamletTerrain:Mountai
Race(1):OrcsRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:St (Rvd),
Item(s) Selling:Ir (Rvd),

NodesHQ?GridEst. Uses
Exceptional FoodNF71
Normal StoneNH91
Normal StoneNH72
Grand GoldNG82

BonusGridDuration
   

[ Intelligence Network: +10 Scout (find a CP) or Explore (I8). ]
[ You are more likely to draw quest or skill/trainer opportunities this month from Exploring. ]
Ronja Lovisdottir
P3, 122 posts
Wed 28 Oct 2015
at 21:26
  • msg #52

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

The two 'heads' of the band look over what's left after the workers have gotten their cut.
"There's more left than I expected." Ronja says, "Not a lot more, but I expected to give away about half and this seems more like twice what we gave the others (so, about two thirds of the total). Think I could get the rest of the materials in trade?"
Birk pulls at his shoulders as he looks it over, then says "Maybe. Probably. You'd be cutting it close though; You won't have any spare in case the price's raised. But go ahead, all the hard work's done with the mine, I can handle the rest myself. It's ours (well, kinda) for once, so there's half the usual work (no need to guard) and like I said the hard work's done - One person can easily do half the work of two."
With Ronja rolling her eyes and Birk grinning at his last comment, they head off towards their respective rooms.

Birk had been more or less right; Not much more needs to be done beyond continuing the digging.
He'll probably need to make some 'executive decisions', if someone screws up or otherwise is less than competent, but if nothing comes up the plan's just 'do what we discussed last week, and if you forgot what that was then ask me in private so you don't show everyone you're an idiot (I'll still laugh at you, though)'

The biggest obstacle for Ronja will probably be explaining where she got the trade-goods.
Malachite stuff, sure, it's not something someone like her would usually have, but it's not strange enough to raise suspicion.
But this time she'll be showing up with what essentially looks like part (or, one might say, a 'cut') of the contents of a noble's safe.
Sure, she got it mostly-legitimately (as in, she didn't own the land, sure, but if she had it'd been legitimate) but she'll just have to hope they're too hungry for the profit to accuse her of banditry.
That and getting back the funds later since they'll need a lot more money in the future, but the others are already working on that.



NameStartActionTargetEndNotes
RonjaH8TradeI6 (Shamerius)H8Bringing donkey, Intent: Buying 24 wood for 12 gold. Should also improve trade, but if not it doesn't change anything.
BirkH8Assist Wild MindsG8H8 
Wild MindsH8Gather Resource(Gold)G8H8 
FairhairsH8Assist Wild MindsG8H8 

The System
GM, 1770 posts
Wed 28 Oct 2015
at 23:18
  • msg #53

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

As Ronja entered Shamerius, she found it bustling with life and fun.  Apparently a small fair and festival had begun in light of recent trade that had moved through the area.

Seeing Ronja's unladen donkey, merchants and townsfolk are more than happy to engage in long discussions to see you secure their goods.  Soon a few of the leading merchants work-out deals and begin to weigh coins on scales as they begin to plan for the influx of coin into their little place.

Taking a look-about, you see the orchards and gardens of Shamerius being plucked for an early harvest, with numerous and many-more rows beyond being tilled to prepare for more.

[ Ronja achieves a Significant Success in Conducting Diplomacy at Shamerius (I6)! ]
[ You gain 1 Skill XP, which must be assigned as Negotiator. ]
[ This was sufficient to raise your Attitude Status to Friendly. ]
[ Upon arrival you realize this CP had grown to Village-size since your last visit. ]

They are BUYING Iron at Reviled status.
They are SELLING Lumber at Sub-Par status.
[ If you return on subsequent visits, you may be able to recruit Elf Units. ]

[ Birk, the Wild Minds, and the Fairhairs achieve an Astounding Success in Harvesting from the Grand Gold Node (G8). ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Digger. ]
[ They return with 20 Gold. ]

This message was last edited by the GM at 04:01, Tue 03 Nov 2015.
Ronja Lovisdottir
P3, 123 posts
Thu 29 Oct 2015
at 01:25
  • msg #54

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


Ronja: Negotiator 2->3 (1xp)
Wild Minds: Level 7->8, Offense 3->4
Fairhairs: Level 7->8, Defense 2->3, Digger 4->6 (1+1=2xp)
Loot: Gold 12->32
Buy 24 wood for 12 gold: Wood 6->30, Gold 32->20

The System
GM, 1774 posts
Sun 1 Nov 2015
at 23:33
  • msg #55

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

Begin [Week 2, Month 4, Year 1]

Shamerius (I6)
Size:VillageTerrain:Forest
Race(1):ElfRace(2):-
Attitude:FriendlyBribeV:10
Item(s) Buying:Ir (Rvd), CT (Rvd)
Item(s) Selling:Lu (Sub), Fo (Rvd)
CT = Crafter's Tools
Fo = Foodstuffs

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), Do (Rvd)

Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)

Summerhorn (G8)
Size:HamletTerrain:Mountai
Race(1):OrcsRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:St (Rvd),
Item(s) Selling:Ir (Rvd),

NodesHQ?GridEst. Uses
Exceptional FoodNF71
Normal StoneNH91
Normal StoneNH72
Grand GoldNG81

BonusGridDuration
   

[ Intelligence Network: +10 Scout (find a CP) or Explore (I8). ]
[ You are more likely to draw quest or skill/trainer opportunities this month from Exploring. ]
This message was last edited by the GM at 04:00, Tue 03 Nov 2015.
Ronja Lovisdottir
P3, 124 posts
Tue 3 Nov 2015
at 12:21
  • msg #56

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

Assuming everything goes to plan, the new beds should be set up in one of the rooms meant for 'entertaining guests' away from whatever would be going on in the main hall.
Unlike the other 'renovation projects', it's not next to the 'Rift'; It's collapsed, probably from the earth-quake you'd expect to happen when a 'berg' splits, but at least there's no way to roll over in your sleep and fall into the abyss.

Having both leaders hanging around to oversee it probably won't be needed, but on the upside the lower work-load on each should mean more time to look for ways to improve their methods.
In particular, the workers are still far too reliant on having the leaders; Left to themselves, the workers end up fighting over supplies left where work needs to be done, some people working off the wrong plan (such as if they forgot a last-minute change or such), and other 'clashes'.


NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsH8H8Donkey, just because.
BirkH8Assist Wild MindsH8H8 
Wild MindsH8Construct Living QuartersH8H8Intent: Building a Living Quarters, obviously. Discounts aren't that important (xp or surprise benefits would be more interesting) though still useful I suppose. Should cost 30 lumber, I think.
FairhairsH8Assist Wild MindsH8H8 

The System
GM, 1790 posts
Tue 3 Nov 2015
at 13:13
  • msg #57

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

The work was arduous and painful.  Carving-out the new spaces was tedious as best.  As you direct The Fairhairs to relocate excess debris, the Wild Minds spend nearly the entire first day sifting rotted wood from good lumber.

After reviewing plans and blueprints, Ronja and Birk finally settle on a design for the Barracks that works with the existing landscape.

[ Your Usurpation succeeds in Constructing a New Barracks. ]
[ Thanks to your Scholar and Human bonuses - you gain 1 Skill XP, which must be assigned as Mason. ]
[ You saved 3 Lumber, consuming only 27 Lumber. ]

Ronja Lovisdottir
P3, 127 posts
Tue 3 Nov 2015
at 13:21
  • msg #58

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


Lumber 30->3
Living Quarters accounted for
Ronja: Mason 3->4 (1xp)

The System
GM, 1798 posts
Wed 4 Nov 2015
at 01:56
  • msg #59

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

Begin [Week 3, Month 4, Year 1]

Shamerius (I6)
Size:VillageTerrain:Forest
Race(1):ElfRace(2):-
Attitude:FriendlyBribeV:10
Item(s) Buying:Ir (Rvd), CT (Rvd)
Item(s) Selling:Lu (Std), Fo (Rvd)
CT = Crafter's Tools
Fo = Foodstuffs

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), Do (Rvd)

Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)

Summerhorn (G8)
Size:HamletTerrain:Mountai
Race(1):OrcsRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:St (Rvd),
Item(s) Selling:Ir (Rvd),

NodesHQ?GridEst. Uses
Exceptional FoodNF71
Normal StoneNH91
Normal StoneNH72
Grand GoldNG81

BonusGridDuration
   

[ Intelligence Network: +10 Scout (find a CP) or Explore (I8). ]
[ You are more likely to draw quest or skill/trainer opportunities this month from Exploring. ]
This message was last edited by the GM at 02:33, Wed 04 Nov 2015.
Ronja Lovisdottir
P3, 128 posts
Wed 4 Nov 2015
at 22:52
  • msg #60

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

With the new beds ready but empty, Ronja heads out to get some more workers.
She (together with Birk, before he gets too busy with his own task) briefly consider trying to convince some of Shamerius' people to sign up, but even with their latest growth they still don't seem big enough to support a good pool of strong yet unemployed people.
While there is Moracku right at the base of the mountain, she still sets out for the much longer trip back up to where she hired the Fairhairs (where hopefully people will be less able to shadow her back).
This time, she should (in theory) already know at least one place to find men (the adventurer's guild she went to last time)

But while their economy is finally starting to get back on its feet, their magical pursuits have fallen quite far behind.
And the only civilized race they've found other than human or elf, are the grumpy mountain-orcs.
So while one leader heads off to hire more workers, the other (Birk) takes the twenty pseudo-bandits with their ten sets of spyglasses and goes looking for some swamp-dwellers.
After all, everyone knows goblins are the true masters of magic.
The 'spies' already have fairly good guesses as to where the biggest civilization in the area would be.


NameStartActionTargetEndNotes
RonjaH8Conduct DiplomacyD4(Havenin)H8Taking Donkey. Might also trade, if permitted, but finding workers (Ideally either Elves or Humans) is priority 1
BirkH8Assist Wild MindsI8H8 
Wild MindsH8ScoutI8H8Intent: Finding a CP (Ideally Goblin and/or magic-focused) Don't forget: +10 to finding a CP there
FairhairsH8Assist Wild MindsI8H8If it matters, they swap their spyglasses for one of the WMs' tools, but it shouldn't matter which unit holds them.

This message was last edited by the player at 23:11, Wed 04 Nov 2015.
The System
GM, 1822 posts
Thu 5 Nov 2015
at 02:32
  • msg #61

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

Finding the quaint little village of Horka was no difficult feat.  Navigating the treacherous trenches, ditches, ravines, however; proves to be quite dangerous and time-consuming.  As you enter the apparently well-guarded village, you are taken by surprise at the numerous Orcs and Goblins sharpening piles of weapons and battering shields back into shape.

Horka is a strange village, how they survive in the swamps is beyond your ken.

[ Ronja achieves a Significant Success in conducting Diplomacy with Havenin (D4). ]
[ You gain 1 Skill XP, which must be assigned as Negotiator. ]
[ You find an advanced Unit of Elves available for recruitment.  They are level 1, with 1 Skill XP. ]
[ Due to the world event, they will have 1 additional Skill XP. ]
[ Other standard Units are available. ]

They are selling Armor (Type 3) and Lumber at the Preferred (Pfd) rate.

[ Birk, the Wild Minds, and the Fairhairs achieve an Astounding Success in Scouting (I8). ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Scout or Spy. ]
[ You discover a CP:

Horka (I7)
Size:VillageTerrain:Swamps
Race(1):OrcsRace(2):Goblins
Attitude:HostileBribeV:15
Item(s) Buying:SG (Rvd), DoC (Rvd)
Item(s) Selling:MW (Rvd), SH (Rvd)
]
Because you brought a Leader with you on your first visit, you receive a free diplomacy check.  Because your leader's race does not match with the residents of Horka (I7), the starting attitude status is Hostile.
[ You achieve a partial success in conducting Diplomacy with Horka.  This is insufficient to improve your Attitude Status. ]
[ You find an Exceptional Food Node.  It has an estimated 3 uses remaining. ]

This message was last edited by the GM at 14:58, Fri 06 Nov 2015.
Ronja Lovisdottir
P3, 129 posts
Fri 6 Nov 2015
at 07:13
  • msg #62

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


Yes hire elves: Gold 20->10, Gold Upkeep 10->15, Food Upkeep 2->3
New Elves: Named 'Leaf Cloaks' since they're too lazy to name themselves, Speed F->VF, Outmanouver 0->2
Wild Minds: Level 8->9, Strength 3->4, Scout 9*->10!
Fairhairs: Level 8->9, Strength 2->3
Birk: Scout 0->1

The System
GM, 1836 posts
Fri 6 Nov 2015
at 15:00
  • msg #63

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

Begin [Week 4, Month 4, Year 1]

Shamerius (I6)
Size:VillageTerrain:Forest
Race(1):ElfRace(2):-
Attitude:FriendlyBribeV:10
Item(s) Buying:Ir (Rvd), CT (Rvd)
Item(s) Selling:Lu (Std), Fo (Rvd)
CT = Crafter's Tools
Fo = Foodstuffs

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),
SH = Shields
St = Stone

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), DoC (Rvd)
MW = Melee Weapons
SH = Shields
Fo = Foodstuffs
DoC = Donkey and Cart
Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)
A1 = Armor (Type 1)
A2 = Armor (Type 2)
OT = Construction Tools

Summerhorn (G8)
Size:HamletTerrain:Mountai
Race(1):OrcsRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:St (Rvd),
Item(s) Selling:Ir (Rvd),

Horka (I7)
Size:VillageTerrain:Swamps
Race(1):OrcsRace(2):Goblins
Attitude:HostileBribeV:15
Item(s) Buying:SG (Rvd), DoC (Rvd)
Item(s) Selling:MW (Rvd), SH (Rvd)
SG = Spyglass

NodesHQ?GridEst. Uses
Exceptional FoodNF71
Normal StoneNH91
Normal StoneNH72
Grand GoldNG81
Exceptional FoodNI73

BonusGridDuration
   

[ Intelligence Network: +10 Scout (find a CP) or Explore (I8). ]
[ You are more likely to draw quest or skill/trainer opportunities this month from Exploring. ]

[LOL to the Leaf Cloaks and the name =) ]
This message was last edited by the GM at 23:22, Thu 12 Nov 2015.
Ronja Lovisdottir
P3, 131 posts
Sat 7 Nov 2015
at 21:45
  • msg #64

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

The newbies could probably use some time working with some who have been around a bit longer, to make sure they get 'integrated' rather than isolating themselves into their own circle.
Mind, it's not like anyone spends that much time working outside of their ten-man unit, but at least it'd be good to keep a single 'work-culture' in the fort.
And it just so happens that there's a job for a bunch of people at once: Getting the rest of the valuables from the mine.
There's not as much need to reinforce things anymore, as they won't bother coming back again; If it can hold for a week, it'll be fine.
At the end, they will break or yank out whatever supports are easily accessible from a safe location, see if they can get the place to collapse; No point leaving signs of an unlicensed mine.

The humans could probably have helped out somewhat too, but twenty workers all stuffed into a single cavern's probably already pushing what is safe, even if not all are working mining-duty all at once.
Instead, they can go look around the plains, see if there's some wild plants they can gather up.
A proper trip to get food can happen next month, but it wouldn't hurt to get a bit extra.
Even if they find no food, there's bound to also be plenty of scrap left by the wayside - things fallen off the back of wagons and then gone unnoticed by people who aren't the expert scouts they are and/or haven't got spyglasses to scout much more area at a time.


NameStartActionTargetEndNotes
RonjaH8Assist FairhairsG8H8Taking the donkey
BirkH8Assist FairhairsG8H8 
Wild MindsH8Scout LocationF7H8Intent: Finding a Cache (ideally food). Swapped tools with the Fairhairs.
FairhairsH8Gather Resource (Gold, Grand)G8H8Swapped tools with the Wild Minds.
Leaf CloaksH8Assist FairhairsG8H8 

The System
GM, 1850 posts
Sun 8 Nov 2015
at 04:56
  • msg #65

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

Ronja and Birk team-up once-more, this time bringing the newly recruited Leaf Cloaks.  The work moves handily, despite the Leaf Cloaks' relative inexperience, they manage to throw their collective weight into the task at hand, and manage to clear a large and loose section of dirt.  The agile and flowing movements of the crew makes quick-work of sifting through the dirt to find the heavy nuggets of yellow beauty.

