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The Marked (Severin); V1.4
Topic Started: Jan 8 2015, 07:10 PM (1,405 Views)
Deadlight
Administrator
[ *  *  *  *  * ]
It's dawn. You've just gotten news that the Standhold, a haven for the Greater Marked, when a merchant going past told you that it'd been burnt to the group last week. Darn...
You cannot fight the Turned. If you do, you'll become one. You sigh, thinking of you knowlage of the region...


You can start at either a nearby Gatestone, an old travelers inn that burnt down, or go investage the smoke that's coming from near the coast. Your first turn will begin after you pick a location.

Code:
 
Supplies

25 Lumber
20 Stone
40 Food
10 Iron

110 Gold


You have a Marked Moth Sprite, two guards, a marked guard and a peasant with you.
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Happy Demon
Blacksmith
[ *  *  *  *  * ]
To the coast we go.
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Deadlight
Administrator
[ *  *  *  *  * ]
You reach the smoke as the sun rises. You see a... ship, in the side of a cliff, with a fire on the deck. A first glance it looks a risk, but on closer inspection it seems to be tied down rather well, and partly imbedded into the cliff. There's a path down to it, which you take. Apone entering, you see a fight with the Turned has happened... though no bodies, but a fair amount blood.
There are two figures in the middle of the room. Ones half bird, half human - a siren. She wears colorful rags to cover her modiesty, nothing more. You can that the right side of her is covered in purple lines - The Mark, clearly a Greater. She's knelt over a guard, blood pooling around him.
The Siren weeps, not noticing you enter.


http://prntscr.com/5q2dr0
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Happy Demon
Blacksmith
[ *  *  *  *  * ]
Walk up to the siren, ask if the guard is alive.
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
If he is, offer to help. Severin is a decend healer, after all.

Guards watch out for other turned meanwhile
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Deadlight
Administrator
[ *  *  *  *  * ]
You do your best, managing to stablelise the critally wounded guard. Scouting about, you find the top deck empty, and a good area to get lumber and stone.

http://prntscr.com/5q407xClifftop
http://prntscr.com/5q3z13 Top deck
http://prntscr.com/5q2dr0 First deck

You have 10 turns till nightfall.
The guard is stable, but critally wounded.
The siren has agreed to join you.
Scouting the decks, you find 1 ghoul skull.

Code:
 
Supplies

25 Lumber
20 Stone
40 Food
10 Iron

110 Gold

Loot

1 ghoul skull
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
Severin keeps tending to the wounded Guard, so he(?) gets better quickly.

We'll need to gather some wood, which one of the Guards is put to.

We will also need food, that means the other Guard goes hunting, and the sprite goes gathering.

The Peasant gets to train himself, to become a worker.

Not sure what about the siren... I think she can take a bit to get over the shock.
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Deadlight
Administrator
[ *  *  *  *  * ]
Two guards go off, chopping down a nearby tree, with the sprite goes foraging and the Marked guard goes hunting.
Your attempts to speed the guard up with some surgery dosn't seem to help. Worth a try.
Marki takes a few moments, before asking if they'll be willing to help rebuild a study area. The Ghoul that wounded the guard did a number on their old setup, which is now in ruins.


You have 9 turns till nightfall.
7 food, 2 herbs and 3 lumber are collected altogether.
4 turns until the peasant turns into a labourer.

To start research or studing, you first need a study space (a table, a chair and a bookshelf). If more than one person wants to study at the same time, they'll each require their own study area. (Study space counts as a single tile, requiring 5 lumber).
Alchmay requires a Apothecary Workbench, and turns herbs into potions, poisions and medican.

Code:
 
Supplies

28 Lumber
20 Stone
47 Food
10 Iron
2 herbs

110 Gold

Loot

1 ghoul skull
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
As a fellow Mage, if with a different focus, Severin would surely agree with building a study and alchemy area. However, that might be delayed a bit.
(and what Materials would it need to set up, by the way?)

Severin sets up a summoning circle in the ship, for later use.

We also construct a door/gate to bar the hole in the ships rump (towards the cliff path), and fix up the trap doors (?) of the connections between the decks...that is, the sprite and two guards do.

The Peasant keeps training.

If we have the material, Marki could start with the Study, otherwise she and the other guard go hunting.
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Deadlight
Administrator
[ *  *  *  *  * ]
The Summon circle is set up easy enough... after you clean up a space big enough for it.
Work on the doors is made. Trapdoors and a front door is installed easy enough, with the three of them working on it.
Marki makes some headway on making the study area at least. While most of her tomes are destroyed, she dosn't seem to mind. Severin comes over and helps finish it off.
The marked guard goes off, coming back with some more food.


http://prntscr.com/5q5k0r

You have 7 turns till nightfall.
11 lumber was used on the new doors, 6 food and 2 herbs were gathered.
2 turns until the peasant is trained.

