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Taerkar
Dec 7, 2002

kind of into it, really

Originally published in 1999, Age of Wonders was developed by Triumph Studios and Epic Games and published by Gathering of Developers. Gathering of Developers, or GoD, was created by a number of developers in an attempt to get their own publishing company and get away from the demands and frustration of big-name publishers. A grand dream that lasted all of a year before Take Two Interactive got a hold of them.

The Age of Wonders series in set in what mostly started as a stereotypical fantasy setting (Elves, Dwarves, Humans, Orcs, Goblins, etc...) but started to find its own footing after a while. The gameplay itself is turn-based and features a strategic layer and a tactical combat layer. It is likened to Masters of Magic, Heroes of Might and Magic, and the Warlords series, among others.

Three games have been published so far in the series, Age of Wonders, Age of Wonders II: The Wizard's Throne, and Age of Wonders: Shadow Magic, while a fourth game,Age of Wonders III, was recently announced.



This LP will at the very least involve the first game and hopefully encompass all three given enough time. I don't have a great track record of LPs in the past, though two of them were thwarted by the loss of the savegame file near the end. To (hopefully) prevent this from happening again I'll be backing up the game info to dropbox. It's been quite a while since I've played the first game, so it'll be a little rough. But that being said let's begin!

Can I get them right now?
At least Steam and Gamersgate have all three games available, both individually ($5.99 for the first game and $9.99 for the other two) or as a package deal for $19.99.




Table of Contents
1) OP (You are here)
2) Game Mechanics Explained
3) Tutorial Mission part 1,Part 2

The Cult of Storms Start

4) Cult of Storms Mission 1: Assassination
5) Cult of Storms Mission 2: The Northern Trade Route
6) The Cult of Storms Mission 3: The United Cities

The Cult of Storms Path One: The Lizardmen

7) The Cult of Storms Mission 4: What Could Have Been (Early win to The Southern Swamps)
8) The Cult of Storms Mission 4: The Southern Swamps
9) The Cult of Storms Mission 5: The Peninsula of Sobek
10) The Cult of Storms Mission 6: The Serpent River
11) Cult of Storms Mission 7: Blackwater Lake

The Cult of Storms Endgame One: The Highmen

12) Cult of Storms Mission 8: Gabriel's Last Stand
13) Cult of Storms Mission 9: Unicorn Valley
14) Cult of Storms Mission 10: Garrison Supply
15) Cult of Storms Mission 11: The Pass of Grief
16) Cult of Storms Mission 12: The Valley of Wonders; Part One, Part Two, Part Three

Cult of Storms Path Two: The Orcs

17) Cult of Storms Mission 4: Uniting the Clans;Part One,Part Two
18) Cult of Storms Mission 5: The Goblin Rebellion; Part One, Part Two
19) Cult of Storms Mission 6: Ashen Steppe
20) Cult of Storms Mission 7: Facing a Legend; Part One, Part Two

Cult of Storms Endgame Two: The Dark Elves (After the Orcs)

21) Cult of Storms Mission 8: From the Depths of Earth; Week One, Two, Three, Four, Five, Six to Eight-ish, Finale
22) Cult of Storms Mission 9: Wayward Children; Week One, Two, Three, Four through Six, Finale
23) Cult of Storms Mission 10: Inioch Touch (Complete)
24) Cult of Storms Mission 11: The Storm; Month One, Crescendo
25) Cult of Storms Mission 12: The Valley of Wonders; Part One, Part Two, Part Three, Hollow Victory


Age of Wonders Two

26) Introduction to the game

Fire Sphere

27) Initiation Phase: Introduction, Opening Play, Phase Two, Expansion and Consolidation, Hold and Exploit, Exploit and Purge
28) Mastery Phase: Stoking the Flame, Inferno
29) Special Phase: Between Death and Destruction, Burn It All Down

Water Sphere

30) Initiation Phase: Halfling Repose, Tricks and Treats, Leprechaun Party: Now - Whenever
31) Mastery Phase: Or How I Learned to Stop Worrying and Love the Divine Storm. The Inexorable Tide
32) Special Phase: Repo (Half)Men.