[ Ronja, Birk, the Fairhairs, and the Leaf Cloaks achieves an Astounding Success in Harvesting from the Grand Gold Node in (G8)! ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Digger. ]
[ You return with 25 Gold. ]

[ The Wild Minds achieves a Significant Success in Scouting (F7). ]
[ You gain 1 Leveling XP, which must be assigned to the Wild Minds. ]
[ Thanks to the Human Bonus, you gain 2 Skill XP, which must be assigned as Spy or Scout. ]
[ You discover a Medium Cache containing:

4 x Gold
2 x Foodstuffs
1 x Shields.
]
[ You discover a Normal Food Node.  It has an estimated 2 uses remaining. ]

This message was last edited by the GM at 07:47, Tue 10 Nov 2015.
Ronja Lovisdottir
P3, 132 posts
Sun 8 Nov 2015
at 19:59
  • msg #66

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


Loot:
Gold 10->35->39
Food 3->5
Shields equipped to Wild Minds

Upkeep:
Gold 39->24, 24->28 (Midas)
Food 5->2

Leaf Cloaks: Level 1->3, Defense 1->2, Max Tools 1->2
Fairhairs: Digger 6->8

Wild Minds: Spy 0->2

The System
GM, 1867 posts
Tue 10 Nov 2015
at 09:41
  • msg #67

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

Begin [Week 1, Month 5, Year 1]

Shamerius (I6)
Size:VillageTerrain:Forest
Race(1):ElfRace(2):-
Attitude:FriendlyBribeV:10
Item(s) Buying:Ir (Rvd), CT (Rvd)
Item(s) Selling:Lu (Std), Fo (Rvd)
CT = Crafter's Tools, Fo = Foodstuffs

Spiritgate (J8)
Size:HamletTerrain:Rivers
Race(1):NagaRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:Sh (Rvd),
Item(s) Selling:St (Rvd),
SH = Shields, St = Stone

Maplecross   (F7)
Size:HamletTerrain:Plains
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:MW (Rvd), SH (Rvd)
Item(s) Selling:Fo (Rvd), DoC (Rvd)
MW = Melee Weapons, SH = Shields, Fo = Foodstuffs, DoC = Donkey and Cart

Mistfield  (H9)
Size:HamletTerrain:Hills
Race(1):HumansRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:A1 (Rvd), A2 (Rvd)
Item(s) Selling:Fo (Rvd), OT (Rvd)
A1 = Armor (Type 1), A2 = Armor (Type 2), OT = Construction Tools

Summerhorn (G8)
Size:HamletTerrain:Mountai
Race(1):OrcsRace(2):-
Attitude:HostileBribeV:15
Item(s) Buying:St (Rvd),
Item(s) Selling:Ir (Rvd),

Horka (I7)
Size:VillageTerrain:Swamps
Race(1):OrcsRace(2):Goblins
Attitude:HostileBribeV:15
Item(s) Buying:SG (Rvd), DoC (Rvd)
Item(s) Selling:MW (Rvd), SH (Rvd)
SG = Spyglass

NodesHQ?GridEst. Uses
Normal StoneNH71
Exceptional FoodNI72
Normal FoodNF71

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (H7).]
[ You are more likely to find Special Opportunities. ]
This message was last edited by the GM at 23:23, Thu 12 Nov 2015.
Ronja Lovisdottir
P3, 134 posts
Thu 12 Nov 2015
at 19:02
  • msg #68

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

It might have been a waste of time to send anyone out for food last time, given this week's food-run might end up bringing back more food than they've got space for.
Still, they've not got the food they'd need for another month and 'all the food they've room for' is probably plenty food for now.
What's not mentioned, because it's good manners not to talk about the scary thing when everyone's worried, is that no one wants to hang around the mountain when it's shaking like this; They've spent half a year living next to proof that earth-quakes can literally split mountains, they'd really rather not be present if that happens again elsewhere.
So Ronja grabs all twenty non-Birk elves and head out to do some cover-of-day (given a lot of swamp-dwellers are probably nocturnal) raids on the local flora and/or fauna.
Chances are nothing'll be readily edible, but as long as they butcher any animals (rather than dumping them whole into a stew or something), throw out anything that looks 'weird', and give everything a long and hot boil, it should end up fine.
Most swamps are just really wet, after all - the 'dark death-traps smelling of death and decay' style swamps, while iconic, are notable because they're rare (and generally aren't going to happen in terrain like this)

Since the task is already fairly likely to be 'too successful', the ones who can be sent elsewhere (Birk and the Wild Minds. Ronja too, technically, but someone's gotta watch the workers) are sent elsewhere.
Birk's off to see if he can find any travelers or vagabonds of useful talent along the paths to and from the elven village.
Ideally an elf (or human), to help prevent inter-group conflict, given what they've seen of the discrimination elsewhere.
It's a fairly unlikely task, since he's relying on pure fate with no reason to expect any to be around (well, perhaps not pure fate; knowing the right questions to ask and the right signs to watch for does help) but he might at least stumble across something else, if not what he's looking for.
The Wild Minds, meanwhile, are just sent out again to look for more loose valuables.
In particular, if they could track down some ruined structures or other loose stone, the fort only needs a small amount more to do some work on improving the stockpiles.

Leveling XP not applied to Wild Minds last time: Wild Minds level 9->9*
NameStartActionTargetEndNotes
RonjaH8Assist FairhairsI7H8 
BirkH8ExploreI6H8Riding Donkey. Intent: Finding an Elven (or Human) Extra
Wild MindsH8Scout LocationH9H8SMS-Boosted Intent: Finding a cache, ideally stone
FairhairsH8Gather Resource (Food, Exceptional)I7H8[Narrator Edit: fixed]
Leaf CloaksH8Assist the FairhairsI7H8 

This message was last edited by the GM at 23:24, Thu 12 Nov 2015.
The System
GM, 1889 posts
Fri 13 Nov 2015
at 04:01
  • msg #69

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

As Birk strolled-out into the eastern forests, he remarked-upon the beauty of the excellent and fertile reaches of the trees.  Having been well-fed and nurtured by the eastern rivers; it was easy to see why many would settle and log here.

Stumbling across a large patrol of Elves, they entreat you for aid.  They are in need of some warriors to help cover a gap in their defensive perimeter, whilst their less-prepared and equipped villagers harvest and maintain the farms and orchards.

[ Ronja, the Fairhairs, and the Leaf Cloaks succeed in Harvesting from the Exceptional Food Node (I7). ]
[ You discover 8 Foodstuffs. ]

[ Birk succeeds in Exploring (I6). ]
[ You receive an interesting militia offer:
Loan 1 x Unit for 1 Week. Eliminate Upkeep of that Unit + 1 Unit of your Choice for the Month.
]

[ The Wild Minds achieves a Significant Success in Scouting (H9). ]
[ You gain 1 Leveling XP, which must be assigned to the Wild Minds. ]
[ You gain 1 Skill XP, which must be assigned as Scout or Spy. ]
[ You discover a Medium Cache:

12 x Stone
1 x Crafter's Tools.
]
[ You discover a Normal Stone Node.  It has an estimated 3 uses remaining. ]

Ronja Lovisdottir
P3, 137 posts
Fri 13 Nov 2015
at 13:08
  • msg #70

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


Food 2->9, lumber dumped to make room, remaining 1 food wasted (no space)
Yes to loan: Will repeat it in next week's action post, but 'Loan away Leaf Cloaks, eliminate upkeep of them (the Leaf Cloaks) and the Wild Minds'.
Wild Minds Level 9*->10, Speed M->F Spy 2->3
Stone 8->20
Crafter's Tools equipped to the Wild Minds

The System
GM, 1899 posts
Wed 18 Nov 2015
at 03:18
  • msg #71

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

Begin [Week 2, Month 5, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNH71
Exceptional FoodNI71
Normal FoodNF71
Normal StoneNH93


BonusGridDuration
   

[ Decide to Loan Unit or Not. ]

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (H7).]
[ You are more likely to find Special Opportunities. ]
This message was last edited by the GM at 03:23, Wed 18 Nov 2015.
Ronja Lovisdottir
P3, 140 posts
Fri 20 Nov 2015
at 16:07
  • msg #72

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

The food that didn't fit into the proper storage had been stacked in whatever corners and hallways that weren't used at the moment.
And, predictably, they then went from there to the ground, abyss, or just underfoot of people walking around, given the mountain's still giving the occasional shake this week.
They figure if they change the shelves to be more quake-proof (mainly just adding ledges, but it does also mean they need to be sturdier and they have to account for force applied in directions other than 'towards the ground') and start actually putting everything in crates or bags (rather than leaving the 'bigger' pieces lying around because it's easier/faster) it'd help prevent this in the future.
Plus, with all the new stone, they can just straight-out build/rebuild some more stone walls to get more space.

While more workers would get the job done faster, so far the weekly scheduling has worked well, and one week's plenty even with just twelve people working.
So, the Wild Minds are sent back out on their own, to look for more goods.
This time it's to the eastern rivers; It's not entirely certain what they'll find there, but hopefully some interesting things have washed up along the shores.


NameStartActionTargetEndNotes
RonjaH8Assist the FairhairsH8H8Donkey, I guess
BirkH8Assist the FairhairsH8H8 
Wild MindsH8Scout LocationJ8H8Intent: Specify first result as a cache, ideally equipment (armor'd be great, as would ranged weapons), though gold's good too
FairhairsH8Renovate Storage RoomH8H8 
Leaf CloaksH8Being LentN/AH8These are being lent out, as per the special event, in order to eliminate the upkeep of them (the Leaf Cloaks) and the Wild Minds

The System
GM, 1934 posts
Sat 21 Nov 2015
at 03:28
  • msg #73

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

Ronja and Birk set-about figuring-out how to make more use of the space, the mountainside being precarious as it is.  As you begin carving-out a new level to the storage room, the Fairhairs construct a series of ledges and stairs that let them easily traverse the now much-wider and higher space necessary.  Thankfully the work moves along speedily and with little difficulty.

[ Ronja, Birk, and the Fairhairs Achieves an Astounding Success in Renovating the Storage Room in (H8). ]
[ You gain 2 Leveling XP, which must be assigned to the Fairhairs. ]
[ You gain 2 Skill XP, which must be assigned as Mason. ]
[ You save 3 Stone, consuming only 7 Stone. ]

[ The Wild Minds succeeds in Scouting (J8). ]
[ You discover a Small Cache containing:

12 x Stone
4 x Gold.
]
[ You discover a Poor Food Node.  It has an estimated 1 use remaining. ]


[ The Leaf Cloaks perform militia duty.  Reducing Your Usurpation's Upkeep.  You need not pay upkeep for neither the Leaf Cloaks and the Wild Minds. ]
Ronja Lovisdottir
P3, 143 posts
Sat 21 Nov 2015
at 10:08
  • msg #74

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


Fairhairs: Level 9->10 (2xp), Strength 3->4
Ronja: Mason 4->6
Stone 20->13, Storage Room lvl 1->2
Stone 13->25
Gold 28->32
Upkeep 15 gold, 3 food-> 5 gold, 1-3 food (depending on answer in OOC) Not recorded in lair (as it only applies once); I'll gamble on my memory not failing me next upkeep.

The System
GM, 1948 posts
Sun 22 Nov 2015
at 14:55
  • msg #75

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

Begin [Week 3, Month 5, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNH71
Exceptional FoodNI71
Normal FoodNF71
Normal StoneNH93
Poor FoodNJ81


BonusGridDuration
   
Reduced UpkeepLairEOM Upkeep Phase

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (H7).]
[ You are more likely to find Special Opportunities. ]
Ronja Lovisdottir
P3, 144 posts
Tue 24 Nov 2015
at 10:57
  • msg #76

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

A proper make-over to the throne room would probably take the rest of the month, but for now they're sticking with what they can do in a week; They may or may not finish the rest next week.
For example, the throne is decidedly worn, and the garish colors say more 'wannabe noble' than 'bandit queen'.
Carving away the surface wood (which has been exposed to the elements for so long) and sculpting it into a more utilitarian design, and perhaps a fresh coat of a more subdued paint-color, should help.
And while it's one of the sturdier rooms (wouldn't do to have Ronja or Birk knocked out by a falling brick) there are still plenty of cracked bricks and make-shift braces - New stones could help give it a less 'ruins'-esque look.

Given Ronja's the better architect of the two, Birk's the one sent out to the elves; The band still needs so much more space and furniture for all their plans, both of which require plenty of wood.
At least the elves seemed to finally be offering 'fair' prices, last time they were there, so getting the wood going forward shouldn't be much of a problem.


NameStartActionTargetEndNotes
RonjaH8Assist FairhairsH8H8 
BirkH8Diplomacy (Trade)I6H8Riding Donkey. Intent: Buying lumber from Shamerius
Wild MindsH8ScoutI7H8Intent: Still 'Specify first result as a cache, ideally equipment, though gold's good too'
FairhairsH8Renovate Throne RoomH8H8 
Leaf CloaksH8Assist FairhairsH8H8 

The System
GM, 1959 posts
Wed 25 Nov 2015
at 07:34
  • msg #77

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

Upon entering Shamerius once more, the villagers are overly jubilant at seeing you.  Covered in dirt, and looking famished; the mayor and several villagers beg you to hear their tale of woe!
Shamerius has suffered from a hefty series of disappearances of their primary source of game.  This has left their hunters ill-practiced and prepared for alternative sources, and is leaving Shamerius dangerously short of food.  Shamerius needs some food to shore-up their storehouses to prevent famine.  Shamerius' hunters are in sore need of new bows to begin hunting again.

They are so desperate and are willing to swear an oath of fealty to you if you can help them!


[ Ronja, Fairhairs, and the Leaf Cloaks achieve a Significant Success in Renovating the Throne Room. ]
[ The Throne Room becomes Renovation Level 2 ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Mason. ]
[ You save 2 Stone, consuming only 8 Stone. ]

[ Birk achieves a Significant Success in Conducting Diplomacy with Shamerius (I6). ]
[ Birk gains 1 Skill XP, which must be assigned as Negotiator. ]
[ This is sufficient to improve Shamerius' Attitude Status to Loyal. ]

Shamerius (I6)
Size:VillageTerrain:Forest
Race(1):ElfRace(2):-
Attitude:FriendlyBribeV:10
Item(s) Buying:Ir (Rvd), CT (Rvd)
Item(s) Selling:Lu (Std), Fo (Rvd)
CT = Crafter's Tools, Fo = Foodstuffs

[ You receive a Quest from Shamerius:
  • Name: "A Lousy Hunter"
  • Type: Challenging Errand
  • Mission: Shamerius has suffered from a hefty series of disappearances of their primary source of game.  This has left their hunters ill-practiced and prepared for alternative sources, and is leaving Shamerius dangerously short of food.
  • Task 1: Shamerius needs some food to shore-up their storehouses to prevent famine. [Mechanics: Donate 5 x Foodstuffs.]
  • Task 2: Shamerius' hunters are in sore need of new bows to begin hunting again.
  • Reward: Fanatical Status with Shamerius.  4 Artisan XP.
  • Duration: 4 x Weeks.
]
[ You receive an offer from an Extra:
Elf Harvester Trainer - Sharian  (Tier1)
Cost:5 GPUpkeep:5 GP
Benefit:When assisting in Harvest Lumber, +10
Skills:Sharian has Woodsman[2], Scout[2]
Ability:Sharian can train as per the Train Unit action
]

[ The Wild Minds achieve a Significant Success in Scouting (I7) ]
[ You discover a Medium Cache containing:

1 x Earth Tools,
1 x Armor (Type 1),
4 Gold
]
[ You discover a Normal Stone Node.  It has an estimated 3 uses remaining. ]

This message was last edited by the GM at 10:40, Sat 05 Dec 2015.
Ronja Lovisdottir
P3, 146 posts
Thu 26 Nov 2015
at 17:14
  • msg #78

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


Stone 25->17
Leaf Cloaks: Level 3->4, Offense 1->2
Ronja: Mason 6->7
Birk: Negotiator 2->3
Earth Tools equipped to the Leaf Cloaks
Armor 1 equipped to the Fairhairs
Gold 32->36

No to the extra - to be clear, and to reduce the chance of misspeakingwriting, I do not want to hire them.