Code:
 
Supplies

19 Lumber
20 Stone
53 Food
10 Iron
4 herbs

110 Gold

Loot

1 ghoul skull


[spoiler=Research]
Topic - Taint
Time - 4
Required resoruces - Non
Affinitys - Darkness

Topic - Siren lore
Time - 10
Required resoruces - Siren only
Affinitys - Water, Air

Topic - Sprite Lore
Time - 15
Required resoruces - Sprite only
Affinitys - Air, Earth

Topic - Ghouls
Time - 5
Required resoruces - 3 ghoul skulls
Affinitys - Darkness[/spoiler]
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
Let's expand the study area, so both of the Mages can work there. That's work for Severin and Marki.

The guards construct a sort of "crows nest" on the upper deck, a lookout tower that peeks just barely over the cliff.

The moth sprite does some gathering and exploring.
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Happy Demon
Blacksmith
[ *  *  *  *  * ]
Disassemble the wagon, and set up DS:TF.

Defensive System: Trip and Fall.

By using air magic to create a gust of wind, Severin can cast the undead from the narrow passage down, and into the sea.

We should clear the passage first, to prevent unwanted losses.
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Deadlight
Administrator
[ *  *  *  *  * ]
Severin and Marki start work on a second study area, to give each of them a workspace.
Work on the watchtower is started, using up alot of lumber.
And the Moth sprite retired for the day, too tired to work any more


http://prntscr.com/5q9mxz First Deck
http://prntscr.com/5q9p3u Top Deck
http://prntscr.com/5q9oyq Clifftop

You have 6 turns till Midnight.
The moth Sprite has gone to sleep (opps, I forgot they did that.)
6 lumber is used on the watchtower, and 5 lumber on the second study area.
Two guards and Marki will be busy building next turn.

Code:
 

Supplies

8 Lumber
20 Stone
53 Food
10 Iron
4 herbs

110 Gold

Loot

1 ghoul skull
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
The Guard chops some more wood, figures we'll need it soon.

Severin starts researching Taint.

The others are busy, I think.
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Deadlight
Administrator
[ *  *  *  *  * ]
Severin starts researching Taint, something talkedin hushed wishpers around the Marked.
Work on a tree starts.
Everyone else wraps up their tasks, such as building the watchtower or training.



You have 5 turns till Nightfall.
The Marked guard will be busy next turn.
The peasant has become a Labourer!
The watchtower and second study area have finished.
Taint has 2 turns left.

Code:
 
Supplies

8 Lumber
20 Stone
53 Food
10 Iron
4 herbs

110 Gold

Loot

1 ghoul skull
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
Taint keeps getting researched.

Marki and the Worker start setting up an Apothecary workbench.

The guards work on cutting some more lumber.
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Deadlight
Administrator
[ *  *  *  *  * ]
The guards chop down a pair of trees, gaining you more lumber.
The Labourer and Marki get work started on an apothicary station. They Almost get it finished.
Severin's studies reveals alot about the Taint...


So, Taint. Taint is generated from those marked, more from Greater. It's also generated from how visabule you are, and articfats of magic. Alittle taint will attract ghouls, where's alot of taint will attract the Turned and other, nastier things.

You have 4 turns till nightfall.
Marki will be busy next turn.
You gained 6 lumber, but used 4 iron and 3 lumber.
New research unlocked. You can now also study tiles, items and units to discover there taint generation. List which items equal to your Arcane study skill.

http://prntscr.com/5qgdbg First Deck
http://prntscr.com/5qgdoe Clifftop

Code:
 
Supplies

8 Lumber
20 Stone
53 Food
10 Iron
4 herbs

110 Gold

Loot

1 ghoul skull

Code:
 

Topic - Siren lore
Time - 10
Required resoruces - Siren only
Affinitys - Water, Air

Topic - Sprite Lore
Time - 15
Required resoruces - Sprite only
Affinitys - Air, Earth

Topic - Ghouls
Time - 5
Required resoruces - 3 ghoul skulls
Affinitys - Darkness

Topic - Turned
Time - 10
Required resoruces - 5 Drista
Affinitys - Darkness

Topic - Alchamy 101
Time - 20
Required resoruces - Alchmay station, 10 herbs
Affinitys - Light, Earth
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
Severin tries to figure out the "taint" the camp produces so far, to have a starting value.
(alternatively, Items to analyze: Watchtower, Study, Alchemy Workbench, Summoning Circle)

The Worker does some gathering, while the Guards cut down more lumber.
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Deadlight
Administrator
[ *  *  *  *  * ]
Severin finds out that the taint is about... 43. Not super high.
The labourer gathers food, while the guards chop down trees.


You have 3 turns till nightfall.
You gathered 3 lumber, 4 food and 2 herbs.
The guard will be busy next round.

http://prntscr.com/5qhcaj Clifftop

Code:
 
Supplies

14 Lumber
20 Stone
57 Food
6 Iron
6 herbs

110 Gold

Loot

1 ghoul skull
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
Let the worker dis-assemble the wagon, after all.

Severin does some more research into Taint, estimating the tain generation of a forge, smelter, stone- and underground tiles.