Life Sphere

33) Initiation Phase: Infusing Hope, Spur to Life (Restart). Blossoming Hope
34) Mastery Phase: The Great Escape
35) Special Phase: The Elven Retreat

Air Sphere

36) Initiation Phase: The First Wisps

Taerkar fucked around with this message at 19:47 on Sep 9, 2015

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Taerkar
Dec 7, 2002

kind of into it, really

Game Mechanics for Age of Wonders

The information in this post will be expanded as things are discovered in the game. Anything that has not been revealed yet (including units) should be Spoilered

Combat and Unit Stats


This is the starting hero from the tutorial

At the top of his sheet is his attributes. They are Attack (Sword), Defense (Shield), Damage (Star), and Magic Defense (Ankh). Below those four are his Movement (Boot) and Hitpoints (Heart). Finally we have his Upkeep Cost (Coins), which is zero because he's a hero, and Available Mana Crystals. Currently he is happy with us and at the top of his icon to the right we can see that he's currently level 7 and is at 91 of 105 XP needed to get to lvl 8.

The way attributes work is that they are direct comparison between the applicable stats for combat. Attack is resisted by defense, magical attack is resisted by magical defense, and damage goes into hitpoints. Every point of difference between attack and defense is a 10% chance difference with a base of 50% (6 attack vs 5 defense is a 60% chance to hit, 4 vs 5 is 40%) and there's a cap of 90%. Damage is a straight 1 to rated value amount. All four values cap at 10.

Spells also possess attack and damage values, but their attacks are resolved against magic defense, not regular defense.

The upkeep cost of a unit is in coins unless it is summoned, in which case it is paid out through mana. The base cost is 4 for a tier one with each additional tier costing 2 more, up to 8 for a tier 4

Abilities

Every unit has multiple abilities, ranging from just how they move to what attacks and special abilities they have in addition to what special defenses they might possess. So far we have seen:

Movement
Walking - Basic land movement, nothing special
Forestry - Faster movement in forests
Mountaineering - Allows (slow) movement in mountains
Cave Crawling - Faster movement undeground
Tunneling - Allows for the unit to dig tunnels underground in soft terrain, slower movement
Swimming - Allows the unit to travel over water without another unit's help
Flying - Air movement, ignores the cost of all terrain Except Mountains, though the unit can still travel over them at an increased movement cost.
Wall Climbing - Allows for the unit to move over walls (But not gates), allows it to capture walled locations without a siege unit
Haste - (Enchantment only), -1 MP to all movement costs
Floating - Similar to flying, but does not allow for the unit to fly over walls (I think)


Melee Combat
Strike - Basic melee combat, a unit without this cannot attack.
Poison Strike - Adds a chance to poison to the attack, reducing its defensive stats for the next three turns
Fire Strike - Adds a chance to set the target on fire with the attack. For three turns the fire attacks the unit to attempt to hurt it. Attack 4, Damage 1
Cold Strike - Adds a chance to freeze the target, -2 to defense and renders the unit unable to move
Death Strike - Adds a chance to curse the target, keeping it from healing normally for three turns
Holy Strike - Adds a chance of causing vertigo with the attack, reducing the units Defense and Resistance for three days
Magic Strike - No additional effects, but can get around physical resistance/immunity
Entangling Strike - No special damage type, but allowing for a chance to entangle a target when hit. -2 to defense and renders the unit unable to move

Charge - +2 damage to the first melee strike when attacking
Wall Crushing - Allows the unit to attack physical structures in combat
First Strike - Allows the unit to strike first in combat, only has any real effect when they're attacked. If both units have it combat proceeds normally.
Extra Strike - Allows for the unit to attack one extra time in combat.
Self Destruct - (Goblin Bombers only) allows the unit to blow up, doing damage (Attack 8, Damage 6, Fire and Wall damage) to all surrounding units and structures. Counts as a siege weapon for passing walls (And amusingly enough does not consume the unit if no battle is fought)
Cause Fear - Can cause a unit to become panicked when attacked in melee. -2 to Defense and Resistance for that battle only
Web - Can entrap a unit in webbing, rendering it immobile and helpless. -2 to Defense for 3 combat turns
Round Attack - Single attack against all surrounding units, can hit friendlies. Resolved with the unit's attack and damage stat (No bonuses from charge, no penalty from parry), no retaliation
Unholy Champion - Gives the unit +2 Attack and +2 Damage against Good opponents
Holy Champion - As with Unholy Champion, but against Evil units
Enchanted Weapon - +1 Attack and +1 Damage, provides Magic Strike (Usually from a spell)
Life Stealing - Unit gains 1HP for every successful melee hit
Possess - (Incarnate Only) Does what it says on the tin. The Possessing unit takes over the possessed one, gaining all of its abilities and powers and leaves when the possessed unit is killed.