Donate 5 foodstuff right now; I won't be able to complete the quest yet (need to go buy ranged weapons) but it'll free up storage: Food 9->4

Buy 36 lumber at 'Standard' 1-gold-per-3-lumber: Gold 36->23, Lumber 0->36

The System
GM, 2021 posts
Thu 26 Nov 2015
at 17:17
  • msg #79

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

Begin [Week 4, Month 5, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNH71
Normal StoneNI73
Exceptional FoodNI71
Normal FoodNF71
Normal StoneNH93
Poor FoodNJ81


BonusGridDuration
   
Reduced UpkeepLairEOM Upkeep Phase

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (H7).]
[ You are more likely to find Special Opportunities. ]


QuestStepDuration
A Lousy HunterDonate 2 x Sets of Ranged Weapons4 weeks

This message was last edited by the GM at 17:17, Thu 26 Nov 2015.
Ronja Lovisdottir
P3, 148 posts
Fri 27 Nov 2015
at 17:41
  • msg #80

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

The renovations to the throne room get put on hold, temporarily, in favor of a new project.
In the leaders' opinions, it has been far too long since they made any progress on the whole 'understanding magic' front, and their scouts really need to be able to recognize any ancient artifacts they stumble across.
But any study of such things would require specialized equipment: Exactly the kind of things they are trying to install into one of the more isolated rooms of the fort.
Half of the runes and charms they intend to hang up likely won't do anything, but with their spotty understanding it'd not be wise to skip anything, just in case.
Mostly, though, the room just needs to be sturdy enough that if an artifact explodes, it won't take the rest of the fort with it.

Recent... 'Generosity', so to speak, has left the food-stores fairly depleted.
So, any workers not busy with the new constructions join up with Birk for a hunter-gatherer trip.
There's not too much pressure, though; The food will last another month, so they can focus on getting the 'good stuff' and not sweat it if they get chased off before gathering a full load.

NameStartActionTargetEndNotes
RonjaH8Assist FairhairsH8H8 
BirkH8Assist Wild MindsI7H8With donkey
Wild MindsH8Gather Resource (Food)I7H8 
FairhairsH8Construct Mysterious RoomH8H8Unless I've messed up, base cost should be 35 lumber
Leaf CloaksH8Assist Wild MindsI7H8 

The System
GM, 2037 posts
Fri 27 Nov 2015
at 18:52
  • msg #81

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

The need for understanding the magic within this region was very important.  Ronja could feel it in her breast that a change was coming, and the time to build a facility to house such energies was now.  It took Ronja two straight days to work out the diagrams from her notes and the various tomes brought-in by her Intelligence Network to piece together the perfect housing and pillars necessary to harness and channel the energies needed to discover the lands in this artifact, but, with the Fairhairs hard at working; expertly carving beams and laying the foundations the work formed into a beauteous spectacle of almost magical craftsmanship.

As the Wild Minds and the Leaf Cloaks begin to scour the stores of the well-stocked and equally abandoned food storage you had discovered, Birk begins tabulating the food and is overjoyed that thanks to your generous efforts this month - your stores will be completely stocked and full!

[ Ronja, and the Fairhairs achieve an Astounding Success in Constructing a Mysterious Room. ]
[ You gain 2 Leveling XP, which is lost. ]
[ You gain 2 Skill XP, which must be assigned as Mason. ]
[ You save 7 Lumber, consuming only 28 Lumber. ]

[ Birk, the Wild Minds, and the Leaf Cloaks somehow achieve an Astounding success in Harvesting the Exceptional Food Node in (I7) ]
[ You gain 2 Leveling XP. ]
[ You gain 2 Skill XP, which must be assigned as Forager. ]
[ You return with 15 Foodstuffs! ]
[ This node is exhausted. ]
[ Yes - you can consume the Excess Foodstuffs before 'losing' them, since it is the end of the month. ]


Do not forget (when calculating upkeep) to calculate your temporary upkeep reduction you earned.
---The Leaf Cloaks perform militia duty.  Reducing Your Usurpation's Upkeep.  You need not pay upkeep for neither the Leaf Cloaks and the Wild Minds.---
This message was last edited by the GM at 18:53, Fri 27 Nov 2015.
Ronja Lovisdottir
P3, 149 posts
Fri 27 Nov 2015
at 19:28
  • msg #82

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


Ronja: Mason 7->9
Lumber 36->8
Leaf Cloaks: Level 4->6, Strength 1->2, Offense 2->3, Forager 0->2
Food 4->19, in 'limbo' until after upkeep.

Upkeep:
Midas Touch: Gold 23->27
3-2=1 unit that needs upkeep: Gold 27->22, Food 19->18
18 food fits in storage (level 2 times 10 equals 20 spots, 2 spots used for one not-full stack each of lumber and stone) so nothing is actually wasted.

The System
GM, 2110 posts
Fri 27 Nov 2015
at 23:25
  • msg #83

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

Begin [Week 1, Month 6, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNI71
Normal StoneNH91

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (I8).]
[ You are more likely to find Special Opportunities. ]


QuestStepDuration
A Lousy HunterDonate 2 x Sets of Ranged Weapons3 weeks


ALERT!  You receive word from your Spy Network that Mistfield (H9) has been destroyed!
This message was last edited by the GM at 04:52, Sun 29 Nov 2015.
Ronja Lovisdottir
P3, 152 posts
Mon 30 Nov 2015
at 11:56
  • msg #84

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

After the usual weekly instructions, Ronja is loading most of their valuables, and a decent load of the food as well, unto the donkey.
With a decent bit of luck, there should be plenty to trade for the bows they'd been asked for.
Since it's a big place, she's taking Birk along as backup (both backup for trading, to make finding merchants easier, and in case of emergencies)

With no 'overseers' to keep them on task, it seems likely the workers (or 'workers') will end up unfocused.
But the Wild Minds have done a decent job on their own, so hopefully twenty extra pairs of legs and eyes will help them cover more ground.
The mountain-chain has shown itself rich with various rare minerals and gems so far, so they'll primarily be looking for signs of the 'high value' finds (assuming they can still remember what they'd been taught about geology)
Thirty people make for enough spare hands (especially with just the one set of spyglasses) that if they stumble across something interesting they can take the time to dig it out or the like.
But the focus should still be on finding some trade-goods, given there'd be nothing to pay the workers with otherwise.


NameStartActionTargetEndNotes
RonjaH8Diplomacy (Trade)G9H8Donkey. Intent: Buying 2 sets of ranged weapons and selling some food - amount yet to be decided.
BirkH8Assist RonjaG9H8 
Wild MindsH8Scout LocationG8H8Intent: Specify first result as a Gold node. If there are any secondary finds, a 'free' cache is better than a small extra node I'd need to spend actions harvesting.
FairhairsH8Assist Wild MindsG8H8 
Leaf CloaksH8Assist Wild MindsG8H8 

The System
GM, 2192 posts
Tue 1 Dec 2015
at 07:43
  • msg #85

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

After last month's sudden and drastic mood-swing among the major cities, you find it a welcome change that they are allowing strangers back into the gates once-more.  Entering the market, you are relieved to find several Elven vendors, who apparently also were in great need of plying their wares - and find a significant supply of beasts of burden and bows.

[ Ronja and Birk achieve a Significant Success in Conducting Diplomacy with Moracku (G9) ]
[ You gain 1 Skill XP, which must be assigned as Negotiator. ]
[ You encounter a single Advanced Unit available to recruit: They are level 1 with 1 Skill XP, and are available for 10 Gold.  If you choose to recruit - choose a standard race. ]
[ Donkeys and Ranged Weapons are selling at the Preferred (Pfd) Rate, this week. ]
[ They are buying Lumber at the Preferred (Pfd) Rate, this week. ]
[ All other items/resources are available at standard prices. ]

[ The Wild Minds, Fairhairs, and Leaf Cloaks achieve a Significant Success in Scouting (G8). ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Scout or Spy. ]
[ You discover an Exceptional Gold Node.  It has an estimated 3 uses remaining. ]
[ You discover a Normal Stone Node.  It has an estimated 3 uses remaining. ]

This message was last edited by the GM at 05:12, Wed 02 Dec 2015.
Ronja Lovisdottir
P3, 154 posts
Wed 2 Dec 2015
at 03:11
  • msg #86

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


Ronja: Negotiator 3->4
No to the recruit.
Sell 8 lumber for 4 gold, because I can just buy more from the elves AND improve their size/trade-rate: Lumber 8->0, Gold 22->26
Buy 2 sets of Ranged Weapons: 2x9=18, Gold 26->8, ranged weapons not noted (they should be gone by next week, if I understood right)
Sell 6 food for 6 gold to free storage: Food 18->12, Gold 8->14
Two ranged sets will be donated to the elves as soon as possible, which might be immediately after buying them, but I should have the space to hold them for one 'sub-turn's worth of time if needed.

Leaf Cloaks: Level 6->7, Strength 2->3
Birk: Scout 1->2

This message was last edited by the player at 09:38, Wed 02 Dec 2015.
The System
GM, 2235 posts
Wed 2 Dec 2015
at 10:54
  • msg #87

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

Begin [Week 2, Month 6, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNI71
Normal StoneNH91
Exceptional GoldNG83
Normal StoneNG83

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (I8).]
[ You are more likely to find Special Opportunities. ]


QuestStepDuration
   

You successfully complete the Quest "A Lousy Hunter" upon donating the Ranged Weapons.

You gain 12 Gold.
You gain 4 Skill XP, which must be assigned in any Harvesting Skills of your choice (provided that you meet the prerequisites.)  You may assign to whom you see fit.
Shamerius improves to Fanatical Status!  Additionally, all of your trade statuses improve by one (will be reflected in STT).  You are now capable of improving to "best" (once you reach "Favored" it will automatically improve. - which has triggered.)
This message was last edited by the GM at 23:54, Thu 03 Dec 2015.
Ronja Lovisdottir
P3, 158 posts
Thu 3 Dec 2015
at 23:21
  • msg #88

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

If the wild-minds are to get to the competition on time next week, they can't go wandering around the country-side like usual.
Nor would it be wise to have them exhausted when they get there.
So they are set to finishing the renovation of the throne-room (supervised by Ronja, who's only just short of having mastered the art of architecture) - for the most part, there is plenty to be done with just improving what's already there (but flawed), though there should be time to add a new painting or some potted plants if they find any pots either not broken or broken into pieces large enough to fix with paint and glue.

Birk heads out with the rest to dig into the new vein.
They don't have to go far, but Birk's borrowing Ronja's donkey anyway to help with the load.
It's even closer to the local thug-Lord, if only in one direction (west), so they will have to be extra quiet.
Which will take some skill, given the task involves breaking rock apart with brute force (focused to a small impact-area using a pick and such), but if anyone can be subtle when mining it'd be twenty-one elves.
Heck, Birk's gotten all buddy-buddy with Shamerius (or at least their traders), who can at least partially hide an entire village inside a forest even while chopping enough trees to support an entire fort-restoration, so he should be able to steal some ideas from them.

Gold 14->26
Fairhairs: Digger 8->9
Leaf Cloaks: Digger 0->3
NameStartActionTargetEndNotes
RonjaH8Support the Wild MindsH8H8 
BirkH8Support the FairhairsG8H8w/Donkey
Wild MindsH8Renovate Throne RoomH8H8Should, if I did it right, cost 15-out-of-17 stone, minus discounts
FairhairsH8Gather Resource (Gold)G8H8Possibly H8, but that's probably a typo
Leaf CloaksH8Support the FairhairsG8H8 

The System
GM, 2266 posts
Sat 5 Dec 2015
at 02:08
  • msg #89

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

Renovating the Throne and its ensconcing room, was become more and more necessary to showcase the growing splendor of Ronja's household of bandits and ruffians, who were rapidly growing into a true and concerted force.

As Birk began to direct the others, the burlap sacks began to flow and fill with yellow, red, blue and a swirl of beautiful colors.  The gleam shone across Birk's eyes as you began counting the coins that would soon fill the coffers.

[ Ronja and the Wild Minds succeed in Renovating the Throne Room. ]
[ You successfully Renovate the Throne Room to Ren Level 3! ]
[ You save 1 Stone, consuming only 14 Stone. ]

[ Birk, the Fairhairs, and the Leaf Cloaks achieve a Significant Success in Harvesting Gold from the Exceptional Gold Node in (G8). ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Digger. ]
[ You return with 10 Gold. ]

EDIT: You recover 3 Gold from the Retroactive changes to the Throne Room.
26 -> 29
This message was last edited by the GM at 13:06, Sat 05 Dec 2015.
Ronja Lovisdottir
P3, 159 posts
Sun 6 Dec 2015
at 13:39
  • msg #90

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


Gold 29->39
Stone 17->3
Leaf Cloaks: Level 7->8, Defense 2->3, Digger 3->4

The System
GM, 2473 posts
Sun 6 Dec 2015
at 22:54
  • msg #91

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

Begin [Week 3, Month 6, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNI71
Normal StoneNH91
Exceptional GoldNG82
Normal StoneNG83

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (I8).]
[ You are more likely to find Special Opportunities. ]


QuestStepDuration
   

Ronja Lovisdottir
P3, 162 posts
Wed 9 Dec 2015
at 15:59
  • msg #92

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

With the tournament starting soon, the Wild Minds hand over any tools the elves can carry - both to lighten their own load, not being likely to need any tools, and in case they are needed while they're away - and head off to fight for fame and fortune.

There is still plenty of treasure to be pulled from the western rocks, so Birk takes the rest of the 'workers' back that-away.
While it's not a guarantee that they'll be back after this, it'd be nice to have the option.
So they will be hammering in supports for the roof and walls still, and getting the rope equivalent of a 'railing' to hold unto to make the slippery slopes less of a hazard - besides, even when they leave, it'd be a shame if travelers slipped and broke something here. Both because he isn't heartless, and because if they are going to die anyway they might as well at least survive until they get to where the 'gang' is more likely to find their bodies (and their belongings)

Ronja's off to get another load or two of lumber from the elves.
She's curious to see if the place has grown any since last time.
At the very least it'd be interesting to see how the incompetent hunters are doing now that they've gotten a chance to recover.
By now chances are the locals both know and don't question where she gets her goods - nor why she's bought enough lumber over the months to build a small village.
Or they suspect they know, given she's still got her rather worn clothes and gear.
Mind, she still has to hide what he brings in case she's spotted by bandits or the like, but she's not had trouble before.


NameStartActionTargetEndNotes
RonjaH8Diplomacy (Trade)I6 (Shamerius)H8Bringing donkey. Intending to purchase lumber, if it matters.
BirkH8Assist the FairhairsG8H8 
Wild MindsH8Event StuffEventEvent'On Week 3, Month 6, you may send ONE (1) Unit of your Choice to the Tournament.' These are the ones I choose. They won't return this week due to the event.
FairhairsH8Gather Resource (Gold)G8H8 
Leaf CloaksH8Assist the FairhairsG8H8 

This message was last edited by the player at 16:35, Wed 09 Dec 2015.
The System
GM, 2510 posts
Wed 9 Dec 2015
at 18:55
  • msg #93

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

The Wild Minds spend many hours preparing bundle of food, washing what clothing they have, and otherwise preparing mentally for the tournament.  They know that their participation may not only result in greater fame and renown for Ronja, but that they may acquire much needed information.

Entering Shamerius, it had been some time since your last visit; and you were surprised to see the sizable monument erected in your honor!  The young woman, girded in what appears to be heavy rags well-suited for moving among the forests; armed with a bow and sword; the visage strikes a powerful likeness.

[ Ronja succeeds in conducting Diplomacy with Shamerius (I6). ]
[ Thanks to the Scholar bonus - you gain 1 Skill XP, which must be assigned as Negotiator. ]
[ Ronja receives a Special Opportunity!  This will be a DF3 Quest.  If you complete it - your Usurpation will forever gain a Special Ability. ]

[ Birk, the Fairhairs, and the Leaf Cloaks achieve a Significant Success in Harvesting from the Exceptional Gold Node (G8). ]
[ They return with 14 Gold. ]

[ The Wild Minds depart for the tournament. ]

Ronja Lovisdottir
P3, 164 posts
Thu 10 Dec 2015
at 01:18
  • msg #94

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


Doesn't sound like I have anything I can choose regarding the quest, since it's not choose-your-own-difficulty like the new Explore quests, but I do want to accept (or at least hear) it.
Ronja: Negotiator 4->5
Gold 39->53, and fixed not taking the Throne Room into account on my upkeep.
Trade 1 gold per 5 wood: Lumber 0->85, costs 17 so gold 53->36

The System
GM, 2531 posts
Sun 13 Dec 2015
at 01:15
  • msg #95

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

Begin [Week 4, Month 6, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNI71
Normal StoneNH91
Exceptional GoldNG81
Normal StoneNG83

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (I8).]
[ You are more likely to find Special Opportunities. ]


QuestStepDuration
   

  • Name: "Ranger's Bounty"
  • Type: Challenging Charge
  • Mission:  Shamerius wants you to prove your competence.  If you can, they will reward you with a fabled secret.
  • Task 1 Narrative: Seek-out the Monstrous Spider in the nearby Forest
  • Task 1 Mechanics: Attack Monstrous Spider in (H6) Grid.
  • Task 2 Narrative: Prove your connected with the forests.
  • Task 2 Mechanics:  Succeed in Harvesting at least 20 Lumber. (may require more than 1 Week.) Must be harvested to count.
  • Reward: Gain a Special Ability
  • Duration: 4 x Weeks.