Markie begins to work on Siren lore. who knows what it'll be good for.

The other two Guards go hunting/exploring.
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Happy Demon
Blacksmith
[ *  *  *  *  * ]
((Curent progress in tile map making.))

[spoiler=Map: Level 1]Posted Image[/spoiler]
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Deadlight
Administrator
[ *  *  *  *  * ]
The cart is disambled, getting you lumber.
Lore is studied, getting you more info.
And the guards gather up some food.


Stone tiles - 0 taint
Underground tiles - 0 taint
Smelter - 3 taint
Forge - 3 taint

You have 2 turns till nightfall.
You gained 6 lumber, and hunted 6 food.
8 turns left on Siren lore studies.

Code:
 
Supplies

20 Lumber
20 Stone
63 Food
6 Iron
6 herbs

110 Gold

Loot

1 ghoul skull
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
Our Worker starts tunnelling into the cliffside, making a hole mid-ship into the ships the hull.

The Guards are send out to explore the surroundings.

Siren Studies continue as before.

Taint research continues as well, for: Summoned creatures (per mana, else: summoned slinger/archer), Alarm Traps, Bear Traps, Palisades.
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Happy Demon
Blacksmith
[ *  *  *  *  * ]
((Wont bother with blood yet.))

[spoiler=Map: Level 1]Posted Image[/spoiler]
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Deadlight
Administrator
[ *  *  *  *  * ]
The start of a new chamber is dug out.
New things are lernt...!
And the guards head out, find the gatestones. They can see a carvan approching, but it'll be awhile before they arrive.


http://prntscr.com/5qnszl First Deck
http://prntscr.com/5qnt39 Gatestones

You have 1 turn till nightfall.
The guards will need a turn to return.
The Moth Sprite is awake
You have 6 turns left on Siren lore.
You used 2 lumber digging.

Summoned Creatures - 0-2 taint
Alarm traps - 0
Bear traps - 0
Palisades - 0

Code:
 
Supplies

18 Lumber
20 Stone
63 Food
6 Iron
6 herbs

110 Gold

Loot

1 ghoul skull
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
Let the guards come back, and prepare to .. well, guard for the night.
We'll check on the gatestones again, after the night.

The Worker digs on, I want a 3 tunnel cell path before it extends into a cave/underground hall

Maki keeps studying Siren Lore, and the Moth Sprite starts working on Sprite Lore.

Severin uses the Summoning Circle, spending 8 Mana on summoning a Marksman-type Spirit, which is then commanded to take position in the watchtower.
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Deadlight
Administrator
[ *  *  *  *  * ]
The tunnel is dug into the start of a chamber.
The guards return for their nightshift.
Marki contuines her lore studies, while the sprite starts as well.
A sort of... spitting lizard is summoned. It climbs to the clifftop, jumping onto the top of the watchtower.

The night is quite enough. The spirit spots the ghouls, getting two good shots in, wounding one and killing another. When they reach the guards, they're hacked down rather quickly.



You have 10 turns till nightfall.
Siren lore has 4 turns left
Sprite lore has 11 turns left.
The guard is still critally wounded.
You used 3 lumber on tunnels, and ate 16 food altogether. You gained 3 stone from tunneling.
You gained 4 ghoul skulls and 18 gold. You gained 5 XP

http://prntscr.com/5qv02h First Deck.

Code:
 
Supplies

15 Lumber
23 Stone
47 Food
6 Iron
6 herbs

128 Gold

Loot

5 ghoul skull
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
Severin tries to assist the Guard again, attempting a surgery.

While it's still awake, the Sprite does some more research, and Maki resumes hers as well.

The worker keeps tunneling, however now building underground tiles. Let's create a 3x3 cave for starters.

The guards are send to gather medical herbs, in case of further injuries.
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Deadlight
Administrator
[ *  *  *  *  * ]
The guards go out, collecting some medical herbs for later use.
Work on the chamber contuines.
Studies are contuined.
Still no improvement on the guards condision.



http://prntscr.com/5qwk68

You have 9 turns till nightfall.
Sprite lore is at 10 turns
Siren lore is at 2 turns.
2 Lumber was used on underground tiles, but 2 stone gained. 9 food and 3 herbs were gathered.

Herbs require prossessing into medican (2 herbs = 1 medican). Alchamy skill determins the number you can make a turn. Poisions can be made for the cost of three herbs.
Medican increases the chance for successful first aid/surgery by 1 (stacking).
Poision can be a temporary boost against the turned. Lasts 1 night.


Code:
 
Supplies

13 Lumber
25 Stone
56 Food
6 Iron
9 herbs

128 Gold

Loot

5 ghoul skull
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EarlGrey
Blacksmith
[ *  *  *  *  * ]
Well, a lot of things continue, it seems.

One of the guards checks on the gatestone, to see if the caravan has arrived.

The other two explore the surroundings, once again.

Severin puts 5 mana into summoning a worker-type creature.
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