Ranged Combat
Archery - 2 shots, 4 attack, 2 damage
Hurl Stones - 4 shots, 3 attack, 1 damage
Poison Darts - 3 shots, 4(?) attack, 1 damage, can poison
Venomous Spit - 1 short range shot, can poison
Shoot Javelin - 2 long-range shots, 5 attack, 5 damage
Shoot Black Javelin - As with Javelin, but has Death Damage Subtype added
Magic Bolts - 1 shot, 7 attack, 3 damage, Magical damage only
Holy Bolts - 1 shot, 6 attack, 3 damage, Holy Damage only, can cause vertigo
Lightning Bolts - 1 shot, 6 attack, 3 damage, Lightning Damage only, can stun
Frost Bolts - 1 shot, Cold Damage only with chance of freezing
Black Bolts - 1 shot, Death damage only, can curse
Hurl Boulder - 1 long-range(?) shot, 3 attack, 7 damage, can damage structures
Fire Musket - 1 shot, Human Musketeer only
Fire Cannon - 1 long-range(?) shot, 5 attack, 8 damage and can damage structures, Bombardier only
Marksmanship - +1 attack for every odd rank, +1 damage for every even rank (Max of +2/+2)
Call Flames - Ranged fire-based attack, can ignite


Defenses
Damage Immunity - No damage or effect from specified type
Damage Resistance - Half damage from specified type.
Parry - +2 defense against the first melee strike when defending


Magic
Spell Casting - Hero only ability, provides 10 casting points per turn per rank. 10 mana income at rank 1, +5 for each additional rank
Healing - Allows for the unit to heal another once per turn
Dispel Magic - Allows for the unit to remove magic from another unit, more powerful with levels
Turn Undead - Damages and causes fear in undead units, rendering them unable to act for 3 combat turns
Entangle - Can entrap a unit, rendering it immobile and -2 Defense for three turns
Seduce - Attempts to take control of the target (male) unit. Killing the unit that seduced it will remove any existing seduction
Charm - Like Seduce, but with no restrictions of sex
Fire Breath - Does fire damage in an arc before the unit. Can hit multiple targets (template)
Dominate - A more powerful version of Charm/Seduce, has a lasting effect on the dominated unit's morale as well, I believe.

Other
Leadership - Provides all units in the stack with +1 Attack
Night Vision - Improved vision underground
Vision - Gives +2 view range per rank, up to 4 ranks
True Seeing - Allows the unit to spot concealed/Invisible Units
Bard Skills - Improved morale in party
Regeneration - Restores the unit to 100% health at the beginning of each turn
Fearless - Unit cannot be affected by fear
Ignition - Unit can set terrain on fire as it moves (in combat only)
Concealment - Unit cannot normally be seen in woods
Snow Concealment, Wasteland Concealment, Desert Concealment, Water Concealment - Unit cannot normally be seen while it is on the appropriate terrain
Invisibility - Unit cannot be seen by normal means
Construct - Allows the unit to build watch towers or rebuild razed structures (Builder only)
Dragon - Unit is a dragon
Path of Frost - Unit converts the land it moves over to the frost template (including water, but water only stays frozen for a few turns)
Path of Life - Unit converts the land it moves over to the basic grassland template
Transport (X) - Allows for the unit to carry other (non-transport) units. Units being transported do not use MP while being moved.
Path of Darkness - Unit leaves 'darkness' behind, returning the black fog of unexplored territory behind it.

-----------------------------------------

Cities
Cities range from level 1 to 4, depending on the physical size of it in hexes. They cannot be expanded in the game, but must be upgraded beyond level 1 to be able to produce stronger units. Main source of income from population, fields, and the production of merchandise (25% bonus to income)

Cities can be defended by wood or stone walls and have one specific population type. The attitude of the population depends upon your standing with that race and that can be modified by your actions (Upgrading / Improving Defenses increases, Looting and Razing severely decreases, migration improves with new race and worsens with old race)

-----------------------------------------

Sites

Tower
Towers are simple defensive structures that also allow for improved vision. Cannot be conquered when occupied without a siege weapon

Gold Mine
+10 Gold income per turn

Power Node
+10 mana income per turn

Wizards Tower
Allows for the purchase of a spell

Shipyard
Allows for the construction of ships

Builder's Guild
+10 (12 if not making a unit) Gold income per turn, can build Builders, Flamethrowers, and Drills

Cave Entrance
Allows for movement between map layers. Always two-way.