Ronja Lovisdottir
P3, 168 posts
Sun 13 Dec 2015
at 09:53
  • msg #96

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

The leaders have a lengthy discussion about whether or not to even try to 'prove' themselves to the elves.
For starters, they're not exactly the greatest woodsmen, so the idea of spending most of a month trying to gather the wood isn't too appealing.
But on the other hand, without it they've no short-term goal, and Ronja personally finds the temptation of a mysterious secret hard to resist.
It's such rotten timing too, with the humans off at the tournament; They could really use some trained scouts.

They still can't let their plans fall apart entirely, so she heads out with the more 'veteran' of the elves to get the rest of what's worth digging for in their mine.
This really will be the last week they bother going out there, so on the way back they can yank out or break any supports that aren't too sturdy or stuck - even if nothing collapses, it'll be less stable at least.
And it's not so important to be 'methodical' about their mining now; With limited time, it's better to get all the big finds and leave some more sparse areas un-dug, than try to mine everything as you find it and have to leave before getting all the good spots.

Birk, the closest the two have to a designated scout-leader, takes the leaf-cloaks out to find some good trees.
The 'spies', who likely do less spying than they do writing reports and bits of info for the scouts, have started on a tree-equivalent to their geology notes, but with so little warning it's still rather superficial.
The wood doesn't have to be good, since it's mainly for the sake of proving themselves, so a species with soft, easily-chopped wood would probably be best.


NameStartActionTargetEndNotes
RonjaH8Assist the FairhairsG8H8With donkey.
BirkH8Assist the Leaf CloaksH6H8 
Wild MindsH8EventEventH8Last week of the tournament
FairhairsH8Gather Resource (Gold)G8H8 
Leaf CloaksH8Scout LocationH6H8Intent: Specify lumber with S-Suite, secondary results would ideally be an extra lumber node

The System
GM, 2561 posts
Thu 17 Dec 2015
at 00:38
  • msg #97

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

[ Ronja and the Fairhairs achieve a Significant success in Harvesting from the Exceptional Gold Node (G8). ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Digger. ]
[ You return with 9 Gold. ]

[ Birk and the Leaf Cloaks achieve a Significant Success in Scouting (H6). ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Scout or Spy. ]
[ You discover an Exceptional Lumber Node!  It has an estimated 4 uses remaining. ]
[ You discover a CP:

Lastdale (H6)
Size:SettlementTerrain:Plains
Race(1):ElvesRace(2):Goblins
Attitude:IndifferenBribeV:10
Item(s) Buying:A1 (Rvd), OT (Rvd), St (Rvd)
Item(s) Selling:Lu (Rvd), SG (Rvd), RW (Rvd)
]
Because you brought a leader on your first visit, you receive a free Diplomacy Check.  Because the race of your leader matches one of the race(s) in the CP, your starting Attitude Status is Unfriendly.
[ Birk achieves a Significant Success in conducting Diplomacy with Lastdale (H6). ]
[ This was sufficient to improve your Attitude Status to Indifferent. ]

They are BUYING Armor (Type 1), Construction Tools, and Stone.
They are SELLING Lumber, Spyglasses, and Ranged Weapons.

[ The Wild Minds return from the Tournament! ]
[ They gain 3 Leveling XP, which are wasted. ]
[ They gain 3 Skill XP, which must be assigned as a Combat Skill. ]
[ The Wild Minds took 2nd place! ]


Tournament Results
Sylvia1st
Ronja2nd
Alahamndriel3rd
Unrelenting Crossbows4th

As a result of achieving 2nd place in the Tournament, you glean some information:

Alhamandriel's Unit:
Elves - Gladewalkers - Level 9
Offense:6Defense:1Strength:4
Speed:VF/3Race:ElfMax Tools:1
Max Weapons:2Cost:10GPUpkeep5GP
Special/Skills:Harrier
Special/Skills:Aggressor[5], Outmaneuver[2], Scout[2], Spy[2]
Items Equipped:Spyglass
Weapons Equipped:Ranged Weapons, Melee Weapons
Armor Equipped:Armour (Type 3)

As a result of achieving 2nd place in the Tournament, you gain the following rewards:
1 x Spell of your Choice,
30 Gold.
Ronja Lovisdottir
P3, 174 posts
Thu 17 Dec 2015
at 04:17
  • msg #98

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


Should have reminded me about upkeep: Almost forgot, being scatterbrained.
Pretty sure the Fairhairs' Level-XP is wasted.
Ronja: Digger 0->1
Leaf Cloaks: Level 8->9, Offense 3->4
Birk: Scout 2->3
Wild Minds: Parry 0->3

Spell: Birk gains Seer.

Gold 36->45
Gold 45->75

Upkeep:
Gold 75->63
Midas: Gold 63->67
Food 12->9

Trade:
Buy 1 RW, Gold 67->51, trade up 2 steps
Buy 1 RW, Gold 51->49, trade up 1 step, to Standard
Progress on expansion: 28/50 gold
Weapons equipped to both elves.

This message was last edited by the player at 05:51, Thu 17 Dec 2015.
The System
GM, 2578 posts
Sun 20 Dec 2015
at 16:17
  • msg #99

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

Brief description of final tournament fight.

As Ronja's Wild Minds and Sylvia's 3 Tusks face-off in the tournament, tensions are high.  The last round of the tournament culminates in a battle between a rag-tag band of disheveled and unkempt Humans against a lock-step unit of heavily armored Orcs.

The Wild Minds take the initiative and attempt to cut into the formation, but find the heavy shields and disciplined wall of the 3 Tusks impossible to penetrate.  The slower, but determined Orcs steadily work in measured steps around the arena, battering against their shields with even strokes.

The fight goes on for what feels like hours.  Many spectators, so immersed in the moment, pass-out from the sun's intense heat; littering the stands as people lapse into unconsciousness from exhaustion.  Just as people were becoming bored, suddenly the 3 Tusks spot a hole in the 3 Minds dashing and dancing.  Striking fast, they land several blows which tear-apart the team.  The crowds leap back into excitement and begin cheering as the 3 Tusks steadily fell the remaining Wild Minds.
The System
GM, 2581 posts
Sun 20 Dec 2015
at 16:23
  • msg #100

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

Begin [Week 1, Month 7, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG82
Exceptional LumberNH63

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (H9).]
[ [ If you Explore, you are more likely to find information about Necromancers and Magicians. ]


QuestStepDuration
   

  • Name: "Ranger's Bounty"
  • Type: Challenging Charge
  • Mission:  Shamerius wants you to prove your competence.  If you can, they will reward you with a fabled secret.
  • Task 1 Narrative: Seek-out the Monstrous Spider in the nearby Forest
  • Task 1 Mechanics: Attack Monstrous Spider in (H6) Grid.
  • Task 2 Narrative: Prove your connected with the forests.
  • Task 2 Mechanics:  Succeed in Harvesting at least 20 Lumber. (may require more than 1 Week.) Must be harvested to count.
  • Reward: Gain a Special Ability
  • Duration: 3 x Weeks.

This message was last edited by the GM at 18:09, Tue 22 Dec 2015.
Ronja Lovisdottir
P3, 180 posts
Tue 22 Dec 2015
at 14:01
  • msg #101

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

The 'pen-champions', so to speak, are likely bringing back some bruises and cuts with their prize, but there's no time to lie around with the 'quest' looming.
Though at least it'll be another couple of weeks until the spider, with or without backup depending on how the lumber-harvest goes.
There's plenty workers in the other spot, so they'll have to find their own place - given they'll only work it a week or two, Birk, as the leader, is looking for 'quality' over quantity, though soft wood's still preferred (still more about the criteria than the actual lumber)
Sure, they're still so not upholding the spirit of their task, but a band of bandits are never going to be 'in tune' with anything; At best, they 'exemplify' freedom and wit, at worst selfish destruction and greed, and in all cases they are independent by (and definitely from) nature. So upholding the letter is going to have to be enough.

Ronja and the elves (not to be confused with 'Ronja and the Elf', the common way for the less attentive to refer to the leaders when they forget Birk's name) head out to get what had been found already.

NameStartActionTargetEndNotes
RonjaH8Assist FairhairsH6H8Donkey
BirkH8Assist Wild MindsG6H8 
Wild MindsH8Scout LocationG6H8Intent: Specify lumber node, secondary results preferred as cache. Spyglass grabbed from others.
FairhairsH8Gather Resource (lumber)H6H8 
Leaf CloaksH8Assist FairhairsH6H8 

The System
GM, 2711 posts
Thu 31 Dec 2015
at 20:48
  • msg #102

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

Ronja's leader proved instrumental in your attempts to harvest lumber.  It's been a hard road for the followers of Berg Fortress; but, a sudden change in the woods; possibly spurred on the by challenge of the quest, you find yourself immersed in the unending song of the wind rustling through leaves as you carefully choose and fell the choicest bits.  Stacking them onto canvas sleds, your troops are halted for a moment and feel a sudden great calm wash over them as you become confident of your completion of the quest.

[ Ronja, the Fairhairs, and the Leaf Cloaks achieve an Astounding Success in Harvesting Lumber from the Exceptional Lumber Node (H6). ]
[ You gain 1 Leveling XP, which must be assigned to the Leaf Cloaks. ]
[ You gain 1 Skill XP, which must be assigned as Woodsman. ]
[ You return with 33 Lumber. ]
[ You successfully complete Task 2 of the "Ranger's Bounty" quest! ]

[ Birk, and the Wild Minds achieve achieve a Significant Success in Scouting (G6). ]
[ You gain 1 Leveling XP, which is wasted. ]
[ You gain 1 Skill XP, which must be assigned as Scout or Spy. ]
[ Due to the world event, you discover a Grand Lumber Node.  It has an estimated 4 uses remaining. ]
[ You discover a CP:

Redforest (G6)
Size:VillageTerrain:Forests
Race(1):ElvesRace(2):-
Attitude:UnfriendBribeV:10
Item(s) Buying:Ir (Rvd), ET (Rvd)
Item(s) Selling:RW (Rvd), Lu (Rvd)
Iron, Earth Tools, Ranged Weapons, Lumber.
]
Because you brought a Leader with you on your first visit, you receive a free diplomacy check.  Because your leader matches that of the races inhabiting the CP, your starting attitude status is Unfriendly.
[ You succeed in conducting Diplomacy with Redforest (G6).  Unfortunately this is insufficient to raise your attitude status with them. ]

Seer activates!
[ You discover a small cache containing:
12 x Lumber,
1 x Construction Tools.
]



Apologies for the lateness!  Thought we had completed your turn.  Once you get your response in - I will try to get it caught-up immediately.
Ronja Lovisdottir
P3, 181 posts
Thu 31 Dec 2015
at 22:55
  • msg #103

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


Lumber 85->118, space left 5->4
Lumber 118->130, space left 4->3
Tools given to Fairhairs
Leaf Cloaks 1/2xp to lvl 10
Ronja: Woodsman 0->1
Birk: Scout 3->4

The System
GM, 2715 posts
Thu 31 Dec 2015
at 22:59
  • msg #105

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

Begin [Week 2, Month 7, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG82
Exceptional LumberNH63

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (H9).]
[ [ If you Explore, you are more likely to find information about Necromancers and Magicians. ]


QuestStepDuration
   

  • Name: "Ranger's Bounty"
  • Type: Challenging Charge
  • Mission:  Shamerius wants you to prove your competence.  If you can, they will reward you with a fabled secret.
  • Task 1 Narrative: Seek-out the Monstrous Spider in the nearby Forest
  • Task 1 Mechanics: Attack Monstrous Spider in (H6) Grid.
  • Task 2 Narrative: Prove your connected with the forests.
  • Task 2 Mechanics:  Succeed in Harvesting at least 20 Lumber. (may require more than 1 Week.) Must be harvested to count.
  • Reward: Gain a Special Ability
  • Duration: 2 x Weeks.

Ronja Lovisdottir
P3, 184 posts
Sun 3 Jan 2016
at 01:15
  • msg #106

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

Ending up a musical number short of an impromptu theater piece has left the mood rather strange, at least amongst the ones who went to the woods with Ronja.
But, as they say, the show must go on.

Specifically, while things might be ahead of schedule, the scouts (the Wild Minds and the increasingly-mystic Birk) can still head out to see what this 'spider' is like.
It's probably going to be fine, it's outnumbered and outmatched, but this'd be the first true 'battle' so it'd be best to take it slow.
They still don't let their guard down, mind; Just because the bug's not a problem doesn't mean there might not be other, more dangerous, beings wandering around.

The plan, or rather the improvised plan when the original plan to gather lumber wasn't needed, had been to have Ronja oversee the new constructions.
Since apparently the bandits are blessed by fate - to the continuing confusion of everybody involved - it'd be nice to have a room dedicated to people working with heavy and sharp tools.
It'd have to be one with a chimney, since they're going to need some sort of a forge - they're still not entirely sure how forges are supposed to work, but hopefully it's enough to build a heavy-duty fire-place with some bellows. It just needs to heat metal enough to soften it, after all.
Mostly, though, it'd be great to be able to process lumber into things other than smaller pieces of lumber or crude planks, and that takes space and equipment too heavy to carry around.

However, not long after Birk has left, Ronja gets bored.
The men can handle themselves; They're not that dense (actually, they've been pretty smart so far, in terms of picking up new skills, they're more dumb in the way intelligent soldiers are dumb)
And, really, they could use some edge right now; A mage, maybe even just an expert who isn't as biased as Ronja and Birk are towards their plans, or some mystical artifact.
So, donkey in tow, she sets out towards where there used to be a human hamlet with less than stellar attitudes towards the band - with any luck, there'll be someone who's claimed a house, or some powerful heirloom ignored by whatever killed the inhabitants.

Fixed: Mystical Room apparently not noted down?
Was built via Architect in [Week 4, Month 2, Year 1]
NameStartActionTargetEndNotes
RonjaH8ExploreH9H8Bringing donkey, intent: Finding (information on) an artifact ideally, though mages would work too
BirkH8Assist Wild MindsH6H8 
Wild MindsH8Scout LocationH6H8Intent: Getting info on the spider. I don't want to find MORE enemies, so if scouting the spider happens no matter what, I'll specify 'cache' using the Suite (otherwise, obviously, I'll specify 'enemies')
FairhairsH8Construct WorkshopH8H8Keep in mind both've got Con-tools and Earth-tools
Leaf CloaksH8Assist FairhairsH8H8 

The System
GM, 2729 posts
Sun 3 Jan 2016
at 11:42
  • msg #107

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

Ronja traverses heavy hills of the southern parts of the region.  Vast and rolling, your feet find themselves tired and aching from the journey.  Finally settling upon a high-point, to give you proper vantage and sight around you.  After a fitful bit of sleep, you awaken to a heavy stench of foul smoke wafting across a narrow channel of hills.  Certainly no army would camp here, but you wondered all the same who would be out here.

Shambling in a haze you come across a strange man, huddled-over a series of candles, dirt-scratches, and a bizarre collection of totems and fetishes.  Seeing you, he looks-up and straightens.  Cackling he points to you and points to a book on a stack of bones.  You can scarcely control yourself, the smog clouding your senses as you approach.  You sit for what feels like hours as you watch his strange ritual...

