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

19:47, 27th April 2024 (GMT+0)

In-Game Thread (IGT) for P3 -

Posted by The SystemFor group 0
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.
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