Teleporter Entrance
Allows for movement to another part of the map, can be a different layer, not always two-way.

Monster Lair
Castle Ruins
Crypt
Ziggurat
Explorable locations with unknown treasure and enemies.

Prison
Explorable location with unknown enemies. When cleared will have units inside that will offer to join your forces.

Scrying Pool
Allows vision to another part of the map. Possibly multiple locations.

Altar of Death
Allows for a ranged death strike on a wide area, up to 12 hexes away. Curses the land.

Altar of Ice
Allows for a ranged ice strike on a wide area, up to 12 hexes away. Freezes the land.

Altar of Fire
Allows for a ranged fire strike on a medium area, up to 12 hexes away. Does not affect the land.

Altar of Life
Allows for a ranged holy strike on a wide area, up to 12 hexes away. Revitalizes the land

Altar of Lightning
Allows for a range lightning strike on a small area, up to 12 hexes away. Does not affect the land.

Pestilence Altar
Creates a cloud of Pestilence over a wide area, up to 12 hexes away. Does poison damage to all units caught within or traveling through, lingers for multiple turns and can move.

Spring of Life
Heals all living units that enter it and gives them Nature's Blessing (+1 to Attack, Defense, and Resistance) for 3 days.

Poison Vines
Unholy Woods
Holy Woods
Terrain that attacks units that walk through it with typed damage

Magic Sanctuary
A location that has a permanent Anti-Magic Shell over it, protecting those within from overworld spells.

---------------------------------------

Races

Races in Age of Wonders are divided into Good, Neutral, and Evil races. Evil races hate good ones and good ones hate evil races, but this can be overcome through city actions.

Good Races
Halflings - Small Race, slightly better magical resistance than average, slow cavalry, fairly weak
Dwarves - Small Race, slightly better magical resistance than average, poison resistance, slow cavalry, durable
Elves - Normal Race, Kinda fragile, but with better magical resistance than average. Good archers
Highmen - Tall Race, Faster on feet than other units, Holy resistance. Multiple units have healing.

Neutral Races
Humans - Normal Race, generally average stats, get special weapons (Musketeers)
Lizardmen - Small Race, slightly worse magical resistance than average, almost all units can swim. Turtle siege weapons
Frostlings - Small Race, slightly worse magical resistance than average, all units have cold protection (or better). Dire Penguins!
Azrac - Medium Race, generally average stats but somewhat poor defense. Innate fire resistance

Evil Races
Orcs - Normal Race, Hit harder than others
Dark Elves - Evil Elves, Good resistance, poor defense. Good archers
Goblins - Small Race, slightly worse magical resistance than average, slow cavalry, use poisons, fairly weak
Undead - Normal Race, True Evil (Don't like Neutral even), Regeneration on many (all?) units. Resistant/immune to many damage types, but can be turned

Taerkar fucked around with this message at 15:08 on May 9, 2013

Taerkar
Dec 7, 2002

kind of into it, really

The tutorial mission for Age of Wonders is a simple one. There's an island, you have a small hero party, and there's a bit of the gameplay on that island for you to explore and defeat.



This is our start to the mission. You can see our party there and what little it can see. There's other tabs that we can take a look at now to see more important information:


First thing we have is the realm tab. This is where you can see your gold income and upkeep (we have no income currently), our owned cites and sites (none currently), as well as our heroes.


Next is the magic tab. Here we have our current mana income and research project. Other tabs will show you what continuous spells we have active (none currently), global spells in effect, both ours and others (also none currently), and our sources of mana income. Right now we have a total of 15 mana income coming from our hero.


Mana income can be split between research and storage in the form of mana crystals. All spells not only cost magic points but also mana crystals. Without enough of both, you can't cast. Normally I would change this a little but for the purpose of the tutorial I'm leaving it as is.


This is the magic research screen. It shows us what we're currently researching, the amount of mana going to that research, and our current mana reserves.


This is what we can currently research, or at least part of it. Right now we're researching Magic Weapon, which is a sustained offensive buff.


Now we have the relations tab. This shows not only our relationship with other players when we find them, but also our standings with the various races in the game. Currently we are friendly with Halflings, our own race.


Our standings with the Goblins is far worse. But they're evil and we're good so that's to be expected.