[ Ronja achieves a Significant Success in exploring (H9) ]
[ You gain 1 Skill XP, which must be assigned as Bard. ]
[ You may select a Quest between DF2 and DF5 (inclusive). ]
[ You gain a one-time opportunity from a Necromancer:

[ Siphon the energy of one of your Units or Sacrifice one Extra of your Choice. (If a Unit, choose a number of levels to lose up to to 5. Multiply this # by 3, you gain this much Gold and this much skill XP. If this causes a Unit to be reduced below level 0, it dies.

If you sacrifice an Extra, instead: receive 1 Spell of your Choice. Then, multiply the Extra's Tier by 4: gain this much Skill XP, which you may assign as you see fit to whomever you see fit. ]
]

[ Birk and the Wild Minds achieve a Significant Success in Scouting (H6). ]
[ Thanks to the Wild Mind's Human Bonus, you gain 1 Skill XP, which must be assigned as Scout or Spy. ]

[ You succeed in conducting recon on the Monstrous Spider in (H6)

Monstrous Spider - Level 1 (Tier 2)
Offense:3Defense:4Strength:2
Speed:F/3Race:MonSMax Tools:0
Max Weapons:0Cost:20GPUpkeep10GP
Special/Skills:Webbing, Poison, Single Entity: 2 HP
Target Priority:Elf, RW, Fa
Terrain:Forests

* Single Entity: Does not degrade as damage is taken.  Able to attack as if it were a Unit.
* Webbing: 1 x Enemy Unit is reduced by -1 Speed for the duration of Combat.
* Poison: Any Unit that takes damage by Monstrous Spider, receives a cumulative -2% Combat penalty each round.

It does not have weapons/armor
]
[ You discover an Exceptional Lumber Node.  It has an estimated 3 uses remaining. ]
[ Seer Activates! ]
[ You discover a two small caches containing:

You gain 1 x Crafter's Tools,
You gain 12 x Lumber,
you gain 2 Gold.
]

[ The Fairhairs and Leaf Cloaks succeed in Constructing a Workshop. ]
[ You save 4 Lumber, consuming only 36 Lumber. ]
[ You construct a Workshop! ]

Ronja Lovisdottir
P3, 189 posts
Sun 3 Jan 2016
at 18:57
  • msg #108

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


Choose DF5, because I'm reckless like that, even though I could have gone with DF4 and settle for a spell (from the world-update) rather than vague artifact-info.
Ronja Bard 1->2
Drain Fairhairs 5 lvl, 10->5. Defense 3->2, Strength 4->2, Offense 4->2, 5 stats.
5x3=15gp and skill-xp
Gold 49->64
Wild Minds: Parry 3->5, Warder 0->3, total 5
Ronja: Leadership 0->10, total 10
Birk: Scout 4->5
Crafting tools installed in Workshop (space was available to store it, in case it technically has to enter the storage first)
Lumber 130->142
Lumber 142->106, free space 3->4

The System
GM, 2759 posts
Sun 17 Jan 2016
at 21:45
  • msg #109

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

Begin [Week 3, Month 7, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG82
Exceptional LumberNH63

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (H9).]
[ [ If you Explore, you are more likely to find information about Necromancers and Magicians. ]


QuestStepDuration
   

  • Name: "Ranger's Bounty"
  • Type: Challenging Charge
  • Mission:  Shamerius wants you to prove your competence.  If you can, they will reward you with a fabled secret.
  • Task 1 Narrative: Seek-out the Monstrous Spider in the nearby Forest
  • Task 1 Mechanics: Attack Monstrous Spider in (H6) Grid.
  • Task 2 Narrative: Prove your connected with the forests.
  • Task 2 Mechanics:  Succeed in Harvesting at least 20 Lumber. (may require more than 1 Week.) Must be harvested to count.
  • Reward: Gain a Special Ability
  • Duration: 2 x Weeks.


  • Name: "Eschew the Brew"
  • Type: Audacious Charge
  • Mission: A Witches coven has been stealing the incredibly difficult-to cultivate herbs and spices that is this small village's lifeblood for their vile magics! You must save the peasants from certain famine and destruction!
  • Task 1 Narrative: Help stave-off famine and starvation
  • Task 1 Mechanics: Acquire and Donate 12 Foodstuffs
  • Task 2 Narrative: Find the Witches who started this mess!
  • Task 2 Mechanics:  Scout the Witches' Coven in (J8) River Grid. (Astounding)
  • Task 3 Narrative: Defeat the evil coven once and for all.
  • Task 3 Mechanics:  Kill the Witches (2 x Level 1, 2 combat spells each.)
  • Task 3 Narrative: Train the peasants so that they can defend themselves in the future.
  • Task 4 Mechanics:  (Must be completed last) Loan a Unit(s) with a Combination of 10 levels and/or Skill Ranks (combat Skills) to the village to train their Militia. (1 week)
  • Reward: Gain a Special Ability
  • Duration: 5 x Weeks.


Notes: 2 and 3 must be completed in order.  Task 4 must be completed last.
This message was last edited by the GM at 13:06, Wed 20 Jan 2016.
Ronja Lovisdottir
P3, 192 posts
Tue 19 Jan 2016
at 18:09
  • msg #110

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

Gathering the entire thirty men (and if you want to keep your teeth in your mouth you'll never imply that a bandit is not a man - the fact they might also be women is not relevant) is, just like the scouting mission, probably excessive.
But, as she's told the men in no uncertain terms, Ronja doesn't trust them not to screw anything up if they're not watched - well, other than the Wild Minds in the specific case of scavenging on their own, but they're the most important part of the plan - She's told them this mostly in the hopes it'll encourage them to stop being so unreliable, but probably also partly just to vent some steam (they really can be annoying sometimes)
It's especially excessive given the whole deal with a necromancer stopping by with gifts of wealth and knowledge - Best not to question where the knowledge of war-strategy came from, though it's not like a necromancer leaves many possibilities.
Feels kind of strange, really, having the knowledge of a veteran general without having lead a battle before this.
Sure, they had to let him drain the elves of some strength, but they can just do some physical therapy or something - they'll be fine.

She's confident she will be able to 'wing' most of the decisions on-scene, given her new talents, but she still wants a basic plan ready beforehand.
It won't be a long trip, compared to most they make, so they'll pack light; If they spend the week there (rather than a few days there and the rest of the week recovering at the fort) it'll be because someone got wounded too badly to travel, which still leaves plenty others free to go get more supplies if needed.
Given what the scouts had found, they should expect webbing thick enough to be a problem for humanoids, and a venom that won't be immediately lethal.
While neither will be usable during the fight, too unwieldy, bringing some torches will help them deal with the webs once they've killed the beast (so they can loot in peace without getting stuck to things), and anti-venom should come in handy for anyone that gets bit but still survives until the end of battle.
There's supposedly just the one spider, so if the Wild Minds go in front and the elves stand ready to pepper it with arrows, the spider should be hit by an ambush even if it makes the first move.
Of course, ideally, no one's heard and they all squash the spider before it even wakes, but at that point they might as well start asking the heavens to rain coin down upon them given how optimistic an idea it is.

NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsH6H8Bringing donkey
BirkH8Perform Diplomacy (Trade, Shamerius)I6H8Intent: Buying food.
Wild MindsH8Attack Monstrous SpiderH6H8Warder enabled, should be 90% to work (50+2x20), with no tactics subtracted since it's a dumb spider. Intent: Specifically attacking the spider in the quest. I, of course, want the usual ranged-rounds stuff.
FairhairsH8Assist Wild MindsH6H8 
Leaf CloaksH8Assist Wild MindsH6H8 

This message was last edited by the GM at 01:48, Fri 22 Jan 2016.
The System
GM, 2785 posts
Fri 22 Jan 2016
at 02:03
  • msg #111

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

Armed with the wisdom of many battles fought and lost - Ronja enters the woods carefully, arming her men with torches and lanterns to avoid being caught by surprise.  Spiders were crafty - Monstrous spiders were unbelievably so.

Finding the spider's home again took little effort; the tell-tale signs of its webs and the many burned scorch-marks from its acidic and poisonous fangs had left huge black splotches in the trees.

the Leaf Cloaks' keen ears pricked up to the sounds of small chittering and subtle shifts in the treeline.  Signaling to Ronja, she immediately began waving this way and that - getting her bandits into position.  Spiders were well-known for enjoying the taste of Elf-flesh, but the sight of the Wild Minds, pretending to be trapped in some of the outer webs was too much for its simple mind to resist and it dove onto them, launching webs with reckless abandon.

The real trap was sprung!  The Fairhairs and Leaf Cloaks pulled strings on their arrows and let fly.  As the jaws of the creature descended towards the first of the Wild Minds - two-score arrows landed and sank into the creature's thick carapace.  Losing balance it fell from its own web line and plummeted to the hard earth, little legs twitching as it let out its final death throes.


[ Ronja, the Wild Minds, the Fairhairs, and the Leaf Cloaks Obliterates the Monstrous Spider. ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as a Combat Skill. ]
[ You gain 38 Gold. ]
[ You complete Task 1 of the "Ranger's Bounty" Quest! ]
[ This completes the "Ranger's Bounty" Quest! ]
[ You gain 16 Gold. ]
[ Your Usurpation gains a Special Ability!

Ranger's Harvest: Units add their Ranged Weapon's offensive bonus (including quality, if any) to Harvest-Lumber checks.
(This effect is "Global" to your Usurpation - and affects all of your Units.)
]

[ Birk achieves an Astounding Success in Conducting Diplomacy with Shamerius (I6). ]
[ You gain 2 Skill XP, which must be assigned as Negotiator. ]
[ You receive a recruitment offer from an Extra!


Elf Harvester Trainer - Ruith  (Tier3)
Cost:10 GPUpkeep:5 GP
Benefit:When assisting in Harvest Lumber, +20
Skills:Alwin has Woodsman[4], Scout[4]
Ability:Alwin can train as per the Train Unit action
Special:When assisting in Harvesting Lumber, Ruith
Special:changes the base dice to d6s.
]

Comment: couldn't stop laughing at the physical therapy!  hahah!
Ronja Lovisdottir
P3, 197 posts
Fri 22 Jan 2016
at 21:55
  • msg #112

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


Fairhairs: Level 5->6, Defense 2->3
Wild Minds: Warder 3->4 (base 90->110%)
Gold 64->102->120
Taking the reward as is.

Birk: Negotiator 3->5
Hire the extra, for now: Gold 120->110
Buy 12 food for 9 gold, Gold 110->101, food 9->21, temporarily over storage limit.
Donating 12 food to the quest, Food 21->9, Free space 4 still

EDIT: Extra upkeep added: 12->16 gold per month, with 1gp Throne Room discount.
2nd EDIT: Due to changes in the rules, my decisions were changed.

This message was last edited by the player at 00:53, Mon 25 Jan 2016.
The System
GM, 2824 posts
Sun 24 Jan 2016
at 19:19
  • msg #113

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

Begin [Week 4, Month 7, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG82
Exceptional LumberNH63

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (H9).]
[ [ If you Explore, you are more likely to find information about Necromancers and Magicians. ]


QuestStepDuration
Eschew the BrewTask 24 Weeks


  • Name: "Eschew the Brew"
  • Type: Audacious Charge
  • Mission: A Witches coven has been stealing the incredibly difficult-to cultivate herbs and spices that is this small village's lifeblood for their vile magics! You must save the peasants from certain famine and destruction!
  • Task 1 Narrative: Help stave-off famine and starvation
  • Task 1 Mechanics: Acquire and Donate 12 Foodstuffs
  • Task 2 Narrative: Find the Witches who started this mess!
  • Task 2 Mechanics:  Scout the Witches' Coven in (J8) River Grid. (Astounding)
  • Task 3 Narrative: Defeat the evil coven once and for all.
  • Task 3 Mechanics:  Kill the Witches (2 x Level 1, 2 combat spells each.)
  • Task 4 Narrative: Train the peasants so that they can defend themselves in the future.
  • Task 4 Mechanics:  (Must be completed last) Loan a Unit(s) with a Combination of 10 levels and/or Skill Ranks (combat Skills) to the village to train their Militia. (1 week)
  • Reward: Gain a Special Ability
  • Duration: 5 x Weeks.


Notes: 2 and 3 must be completed in order.  Task 4 must be completed last.
This message was last edited by the GM at 18:13, Sun 31 Jan 2016.
Ronja Lovisdottir
P3, 203 posts
Mon 25 Jan 2016
at 20:40
  • msg #114

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

After some discussion between the leaders, Birk ends up setting out with the new 'specialist' and the increasingly-independent Wild Minds.
Finding the witches will be a rather tough task, and it's a fair chance they'll end up regretting not going all-out (or at least bringing Ronja) but Birk insisted he had a good enough shot it'd be worth trying.
From what they've heard, the witches are good enough at hiding that it would probably be pointless to search for them by asking around; No one that wasn't actively hunting them would find any useful clues.
But there might be trails, mysterious purchases, and so on that don't match up with known settlements.
This place is dangerous enough that few people are going to have a 'summer cabin' or other temporary home out in the middle of no where.
If they find any signs of humanoid life away from settlements and trade-roads, that's a good lead for finding groups that aren't well-liked.
They'll just have to hope they find the witches before accidentally uncovering a bandit-camp or such (that would get awkward, given the whole 'working for miss self-proclaimed Bandit Queen')

Making deals with mysterious, and quite probably evil, figures went amazingly well last time.
The necromancer's gone to who-knows-where, unfortunately, but Ronja figures she can find someone else willing to make morally ambiguous trades for power.
Things are getting far too... Elven around the fort, however, so for a change of scenery it's out into the swamp for her and her packmule.
Besides, the swamp seems the best place to hunt hermits with hermetic powers - hopefully some shamans will be easier to bargain with than your average wizard.

The rest of the men are set to doing something useful with all the lumber.
A lot of it isn't suited for particularly sturdy structures, given how they went for easily-chopped trees over solid ones.
But if they use the least durable wood for furniture (they especially would need beds), there should be space to fit another squad into the make-shift sleeping-area of the fort.
Some walls will need support ones they clear the load-bearing rubble away (the fact that there is still such a thing should give a hint as to how much work is left to do in the place), and it would be preferable to reinforce it further so it becomes even more shake-proof than when it was whole.
There should be enough wood for that, though.


Cornucopia removed from Birk, pretty sure he's not supposed to have that anymore.
NameStartActionTargetEndNotes
RonjaH8ExploreH9H8Bringing donkey. Intent: Finding 'information about Necromancers and Magicians', ideally something I can benefit from immediately like last time (though I wouldn't mind a decent extra, ideally one with valuable skills of their own rather than a talent for training others)
BirkH8Assist Wild MindsJ8H8 
Wild MindsH8ScoutJ8H8Intent: Finding the witches. Probably specifying 'Enemies', to do so, but if that doesn't apply in this case I'll just specify Cache (since I don't want a stone-node and don't want more enemies)
FairhairsH8Construct BarracksH8H8 
Leaf CloaksH8Assist FairhairsH8H8 

This message was last edited by the GM at 16:51, Sat 30 Jan 2016.
The System
GM, 2907 posts
Sat 30 Jan 2016
at 17:11
  • msg #115

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

As Birk and Ronja beam smiles of pride at their extraordinarily competent Wild Minds, who set out to scout the edge of the riverbed.  The river rages and crashes as it flows down, sometimes deafening Birk's highly advanced ears altogether.  You soon realize why these witches have become such a menace; the numerous caves, alcoves, small patches of trees, and other natural environment debris makes for a wondrous realm of hiding places.  However, the Wild Minds are more than up to the task and soon solve the puzzle!  After coming back to what seemed like the exact same burnt-out campfire, you soon realize it's all an illusion!  Marking the path this way and that the Wild Minds soon come across a small channel leading away from the main river.  Stepping into the ravine, you begin to smell pungent brews and aromas wafting from a tiny cave entrance just behind a dip in the river - forming a tiny waterfall.  You've find them!



[ Ronja achieves a Significant Success in Exploring (H9). ]
[ You gain 1 Skill XP, which must be assigned as Bard. ]
[ You may select a Quest between DF2 and DF5 (inclusive). ]
[ You encounter a mysterious necromancer:

Siphon the energy of one of your Units or Sacrifice one Extra of your Choice.
[*] If a Unit, choose a number of levels to lose up to to 5. Multiply this # by 3, you gain this much Gold and this much skill XP. If this causes a Unit to be reduced below level 0, it dies.
[*] If you sacrifice an Extra, instead: receive 1 Spell of your Choice. Then, multiply the Extra's Tier by 4: gain this much Skill XP, which you may assign as you see fit to whomever you see fit.
]

You forgot to mention where Ruith went this turn - so, I will assume Ruith goes with Birk and the Wild Minds.
[ Birk and the Wild Minds achieve an Astounding Success in Scouting (J8). ]
[ You gain 2 Leveling XP, which is lost immediately. ]
[ You gain 2 Skill XP, which must be assigned as Scout or Spy. ]
[ You complete Task 2 of the "Eschew the Brew" quest. ]
[ 2 x Level 2 Witches, both with +1 in Offense.  They have four spells in total: Tremendous Might, Fervor, Stalwart, and Armament. ]
[ You discover three packs of Lizardfolk wandering in (J8). ]
[ Seer Activates! )
[ You discover a Medium cache containing:]

1 x Earth Tools,
2 x Foodstuffs,
1 x Armor (Type 1)
]

[ The Fairhairs and the Leaf Cloaks succeed in Constructing a Barracks in (H8). ]
[ You save 4 Lumber, consuming only 41 Lumber. ]
[ You succeed in adding a Barracks to (H8)! ]

This message was last edited by the GM at 19:27, Sat 30 Jan 2016.
Ronja Lovisdottir
P3, 206 posts
Sat 30 Jan 2016
at 17:55
  • msg #116

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


Ronja: Bard 2->3
Choose DF4 quest.
Ruith going with the scouts is correct - I had it planned, but did indeed forget to write it down. It won't matter in the long run, because:
I'll Sacrifice Ruith, for Tier 3x4=12 skill XP and a spell.
Birk: Learn Cornucopia.
Wild Minds: Warder 4->5, 12->11 xp (Base success chance 110%->130%)
Ronja: Bard 3->5, 11->9 xp, Negotiator 5->10, 9->4 xp
Fairhairs: Outmanouver 1->3, 4->2 xp, Aggressor 0->1, 2->1 xp
Leaf Cloaks: Aggressor 0->1, 1->0 xp
No gold, as far as I understand, from Extra sacrifices.
Ruith dies, so gold upkeep 16->12.

Birk: Scout 5->7
Armor put on Leaf Cloaks.
Tools put in storage, free space 4->3
Food 9->11, Free space 3->1

Lumber 106->65, stacks 6->4, free space 1->3
Barracks added: Living Rooms 3->4, empty rooms 0->1, expected base cost for next room 45->50 lumber.

This is the end of the 4th week, so I'll do upkeep even though you didn't tell me to:
Midas Touch + 3/2 other spells: Gold 101->107
Cornucopia + 3/2 other spells: HQ food 0->2, Free Space 3->1
3 units, all discounted for race: Gold 107->95, non-HQ food 11->8, Free Space 1->4

The System
GM, 2977 posts
Sun 31 Jan 2016
at 18:44
  • msg #117

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

Begin [Week 1, Month 8, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG82
Exceptional LumberNH63

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (G9).]
[ If you Explore, you are more likely to find information about Architects. ]


QuestStepDuration
Eschew the BrewTask 24 Weeks

Eschew the Brew Notes: 2 and 3 must be completed in order.  Task 4 must be completed last.


  • Name: "Clumsy Beast"
  • Type: Challenging Charge
  • Mission: Having recently entered a nearby village. You hear a loud roar emitting from the mayor's home. The place is nearly deserted until you approach the mayor's home. You see a score of militia attempting to keep at Ogre at bay to stop it from destroying the town!
  • Task 1 Narrative: You rush into the fight, but are pulled-back by some of the militia.
  • Task 1 Mechanics: Conduct Diplomacy (achieve at least a success) with the townsfolk.
  • Task 2 Narrative: While the militia focus on securing the exists, you deal with the threat.
  • Task 2 Mechanics: Attack the Ogre (1 x Level 2 Ogre.)
  • Task 3 Narrative: The Ogre left the place a mess, and the townsfolk beg your assistance in rebuilding their homes.
  • Task 3 Mechanics: Loan at least 1 x Unit (Must have Mason Skill). Must have Construction Tools.
  • Reward: Recruit a Unique Unit
  • Duration: 5 x Weeks.


Tasks must be completed in order.
Ronja Lovisdottir
P3, 209 posts
Wed 3 Feb 2016
at 22:40
  • msg #118

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

With the witches still on the loose, there's no time to go ogre-hunting.
Hopefully the place will survive a week or two on their own.

After a temporary trip back to the Fort to bring the archers, and to get ready for a more violent outing, it's back out.
Unlike the spider, these are potentially valuable as prisoners... But the men are still told to go for the kill, just don't slit anyone's throat once they're already down.
Ultimately, the spells they've apparently got just mean they're less incompetent as fighters; They can summon weapons out of nowhere, but all thirty men already have plenty of weapons, they can strengthen themselves, but they'd probably still lose an arm-wrestle with the Wild Minds, and so on.
As long as they approach the witches as though they were trained fighters, they don't seem to have any particularly 'mystical' abilities that could surprise them.
With a bit of luck, they won't have any defense against the initial hail of arrows and the bandits will just casually tie up a bunch of frail old women writing in agony.


NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsJ8H8Donkey
BirkH8Assist Wild MindsJ8H8 
Wild MindsH8Attack WitchesJ8H8Warder enabled, should be 130%, minus tactics, to succeed. I'd prefer to avoid also fighting the lizardfolk, but I guess it wouldn't be a deal-breaker - I'd just have to hope they're incompetent lizards
FairhairsH8Assist Wild MindsJ8H8Definitively want to try for extra ranged rounds, but I don't think I need to specify; It's pretty much always a good thing, and as far as I understand has no negative consequences for failure.
Leaf CloaksH8Assist Wild MindsJ8H8 

The System
GM, 3021 posts
Sat 6 Feb 2016
at 07:30
  • msg #119

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

After carefully navigating back to the Witches' hideout, the Wild Minds place themselves at the head of the group and begin to shout obscenities as everyone rushes-in onto the Witches lair.  Their attention distracted from their rituals, the Witches immediately set-about putting up their personal magics and gather-up their staves.

As they begin to summon terrible balls of fire and acid into their hands, the Leaf Cloaks and Fairhairs seize the opportunity and begin to fire arrows, just barely over the Wild Minds through the cavern to strike the Witches.  Although a few arrows fly wide - the majority come crashing down and tear through the mystic shields and barriers.  Soon the two crones collapse under the weight of flint and wood as their bloodied bodies will hold up no longer.  The day is won!


[ Your Usurpation succeeds in Attacking and defeating the Witches in (J8). ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as a Combat Skill.
[ You gain 76 Gold.
[ You complete Task 3 of the "Eschew the Brew" quest. ]
[ You gain a Spell! You may select ONE from: Tremendous Might, Forced March, or Celerity. ]

This message was last edited by the GM at 07:29, Sun 07 Feb 2016.
Ronja Lovisdottir
P3, 211 posts
Sun 7 Feb 2016
at 00:10
  • msg #120

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


Leaf Cloaks: Level 9*->10, Strength 3->4
Birk: Leadership 0->1, gain Tremendous Might
95->171 gold

The System
GM, 3039 posts
Sun 7 Feb 2016
at 07:34
  • msg #121

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

Begin [Week 2, Month 8, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG82
Exceptional LumberNH63

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (G9).]
[ If you Explore, you are more likely to find information about Architects. ]


QuestStepDuration
Eschew the BrewTask 43 Weeks
Clumsy BeastTask 14 Weeks

Eschew the Brew Notes: 2 and 3 must be completed in order.  Task 4 must be completed last.

Clumsy Beast Notes: Tasks must be completed in Order.
This message was last edited by the GM at 01:33, Mon 08 Feb 2016.
Ronja Lovisdottir
P3, 212 posts
Thu 11 Feb 2016
at 03:15
  • msg #122

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

Apparently, the Ogre is still harassing the village to the south.
With the witches killed (unfortunately, as they'd be potentially useful as captives) and the literally-and-figuratively greenest unit (the Leaf Cloaks) sent off to fill the last of their promise, there should be enough time to deal with some other threats too.
But with the way the militia treated her last time, it's not a good idea to just show up with an army; She needs to go get an official request for help from someone in charge over there.

In the meantime, the Fort is actually starting to look in good shape again.
Most of the rooms have been cleared out, 'bulging' walls have been straightened and reinforced, and so on.
It still looks abandoned from a distance, but more 'abandoned for years' rather than decades or centuries.
The only really big thing they can think of, other than more 'space' for people and resources, would be to fix up the original fortifications.
The front gate is propped open in lieu of a working gate-mechanism, enough bricks have fallen out of various arrow-slits and such that they provide barely any cover for the archers, and so on.
It's fixing those problems that Birk's planning on while he waits - with the help of the workers, of course.


NameStartActionTargetEndNotes
RonjaH8Conduct Diplomacy???H8With Donkey. Intent: Fulfilling the Event-criteria. But H9 ('Mistfield') is destroyed, and that's where I Explored, so I'm not even sure which village I'm going to in the quest - so don't know if any trade or whatever is doable.
BirkH8Assist Wild MindsH8H8 
Wild MindsH8Construct Defensive StructuresH8H8I really need them to do well on this; I need a skill-point in Masonry on a unit, and if Ronja needs to stay behind to teach next time they'll be fighting an ogre short one unit and their best tactician. If she fails AND the Wild Minds do badly enough, we're in trouble. Swapped gear with Leaf Cloaks.
FairhairsH8Assist Wild MindsH8H8 
Leaf CloaksH8Lend (Event:EtB)???H8I forget where exactly the village was. 'Loan a Unit(s) with a Combination of 10 levels and/or Skill Ranks (combat Skills) to the village to train their Militia. (1 week)' - They're level 10 already as base, and have three ranks on top of it.

This message was last edited by the player at 06:24, Thu 11 Feb 2016.
The System
GM, 3106 posts
Fri 12 Feb 2016
at 05:13
  • msg #123

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

As Ronja approached the unfortunate little group of hovels, hardly enough to even call a hamlet; you realize their plight and swear you recognize that very Ogre from your travels!  Rushing-in, the few stragglers that could be called "the militia" pull you back and begin to question you.  Explaining yourself and your desire to help, they eventually settle to your presence - but, explain that they have had to evacuate the other villagers while the Ogre is squatting here.

[ Ronja achieves a Significant Success in conducting Diplomacy with the distraught villagers. ]
[ You gain 1 Skill XP, which must be assigned as Bard. (due to running not being able to train Negotiator.  This is the only skill where this is allowed to happen.) ]
[ You complete task 1 of the "Clumsy Beast" quest. ]

[ Birk, the Wild Minds, and the Fairhairs achieve a Significant Success in Constructing Defensive Structures! ]
[ You gain 1 Leveling XP. ]
[ Due to the Human and Scholar Bonuses - you gain 2 Skill XP, which must be assigned as Mason. ]
[ You save 10 Lumber, consuming only 40 Lumber. ]
[ You construct a Defensive Structures! ]


[ The Leaf Cloaks go off to train some peasants. ]
[ You complete Task 4 of the "Eschew the Brew" quest! ]
[ You complete "Eschew the Brew"! ]
[ You gain 20 Gold. ]
[ You receive a special ability from completing the "Eschew the Brew" Quest:

[Myrmidon, Tier4]

Choose one of the following options

Choice 1) You may assign the following special ability to one of your Leaders.  You may elect to have that leader bestow this ability on any Unit(s) of your choice, at a cost of 4 Gold per Unit.  This does not take any time.

Battle Drills: When determining XP after Combat, treat this Unit as if it were five levels-lower for purposes of determining the force average.


Choice 2) You may assign the following special ability to one of your Units.

Battlesage: After combat, in additional to all other XP gained; this Unit gains 1 additional Combat XP. (only applies if this Unit was in combat.)  Treat this Unit as if it were four levels lower for purposes of determining the force average.  Finally, this Unit may gain two (2) levels beyond the maximum. (normally 10.)
]
This message was last edited by the GM at 05:21, Fri 12 Feb 2016.
Ronja Lovisdottir
P3, 215 posts
Fri 12 Feb 2016
at 08:53
  • msg #124

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


Ronja: Bard 5->6 - quite aware Negotiator XP can be converted to Bard, it's why I considered it acceptable to max out Negotiator. You never explained if I could do anything diplomacy-esque now, though (trading or such)
Wild Minds: Mason 0->1
Fairhairs: Mason 0->1, Level 6->7, Offense 2->3

Lumber 65->25, Stacks 4->2, Free Space 4->6
Base cost for next room 50->55
Prison added

Gold 171->191

Choosing option 1
Ronja: Added 'Battle Drills', using Battle Drills on all 3 units.
All 3 units: Added 'Battle Drills' for 3x4=12 gold
Gold 191->179

This message was last edited by the GM at 17:30, Wed 17 Feb 2016.
The System
GM, 3112 posts
Sat 13 Feb 2016
at 19:57
  • msg #125

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

Begin [Week 3, Month 8, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG82
Exceptional LumberNH63

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (G9).]
[ If you Explore, you are more likely to find information about Architects. ]


QuestStepDuration
   
Clumsy BeastTask 23 Weeks

Clumsy Beast Notes: Tasks must be completed in Order.
This message was last edited by the GM at 16:07, Wed 17 Feb 2016.
Ronja Lovisdottir
P3, 217 posts
Wed 17 Feb 2016
at 10:24
  • msg #126

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

The leaders discussed the plan, as the Ogre likely would not need their entire force.
The men would need a leader, Ronja being the obvious choice, and it'd be a bit too conservative to not at least bring the Wild Minds and one squad of archers.
Birk, the scout-leader without any scouts to lead at the moment, declines taking along a squad of elves; They'd just slow him down.
He'll go explore the areas himself.

So it's all thirty soldiers once again, with Ronja at the head, who head out to slay the fiend.
The Wild Minds should have no trouble surrounding him, keeping him away from the archers.
If it tries to ignore the humans, they're perfectly capable of doing some serious damage themselves and will likely cut him down before he's taken more than a few steps.
And he's far too slow to push through; By the time he's forced one bandit back, there'd be another ready to fill the gap, while the elves would have no trouble falling further back if the fight got too close.
With any luck, the seemingly-wild movements of the Wild Minds jumping around and taking swipes at the Ogre, while whooping and taunting, will also keep the humans entirely untouched as fists hit thin air where a bandit used to be.
Their defense is, of course, anything but random; It's a well-practiced, admittedly slightly 'borrowed' from ancient berserkers given the whole necromancer thing, and would seem a lot more predictable when viewed in slow-motion and from safety.
But it's well-established in history that it's to your benefit to seem insane and fearless on the battlefield - especially as it's entirely rational to not want to fight an erratic enemy; If he's stronger, you don't want to fight them either way, while if he's weaker then you'd want them so consistent that you're guaranteed victory.
Erratic weaklings might win, after all.


NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsEventH8 
BirkH8ExploreG9H8Bringing donkey. Intent-ish: I'd not mind actually finding an Architect, but mostly I don't care.
Wild MindsH8Kill OgreEventH8Warder enabled. I want all the ranged rounds I can. Not sure if I can capture it, but I don't think I even want to.
FairhairsH8Assist Wild MindsEventH8 
Leaf CloaksH8Assist Wild MindsEventH8 

The System
GM, 3176 posts
Wed 17 Feb 2016
at 17:31
  • msg #127

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

Wading in fearlessly, the Wild Minds begin banging on their shields and creating a huge clamor, drawing the Ogre away from the Mayor's and Militia Houses, you see tenuous sighs of relief appear on the militia's faces as the arrows begin to pour in like a waterfall of black death.

Your forces utterly decimated the Ogre within mere moments of initiating the fight!

[ Birk achieves an Astounding Success in Exploring (G9). ]
[ You may select a Quest between DF2 and DF6 (inclusive). ]
[ Birk meets a famous architect!