Now let's look at our party. The first member of it is our current hero for this tutorial. He has the basic Walking and Strike abilities, which mean that he simply walks on the ground and he can attack in melee combat with a physical attack. He also has Bard Skills which make everyone in his stack happier and Spell Casting at the rank of II. Each rank of that provides 10 casting points per turn so he has a total of 20. This is also why he generates 15 mana per turn, 10 for having Spell Casting and 5 for every additional rank.

At the top of his sheet is his attributes. They are Attack (Sword), Defense (Shield), Damage (Star), and Magic Defense (Ankh). Below those four are his Movement (Boot) and Hitpoints (Heart). Finally we have his Upkeep Cost (Coins), which is zero because he's a hero, and Available Mana Crystals. Currently he is happy with us and at the top of his icon to the right we can see that he's currently level 7 and is at 91 of 105 XP needed to get to lvl 8.

The way attributes work is that they are direct comparison between the applicable stats for combat. Attack is resisted by defense, magical attack is resisted by magical defense, and damage goes into hitpoints. Every point of difference between attack and defense is a 10% chance difference with a base of 50% (6 attack vs 5 defense is a 60% chance to hit, 4 vs 5 is 40%) and there's a cap of 90%. Damage is a straight 1 to rated value amount. All four values cap at 10.


This is our heroes basic info tab. He's a Halfling and has that race's basic attitude towards us (friendly).


Finally these are his items, which he currently has none. Items are a hero-only thing and they provide abilities and attribute bonuses. We'll cover this more later as we get them.

Now in his party we have a couple of regular units so we'll look at them next:


Syron posted:

The Syron is a mystical being of unknown origin. Very few have ever been spotted, and none are known to have ever been slain. A Syron's appearance resembles that of a tall, muscular humanoid, draped in clothing of the same blue hue as their complexion.
Syrons are completely immune to the effects of magic, and it is thought that their collective mission is to seek out and destroy those who abuse the powers of magic. However, they appear to seek out not only evil wizards, but also good ones.


This guy is a beast, and not just because of his stats alone. He is immune to cold, lightning, holy, death, magic, and poison damage, meaning they do 0 damage to him and can't cause their special effects to him. Only Fire and normal damage can hurt him. Another new thing is Parry, which gives him +2 defense against the first melee strike on him every time he is attacked. Beyond that he has strike and walking.


Centaur posted:

Centaurs appear as a race of intelligent half-man, half-horse beings. They typically live in small forest-dwelling clans. Although they are considered protectors of nature, they hunt for their food and are skilled in the use of the bow and arrow. Their equine legs enable them to move over great distances quickly; they can run down almost any prey. Their ability to move easily through the forests makes them exceptional hunters and particularly formidable foes in dense woodlands.
As they are generally benign creatures of the forests, Centaurs can often be found fighting alongside Halflings and Elves.

The Centaur is the first ranged unit we'll see in the game. Not only does he possess Archery but he also has Marksmanship at rank II, a skill that provides +1 to ranged attack for every odd level and +1 to ranged damage for every even level, giving him +1 to both. He also has Forest Walking which allows for him to move through forests as if they were normal terrain (4 mp instead of 6). Charge is a common ability for cavalry units, giving them a bonus of +2 damage to their first attack in melee. Hope they hit!


Halfling Pony Rider posted:

Halflings hardly have a cavalry, finding full-grown horses difficult to mount, let alone ride. As such, steeds are rare among the Halflings. Halfling Pony Riders generally act as scouts, and as a supplement to their foot soldiers. Pony Riders are trained little better than the foot soldiers and their ponies are not capable of traveling as far as full grown horses in a single day. Like other Halflings, Pony Riders are highly resistant to magic and other effects.

Nothing fancy about this guy. As the description says, their cavalry is slower than most other races (32 mp vs 36)

So now that we've gone over our starting troops lets get moving. There's our first structure up ahead, a tower, let's go grab it.


Towers provide a significant vision bonus and any unit that is defending it gets the bonus of walls for defense. An enemy stack that has no ability to break down walls can't take a garrisoned tower.


The tower reveals our first city up ahead, but we don't have enough movement to get to it this turn. The mouseover icon shows two faces talking to each other, showing that we can peacefully resolve an encounter with the town.


Reaching the city on turn two we see that they're super-friendly and welcome us with open arms. Oftentimes if a location has troops but is friendly there will be a cost to recruiting them. If you don't want to or can't pay that cost you can opt to attack them instead or simply leave, but in this case we're going to just take the city peacefully.