An architect will Construct any 1 Room for you for 8 Gold. In addition, if it is not a Barracks; it will begin at Renovation Level 2.
Alternatively, you may pay for a Renovation - 4 Gold for a Renovation to any existing room. (up to twice).
]

[ Ronja, the Wild Minds, the Fairhairs, and the Leaf Cloaks completely obliterate the Ogre that was bashing through the Militia's doors. ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP. ]
[ You gain 42 Gold. ]
[ You complete Task 2 of the "Clumsy Beast" quest! ]
[ You capture the Ogre! You may add this Unit to your Prison. ]

This message was last edited by the GM at 04:38, Thu 18 Feb 2016.
Ronja Lovisdottir
P3, 224 posts
Wed 17 Feb 2016
at 19:05
  • msg #128

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


Ogre added to the prison.
Ronja will Glean Information - as interesting as an Ogre unit would be, I want to leave room for the Unique Unit (plus, I've mixed feelings about the Ogre, mechanically speaking)

Choosing DF4 quest - I need to start getting 'spare time' for my own purposes, but it might be worth getting more spells (or the random reward might just be worth it too)

Hiring Architect to build the Defensive Structures (again) - for the sake of the record: OOC stuff had me retroactively build a Prison instead of DS.
Added Renovation 2 DS
Gold 179->171

Gold 171->213
Fairhairs: Level 7->8, Strength 2->3
Wild Minds: Parry 5->6

The System
GM, 3182 posts
Thu 18 Feb 2016
at 02:51
  • msg #129

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

[ Ronja achieves an Astounding Success in Gleaning Information from the Ogre. ]
[ You gain 2 Skill XP, which normally must be assigned as Leadership, however; as you have this maxed - this can be assigned to Tactics. ]
[ You learn about a special opportunity:

You meet a mysterious magician: Pay 16 Gold to learn 1 Spell of your choice.
]
[ You have exhausted this Unit's Explore information. (subsequent gleaning attempts will yield Scouting-type information. ]

Ronja Lovisdottir
P3, 225 posts
Thu 18 Feb 2016
at 07:13
  • msg #130

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


Ronja: Tactics 0->2

Accept opportunity:
Gold 213->197
Ronja: Add Soothsayer

The System
GM, 3187 posts
Sun 21 Feb 2016
at 08:46
  • msg #131

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

Begin [Week 4, Month 8, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG82
Exceptional LumberNH63

BonusGridDuration
   

[ Intelligence Network:  +10% to Scouting (Find a CP) or Exploring (G9).]
[ If you Explore, you are more likely to find information about Architects. ]


QuestStepDuration
   
Clumsy BeastTask 32 Weeks



  • Name: "A Lost Magic"
  • Type: Challenging Charge
  • Mission: An Elven Village has found itself in a serious bind- due to the passing of its most cherished elders: they've lost the capacity to warp wood into a substance as hard as iron, and now need iron to craft the implements to run their society and defend themselves!
  • T1 Narrative: Assist the Scouts in traversing the Mountains to find an appropriate source of Iron.
  • Task 1: [ Mechanics: Scout a Mountains Grid and find an Iron Node. (First result will be lost.  Must discover at least an Exceptional Node.) ]
  • T2 Narrative: Help the crafters of the village offset their current lack of Iron reserves.
  • Task 2: [ Mechanics: Donate 30 Iron to the Elves. ]
  • T3 Narrative: If the Elves are to invigorate their efforts to acquire iron, they will need new tools for the job.
  • Task 3: [ Mechanics: Craft and Donate 2 x Earth Tools. ]
  • Reward: Special Ability (Tier 3)
  • Duration: 5 x Weeks.

[Because the quest requires it - if you have the SMS Ren 2 option to choose your Node - you can select "Iron" in the mountains for this quest only.]
This message was last edited by the GM at 17:37, Sun 21 Feb 2016.
Ronja Lovisdottir
P3, 232 posts
Fri 26 Feb 2016
at 12:28
  • msg #132

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

The more senior of the elves will head off to help rebuild what the ogre had managed to break while the band was taking their time.
Speaking of the ogre, it's to be 'disposed off' before it can recover sufficiently to start destroying the prison - the Fort really can't handle much more destruction, even after all the renovations.

Finding the iron-veins should be so easy, Ronja figures she can do it herself - and get a chance to contact more outside help with the renovations while she's at it.
But there's hardly any material to make tools out of, and the fort has been completely stripped of iron - any scraps they'd found had been long since turned into nails or rods to reinforce the walls and roof.
It's rather demeaning for the scout-master and his master scouts, with some elves tagging along as help, to go dig up stones from such a poor find.
Normally this would be the kind of location the 'locals' used, while the Band had started to be used to having the pick of the entire mountain-range.
But, alas, they already have 'merely' twice the time professional craftsmen would use to make tools - besides, if they can get a few carts back, the elves (or the new recruits they'd been promised) can start working while Ronja potentially goes to buy the rest of the stone.


Tools moved around. Wild Minds' shield swapped for the Fairhairs' Ranged Weapons.
NameStartActionTargetEndNotes
RonjaH8Cast SoothsayerH7H8Intent for Scout: '"Task 1 - A Lost Magic"', specifying (with Spymaster's Suite) that I want to find an Iron Node. Automatic 99 should be plenty to get Exceptional nodes. Intent for Explore: Finding another Architect. Pay 10 gold: Gold 197->187. Execute Ogre - should have done this last time, after Gleaning, but I misread the 'timing' of when to execute.
BirkH8Assist Wild MindsG8H8 
Wild MindsH8Gather StoneG8H8Hopefully I find enough stone for multiple crafting attempts. Remember my 'Ranger's Harvest' ability gives me a bonus from ranged weapons.
FairhairsH8Lend to Quest?Quest?H8'Clumsy Beast, Task 3: Loan at least 1 x Unit (Must have Mason Skill). Must have Construction Tools.' Time is not stated, but I assume it's 1 week - if not, it doesn't change anything this week, but I do need to know it going forward
Leaf CloaksH8Assist Wild MindsG8H8 

The System
GM, 3353 posts
Fri 26 Feb 2016
at 20:10
  • msg #133

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

As word spreads of your saving the villagers from the Ogre, and your subsequent generosity in saving the villagers from months of rebuilding quickly spreads by word of mouth.  Ronja and the Fairhairs soon find themselves beset by a band of squat little folk, covered in a variety of backpacks, trinkets, and other baubles and devouring biscuits while pointing to a hodgepodge of scrolls in their possession.

They introduce themselves as being from a Gnomish enclave far away, seeking to find someone devoted to building and creating greater works of art and mastering the ways of lore.  Offering their services, they call themselves the "Kajiggers."

[ Ronja casts Soothsayer and Spends 10 Gold. ]
[ Ronja achieves an Astounding Success in Exploring (H7.) ]
[ Ronja gains 2 Skill XP, which must be assigned as Bard. ]
[ You may select a Quest between DF2 and DF6 (inclusive). ]
[ You encounter a famous architect!
An architect will Construct any 1 Room for you for 8 Gold. In addition, if it is not a Barracks; it will begin at Renovation Level 2.
]

[ Ronja achieves an Astounding Success in Scouting (H7). ]
[ Ronja gains 2 Skill XP, which must be assigned as Scout or Spy. ]
[ You discover an Exceptional Iron Node!  This is lost to the Elves. ]
[ You complete Task 1 of the "A Lost Magic" quest! ]
[ You discover a pack of Lizardfolk! (3 x Units, Armed and Armored). ]


[ Birk, the Wild Minds, and the Leaf Cloaks achieve an Astounding Success in Harvesting Stone from the Normal Stone Node inn (G8). ]
[ You gain 2 Leveling, which is lost. ]
[ You gain 2 Skill XP, which must be assigned as Stonecutter. ]
[ You return with 34 Stone. ]


[ The Fairhairs aid the villagers in rebuilding their homes. ]
[ You complete Task 3 of the "A Clumsy Beast" quest. ]
[ The Fairhairs return to the Lair. ]
[ You complete the "A Clumsy Beast" Quest! ]
[ You gain 16 Gold. ]
[ You gain a recruitment opportunity (without having to pay the Recruitment Cost):

Gnomes - Artisan - Kajiggers - Level 0  (Tier1)
Offense:1Defense:1Strength:1
Speed:M/2Race:GnomMax Tools:3
Max Weapons:1Cost:15GPUpkeep5GP
Special:Treats Defensive Structures as +5% Defense
Special:This bonus applies to all defenders.
Special:Crafting +10.
Unique:Hurried Tinkering (Tier1)
Skills:Artisan[1]

Hurried Tinkering (Tier1): This Unit may attempt to craft two items with a single craft check.  You must have the resources for both items.  This craft check is made at a -20.  If you fail, you lose all materials.  If you can already multi-craft, reduce the lowest multi-crafting penalty by 10 instead.
]

[ Ronja returns to the Lair and achieves a Significant Success in Gleaning information from the Ogre. ]
[ You promptly executive the poor bastard afterward... ]
[ Due to the Scholar bonus, Ronja gains 2 Skill XP, which would normally need to be assigned as Leadership - however, you may assign it as Tactics. ]
[ The Ogre informs you of an HQ Iron Node nearby... ]
[ You discover an HQ Normal Iron Node in (H10).  It has an estimated 3 uses remaining. ]

This message was last edited by the GM at 21:13, Fri 26 Feb 2016.
Ronja Lovisdottir
P3, 233 posts
Sat 27 Feb 2016
at 08:03
  • msg #134

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


Soothsayer already paid for.
Ronja: Bard 6->8
Select DF6
Construct Barracks, since I can't renovate this time. Gold 187->179, another Living Quarters added.
Ronja: Scout 0->2

Leaf Cloaks: Stone-cutter 0->2
Stone 3->37, Stack 1->2, Free space 7->6

Gold 179->195

Recruit Gnomes: Added Kajiggers to lists (hopefully all of them)
Give Battle Drills to the Gnomes: Gold 195->191
Upkeep increased: Gold 12->17, Food 3->4

Ronja: Tactics 2->4

Upkeep:
1x Midas Touch, +5/2 other spells: 8gp HQ Gem, keeping this one just in case I want to boost a scouting roll in the future. Free Space 6->5
1x Cornucopia, +5/2 other spells: HQ food 3->6, free space 5->2
4 units paid: Gold 191->174
4 units fed: Non-HQ Food 8->4, free space 2->6

The System
GM, 3357 posts
Sat 27 Feb 2016
at 14:46
  • msg #135

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

Begin [Week 1, Month 9, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG81
Exceptional LumberNH63
Normal IronYH73

BonusGridDuration
   

HostilesGridNotes
3 x Units: Lizardfolk!H7Armed/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
   
A Lost MagicTask 2 - Donate 30 Iron4 Weeks

This message was last edited by the GM at 19:09, Tue 01 Mar 2016.
Ronja Lovisdottir
P3, 234 posts
Tue 1 Mar 2016
at 18:23
  • msg #136

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

Two out of three ain't bad (the Band's big on building up the Fort, and seem to be gathering a growing pile of 'lore', but not so big on 'art') so the gnomes are quite welcome at the fort.
Especially if they can make some better weapons, though that'll have to wait.
First, they are shown (and shoved) into the recently-cleaned forge (there's some cobwebs and such around still, but they'd already started dusting off anvils and workbenches before going to get stone) and told to make some tools for the elven village.
They boast of being able to do it in a single week, but for now they're told to take their time; They've not proven themselves yet, so Ronja'd prefer to see their good work first, then she can decide if a haste-job's anything more than a waste of resources.
The elves are set to help them, more because they'd slow down the scouts than anything, but hopefully they'll give the gnomes more time to do the parts that actually require skill (rather than crudely chopping things into sizes fit to use in crafting)

While the mage-tower in the far distance (well, far distance up here in the mountains; It's hard to see very far with all the stone in the way) is tempting to both the leaders, it'll have to wait.
Neither of them has become any more stereo-typically 'spiritual', so going there to be 'cleansed' still seems weird anyway.
But there's an argument to be made that they are 'pure' from a lack of rules or restrictions; They're closer to really intelligent animals than what most consider a 'sane' person, and Ronja's almost forgotten about her ambitions to become a self-made noble.
Either way, it's hard to argue with the results; Without ever offering a scrap of sacrifice to anyone, and only ever helping others with the intent to profit, they're still being shown, quite often and quite blatantly, that they are the ones chosen by whatever spirits or gods there are; Trees sing, the Tower-priests gave their magical blessings, the only village they've talked to (Shamerius) have sworn their loyalty and practically declared their love, and they are solving some life-or-death problem for a village about once a month.
At this point, they're either being rewarded for something, or being given help in order to do something, that the gods want.
Birk's certainly confident that he needs to get Ronja on the throne, for the good of everyone, though especially for the good of the Band.

The coffers aren't running on empty, exactly, but there is a definite 'deficit'.
So, since they've little better to do, the scouts (the Wild Minds and Birk) head out to look for more valuables.
Well, Birk does have things he could be doing, but if they're going to send people out to dig for gold (or gold-equivalent valuable stuff - gold's pretty rare, so they're not going to object to finding valuable minerals or such) it might as well be a really 'juicy' vein - which means sending everyone, including the guy with the scout-magic and general leadership qualities.

Ronja's got the less interesting job; She's just off on her donkey and cart, secret compartments practically bursting with coin, to see some Orcs about some iron.
It's not even someone she wants to meet.
She'd gotten excited earlier, when she'd misread the reports and thought the nagas were selling iron - meeting them seemed interesting - but no, the report actually said they wanted to buy it.
Hopefully they'll be nice enough, though Ronja's practically a warlord now so she could probably get out of the area without too much injury - she makes a mental node to get a 'ceremonial' sword and then sharpening it, just to have a weapon on her (well, a good weapon, something bigger than the knife she's hid away - it's practically part of the traditional bandit-garb to hide a knife somewhere, after all)


Ogre removed, forgot it last book-keeping round. One set of Con. Tools tossed on the gnomes.
You forgot to mention my HQ Iron node (from the Ogre)
NameStartActionTargetEndNotes
RonjaH8Conduct Diplomacy (Trade)G8H8Bringing donkey, Intent: Bribing for 15 (not yet paid) Buying a whole lot of Iron. They'll be shooting up in size after this, but mostly I just want them to stop reporting me (otherwise I'd have gone to an On-Map place, or possibly just gone to get iron)
BirkH8Assist Wild MindsG8H8 
Wild MindsH8Scout LocationG8H8Intent: Specifying result as a Gold Node, ideally without finding even more potential hostiles
FairhairsH8Assist KajiggersH8H8 
Leaf CloaksH8Assist KajiggersH8H8 
KajiggersH8Craft Earth ToolsH8H8Not using their double-craft ability: I want to try to get some skill-points on them. It's unlikely even with their +10, but we'll see.

The System
GM, 3517 posts
Tue 1 Mar 2016
at 19:41
  • msg #137

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

Saddened that they don't get the immediate opportunity to show-off their skills in smashing together bits to make their odd creations, the Kajiggers set to work to prove themselves: hoping to one day have more opportunity to create a wide and wild variety of objects for their new lord.

As the work begins, a few arguments and debates break out over strange concepts like, 'artistic license', and 'understanding the process'.  The Fairhairs throw their hands in the air and roll their eyes at the wee folk.  But, finally after heads cool and minds clear; the three groups find their own rhythm and manage to carve out the stone and iron that soon becomes the new set of tools.

Upon inspection, you realize - the work isn't half-bad and just maybe the Kajiggers can do what they promise...

As the Wild Minds are sent out once more, they stay on even greater guard after that trials of last month, knowing full-well the recent dangers that had arisen.  Thankfully, more reports and rumors had been circulating with the spies; which made locating abandoned gold mines a simple matter; and all the easier considering how harsh winter was in this region.

[ Ronja spends 15 gold to Bribe the residents of Summerhorn... ]
[ Ronja achieves a Significant Success in conducting Diplomacy with Summerhorn (G8). ]
[ You gain 1 Skill XP (Negotiator -> Bard...blahblah) ]
[ Due to your Bribe, you improve the attitude status to Unfriendly! ]
[ You may trade normally. ]

[ Birk and the Wild Minds achieve an Astounding Success in Scouting (G8). ]
[ You gain 2 Leveling XP, which are lost. ]
[ You gain 2 Skill XP, which must be assigned as Scout or Spy. ]
[ You discover an Exceptional Gold Node!  It has an estimated 3 uses remaining. ]
[ You discover a several groups of (3) Elvish Bandits in (G8)! (Armed/Armored). ]
[ Seer Activates! ]
[ You discover a Cache containing:

1 x Crafter's Tools,
3 x Iron.
]

[ The Kajiggers, the Leaf Cloaks, and the Fairhairs achieve a Significant Success in Crafting Earth Tools. ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Artisan. ]
[ You save 1 Stone, consuming only 4 Stone. ]
[ You successfully craft: Earth Tools, Slight (+6) ]

[ Side note: you don't have to donate the same tools that you craft here - you just have to Craft AND Donate 2. (so you can donate your "lesser" tools. ]
This message was last edited by the GM at 16:55, Fri 11 Mar 2016.
Ronja Lovisdottir
P3, 237 posts
Thu 3 Mar 2016
at 04:09
  • msg #138

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


Bribe: Gold 174->159
Ronja: Bard 8->9 - last 1xp level.
Buy 6+3+12+6+20+20=67 Iron for 8+3+10+4+10+8=43 gold, stepping up at 8/5, 6/5, 11/10, 5/5, 10/10 gold for trade, with enough left they'd improve to Best if it wasn't limited to Loyal CPs.
43/35 total gold means it'll become a Settlement, even if I don't get to know that yet.
Iron 0->67, but I'm donating the 30 for the quest (to save space in my storage), so Iron 62->37, Free Space 5->2 (there was a mistake last time I calculated free space, but it was purely 'cosmetic'; I did not exceed my limit)
Gold 159->116
Added 'running total' to wiki-info on trading-tiers - hopefully in an acceptable way (I tried to copy the format used below)
Leaving all book-keeping of CPs to you, so I won't make any note of hostile->unfriendly.

Birk: Scout 7->9
Cache tools tossed on the Leaf Cloaks.
Iron 37->40, still 2 stacks

Wild Minds were not among the Crafters, I assume you meant the Fairhairs instead.
Kajiggers: Level 0->1, Defense 1->2, Artisan 1->2
Stone 37->33, still 2 stacks
Earth Tools given to the Kajiggers. I won't, as in will not, donate any tools until I have successfully finished every other step (as I have enough 'equipment slots' to get use out of all the tools I've got so far)

The System
GM, 3541 posts
Sun 6 Mar 2016
at 16:58
  • msg #139

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

Begin [Week 2, Month 9, Year 1]

NodesHQ?GridEst. Uses
Normal StoneNG81
Exceptional LumberNH63
Normal IronYH73
Exceptional GoldNG83

BonusGridDuration
   

HostilesGridNotes
3 x Units: Lizardfolk!H7Armed/Armored
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
   
A Lost MagicTask 3 - Donate Tools2 Weeks

This message was last edited by the GM at 17:13, Fri 11 Mar 2016.
Ronja Lovisdottir
P3, 240 posts
Wed 9 Mar 2016
at 03:34
  • msg #140

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

Ronja stays in her room soothsaying the bandit way, which of course involves a lot of bone-tossing (just, genuine bones, and marked with symbols, rather than the sticks with 0 and 1 that they call bones when playing certain games of chance) but ultimately she does have to resort to more 'traditional' means as well; Hard to get a good look at anything without a 'window', hence why you generally end up with bowls of water or silver mirrors.

Birk takes the more senior of the elves, who are the best miners by far (and could still use some hard labor to build their strength back up after the whole 'necromancer' incident), off to gather the gold he'd found.

Having the gnomes tinker away at just one set while twice their number ran around assisting worked well last week.
So, they'll try it again this week - hopefully, with better tools and being more used to the workshop, they'll do even better.
Or they'll get overconfident and blow the workshop up, it's hard to tell, though so far they've shown very little tendency towards explosives.


Week 1 of low-narrative. Or low-effort narrative on my end, anyway, and probably-zero narrative from 'The System'
NameStartActionTargetEndNotes
RonjaH8Cast SoothsayerH7H8Intent for Scout: Figure out the stats of the Lizardfolk, Intent for Explore: Anything, really, but I like the sound of 'Wandering Teachers'. Costs 10 gold, not yet accounted for. Keep in mind; She technically doesn't go anywhere. Taking Donkey, just in case it matters (since Birk's got a unit to carry stuff), but it wouldn't make much sense to 'gather' anything with Soothsayer
BirkH8Assist FairhairsG8H8 
Wild MindsH8Assist KajiggersH8H8 
FairhairsH8Gather GoldG8H8Specifically Gold, Exceptional, which was not written down in the week-start summary.
Leaf CloaksH8Assist KajiggersH8H8 
KajiggersH8Craft Earth ToolsH8H8Single-craft, again.

This message was last edited by the GM at 16:55, Fri 11 Mar 2016.
The System
GM, 3572 posts
Fri 11 Mar 2016
at 17:14
  • msg #141

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

Calling out to the Ether, Ronja sits in the Mysterious Room to help channel her focus as she looks-out onto the mountainside.  Suddenly, like a hawk's vision her mind fixates on a single point and flashes to it; immediately spotting the bands of Lizardmen once more.  With the aid of the magical sight, she finds an strange discrepancy between the original report and now: some strange magician, an Elf no-less stands before them and seems to be barking-out commands.  He must somehow be shielded from the lizard's horrid stench as they move to-and-fro to stack and collect monies and trinkets from one of their recent victories.

[ Ronja casts Soothsayer and spends 10 gold... ]
[ Ronja achieves an Epic Success in Scouting (H7)! ]
[ You gain 3 Skill XP, which must be assigned as Scout or Spy. ]
[ Ronja achieves an Epic Success in Exploring (H7). ]
[ You gain 3 Skill XP, which must be assigned as Bard, any Excess may be assigned as Scout. ]

[ Ronja recons the Lizardmen... ]

Lizardfolk - Level 3
Offense:2Defense:3Strength:2
Speed:S/2Race:LizaMax Tools:1
Max Weapons:3Cost:15GPUpkeep5GP
Special/Skills:Poisonous Cloud, Parry[2], Aggressor[1]
Target Priority:Pa, RW, We
Terrain:Rivers
Equipment:Melee Weapons, Shields, Ranged Weapons
Equipment:Armor(Type 1)

[ They are led by an Elven Warlock - Has the spell: Tremendous Might. ]
[ The leader has the following skills: Tactics[1], Leadership[1]. |

[ Assessment: 90% There's some risk, but you'll win. ]

[ You discover a Grand Gold Node.  It has an estimated 4 uses remaining. ]

[ You meet a wandering teacher:
For a cost of 2 Gold per XP, you may purchase up to 10 Skill XP, which may be assigned to whom you wish. It must be a combat skill.
]
[ You may select a Quest between DF2 and DF7 (inclusive). ]


[ Birk and the Fairhairs achieve a Significant Success in Harvesting from the Exceptional Gold Node (G8). ]
[ You gain 1 Leveling XP. ]
[ You gain 1 Skill XP, which must be assigned as Digger. ]
[ You gain 22 Gold. ]

[ The Kajiggers lead the crafting as the Wild Minds and Leaf Cloaks and achieve a Significant Success! ]
[ You gain 1 Leveling XP. ]
[ Due to the Human bonuses - You gain 2 Skill XP, which must be assigned as Artisan. ]
[ You craft: Earth Tools, Slight (+6)! ]
[ You save 1 Stone,consuming only 4 Stone. ]

This message was last edited by the GM at 17:16, Sun 13 Mar 2016.
Ronja Lovisdottir
P3, 241 posts
Sun 13 Mar 2016
at 13:38
  • msg #142

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


Gold 116->106
Ronja: Scout 2->5
Ronja: Bard 9->10 (2xp), Scout 5->6

Choose a DF4 quest.
Buy 10 xp for 20 gold: Gold 106->86
I'll assign XP at the end, after 'result xp' have been added.

Gold 86->108
Fairhairs: Level 8->9, Offense 3->4, Digger 9->9*

Kajiggers: Level 1->2, Defense 2->3
Earth tools given to the Wild Minds then qualities shuffled around.
Kajiggers: Artisan 2->4
Stone 33->29
I'll donate the tools during an actual 'turn', because it would work better.

'Pool' of 10 combat xp:
Wild Minds: Parry 6->9, 7 left
Ronja: Tactics 4->9, 2 left
Fairhairs: Aggressor 1->3

This message was last edited by the player at 21:06, Sun 13 Mar 2016.
The System
GM, 3589 posts
Sun 13 Mar 2016
at 22:02
  • msg #143

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

Begin [Week 3, Month 9, Year 1]

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


BonusGridDuration
   

HostilesGridNotes
3 x Units: Lizardfolk!H7Armed/Armored
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
   
A Lost MagicTask 3 - Donate Tools2 Weeks

  • Name: "Blood Rage"
  • Type: Challenging Charge
  • Mission: Rumors and Legends abound of a maze in which lies a scroll of tremendous power.
  • Task 1 Narrative: You decide to send some of your troops to Scout-out the mysterious place, cautioning them to send out a warning shot high-above when they find the center.
  • Task 1 Mechanics: Scout (H6) Grid (at least Significant Success). This Unit will be gone for this week and the following.
  • Task 2 Narrative: Upon receiving the signal, you are initially relieved until you a loud roar followed-up by girly screams.
  • Task 2 Mechanics: The Unit sent must fight the Centaur (treat as Raid) (Centaurs, Level 3, Armed.)
  • Task 3 Narrative: You decide you or your cohort must brave the dangerous maze after the place has gone silent.
  • Task 3 Mechanics: Unit and Leader fight the Centaurs again. Treat as Attack actions.)
  • Reward: Special Ability (Tier 3) or Gain a Spell of your Choice.
  • Duration: 5 x 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.
This message was last edited by the GM at 02:28, Mon 14 Mar 2016.
Ronja Lovisdottir
P3, 245 posts
Thu 17 Mar 2016
at 12:09
  • msg #144

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

The Band, specifically their 'queen', is having a bit of a choice to make; The only group who could be trusted to scout on their own, is also the only group trained to take blows in combat.
The idea, after all, had been to have them get all the attention while the archers stand back and let loose.
Which wouldn't be that much of a problem, she'd just rely on things staying peaceful for a week or two, but she had planned to go test the 'army', for lack of a better word, against a proper enemy (rather than insects and witches)

Ultimately, the potential loot of war (especially their equipment, though it'd need a good scrubbing) outweighs the potential loot of some maze.
The plan's about the same as it's been the last few times; The Wild Minds charge in with their impenetrable defenses, while everyone else does their best from a distance.
The senior blond-haired elves haven't quite recovered, so Birk grants them enough magical assistance to get them back to their old selves.


Week 2 of reduced narrative.

Donating tools to the quest: Removed two 'off the shelf' earth tools.
NameStartActionTargetEndNotes
RonjaH8Assist Wild MindsH7H8Bringing Donkey.
BirkH8Assist Wild MindsH7H8Tremendous Might: The Fairhairs
Wild MindsH8Attack Known ForceH7H8Warder ON, as usual. Intent: Attacking the 3 units of Lizardfolk. If any prisoners can be taken, I want them, but I'm not too concerned. They got their shield back.
FairhairsH8Assist the Wild MindsH7H8They got their bow back
Leaf CloaksH8Assist the Wild MindsH7H8 
KajiggersH8Craft Armor 1H8H8Still just single-crafting, trying to get more skill-points (and wanting some other unit to help when they're multi-crafting)

The System
GM, 3601 posts
Mon 21 Mar 2016
at 06:08
  • msg #145

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

[ The majority of your Usurpation participates in attacking the Lizardfolk. ]
[ You completely obliterate the Lizardfolk! ]
[ You capture the Elven Warlock! ]
[ You may opt to use one of your leaders to interrogate him at the end of this turn. ]
[ Thanks to the Battle Drills Ability: You gain 6 Leveling XP. ]
[ You gain 12 Skill XP, which must be assigned as Combat Skills. ]
[ You gain 72 Gold. ]

[ The Kajiggers somehow achieves an Epic Success in Crafting Armor (Type 1)! ]
[ You gain 3 Leveling XP. ]
[ You gain 3 Skill XP, which must be assigned as Artisan. ]
[ You craft - Armor (Type 1), Moderate (+12). ]
[ You save 2 Iron, consuming only 3 Iron. ]


[ You complete the "A Lost Magic" quest. ]
[ You gain 16 Gold. ]
[ You gain a Special Ability:
Choice 1) You may assign the following special ability to one of your Leaders.

You may elect to have that leader bestow this ability on any Unit(s) of your choice, at a cost of 4 Gold per Unit.  This does not take any time.


Stonewood: +20 to Crafting when using Lumber.  You save 1 additional lumber when Crafting.

Choice 2) You may assign the following special ability to one of your Units.

Blood Oak (Tier 3): +25 to Crafting when using Lumber.  This Unit is treated as if using HQ Lumber when crafting Items that require Lumber.  You may substitute Lumber in place of Stone or Iron when Crafting.
]
This message was last edited by the GM at 15:11, Sun 27 Mar 2016.
Ronja Lovisdottir
P3, 246 posts
Sun 27 Mar 2016
at 01:29
  • msg #146

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


I want to try to Convert the Warlock, using Ronja.
He sounds like an Extra, so it's entirely cost-versus-reward and depends purely on what stats he'd have, but even as a Unit I'd be interested in being given an offer (a single warlock presumably needs to be rather special to be a unit all by himself)
Counted as a Prisoner for now - starting them at 1 week, as it'll be irrelevant if I succeed and true if I fail.
Wild Minds: Parry 9->10, 2xp, 10 left
Ronja: Tactics 9->10, 2xp, 8 left
Fairhairs: Aggressor 3->5, Pernicious 0->5, Outmaneuver 3->4, 2+5+1xp, 0 left
Gold 108->180
Fairhairs: Level 9->10, Strength 3->4
All other Leveling XP lost (only other non-level-10 unit, the Kajiggers, did not fight)

Kajiggers: Level 3->6, Strength 1->2, Defense 3->4, Offense 1->2 - probably all the offensive stats they'll get, but I figure doubling a non-combatant's strength will still be useful. I'll consider non-Defense stuff, speed and such, once it's at 5, I think.
Also Kajiggers: Artisan 4->7 and grant them Blood Oak (seems fitting, when they manage to do an Epic success all by themselves, and ultimately it'll make it easy for me to craft. Please clarify at some point, however, whether I still get a +25 when substituting in lumber instead of something else (so, when crafting using Lumber, in cases where I shouldn't be))
Iron 40->37
New armor tossed on the Wild Minds, their old armor given to the Kajiggers (and for once the lack of a penalty for ill-fitting armor makes sense; They would easily re-fit them from human to gnome fit in their spare time)

I don't see a gold reward for the quest, so for now I assume the ridiculous gold loot included the quest reward too.
I found no gear, though?

This message was last edited by the player at 01:30, Sun 27 Mar 2016.
The System
GM, 3614 posts
Sun 27 Mar 2016
at 04:47
  • msg #147

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

I think it's good that I ended-up taking a break for a week.  Granted it was forced upon me by family matters and other nonsense, but, I think I needed it.  I was not as focused as I needed to be to track all of these things.

I added the gold reward straight to your total (it's corrected in the turn post).

Yes - Blood Oak allows you to still gain the +25 when substituting- AS LONG AS - you substitute the WHOLE amount for Lumber.  Thank you for that question - I'll add it into the new description below:

Blood Oak (Tier 3): +25 to Crafting when using Lumber.  This Unit is treated as if using HQ Lumber when crafting Items that require Lumber.  You may substitute Lumber in place of Stone or Iron when Crafting.  If you substitute the whole resource amount, you gain the Blood Oak bonus to Crafting for using Lumber.

[ Ronja achieves a Significant Success in converting the Elven Warlock! ]
[ Ronja can't gain any additional skill points from this activity. ]
[ You gain a recruitment offer (without having to pay the recruitment cost:

Elf - Juppar Pathana - Hedge-Mage  (Tier2)
Cost:5 GPUpkeep:5 GP
Skills:Juppar has Courage[2]
Ability:Juppar can train as per the Train Unit action
Spell:Silver Tongue
]
This message was last edited by the GM at 14:20, Sun 27 Mar 2016.
Ronja Lovisdottir
P3, 247 posts
Sun 27 Mar 2016
at 14:20
  • msg #148

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


Not sure I'd have taken him normally, but I'm getting gold faster than I can spend it; He's almost free at this point, given it feels like I'll hit the 'make it or break it' point regarding whether I've any chance to win quite soon.
So, I'll Recruit him.
Juppar added to lists and stats, Upkeep 17->21 (he shares a race with Birk and I've got the Throne Room upgrade)
No idea who 'Alwin' is, mind ('Alwin can train as per the Train Unit action') but I figure one of the names is just wrong.
EDIT: Ooops, wrong color.

This message was last edited by the player at 14:20, Sun 27 Mar 2016.
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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