Our first city of the game, Kilia. It's a size 3 Halfling city and as such is friendly towards us. Now let's look at what we can do with a city. We can see what units it has access to at top (Note that the riders are faded out), then we see the basic info of the city showing its race, the terrain its own, how happy the population is, and how strong our garrison is. Next is the income of the town and where that income is coming from. Finally we have the enhancements and upgrades to the city, which is currently the baseline.


Beyond building units cities can do other activities, the basic form of which is making merchandise. This is actually automatic if the city isn't doing anything else and increases its total income by 25% (base + crops * 25%, rounded)


The next thing a city can possibly do is upgrade. A city can upgrade to the number of hexes that it has, of which Kilia has 3. Each level of upgrade makes it possible to produce more units. This action also improve the relationship with the race of the city.


The third option is to improve the defenses of a city. They start with nothing, but can be upgraded twice with a wood and then a stone wall. Stone is, of course, stronger than wood but both are equally proof against an enemy force with no siege ability. This also improves the relationship with the race of the city.


Next you can opt to migrate the race of the city, think forced resettlement (if not worse). This has a negative effect on the race being moved out and a positive effect on the race being moved in. It will take between 3 and 5 turns and the options depend on what races are present on the map that you've encountered.



The last two options are loot and raze. Take a big hit to race standings to either get gold or simply destroy the city to deny it to your foes. There rarely is a reason to do this unless you can't hold the city.


Remember how I said that the Pony Rider was faded? That's because the city can produce it, but that production needs to be installed first. It's just a time and money sink really.




Right now the city can only produce Halfling Slingers, Swordsmen, and Battering Rams. They are the basic (tier 1) ranged, melee, and siege units of the Halflings, with the Pony Rider being basic cavalry for the Halflings. I queue up one each of the slingers and swordsmen to show them later.


That done our party leaves the city and takes the second structure of the game, a gold mine. This is a revenue site, increasing our per-turn gold income by 10.


Halfling Slinger posted:

Slingers are the Halfling basic ranged-attacker. Halflings seem to be naturally gifted with the ability to hurt rocks accurately with a sling. Although these sling stones do very little damage, a skilled Halfling can typically launch twice the number of stones as an archer can fire arrows in the same amount of time.
Like other Halflings, slingers are highly resistant to magic.

As turn 3 starts we get our halfling slinger produced. Note that he has no strike ability so he cannot engage in melee combat. If he's attacked he just sits there and takes it (and probably dies). Hurl Stones is his replacement for Archery. It is weaker per shot but fires more shots (4, I believe)


As our party moves along the road we encounter a special site, the monster lair. These are a form of dungeon, containing a few enemy units and a reward of some kind. Our intrepid party goes in, giving us our first battle.


Battles can either be autoresolved or fought manually. Autoresolve is fairly basic with a rank system, I believe. I go, you go, hit each other, etc... it's not that great.


All dungeons have an exploration mechanic to them. You can't see anything in it beyond what your units can. Enemies are a mystery to you as well as what prizes lie within.


We've explored some of it and have found the treasure in the cave. The bag on the right side is an item, though what it is I don't know yet. Sharp-eyed individuals may notice our hero is a bit hurt. That's because an enemy unit attacked him and promptly died, but did get a hit in.


The next turn results in the second enemy showing up, a Hell Hound just like the first one. It actually survives attacking our hero so we can take a look at him.


Hell Hound posted:

Hell Hounds are vicious canines of flesh and fire, thought to be the souls of men who betrayed their friends for gain. No longer worthy of their former form and with their minds seared in the flames of hell, they are the dogs of the infernal pit, hunters for greater demons, kicked about, tortured and set loose upon wicked worlds to howl remorse for all eternity. They are resistant to fire. Their bite is white hot, and ignites flammable materials. Although these hounds look ferocious and evil and have other-worldly origins, they are not particularly difficult for a trained warrior to dispatch. Still, should they survive a combat they regenerate quickly. Hell hounds are not affected by mind spells and fearlessly do their Master's bidding, without question or conscience. Hell Hounds serve demons or powerful wizards, and live wherever the Undead hold strong dominion.

Biggest thing of note on this guy is that he has Fire Strike as well as the normal strike. This means that his attacks do both physical and fire damage, and fire damage has a chance of igniting the target, causing additional damage for a few turns. Fire damage is one of two things the Syron isn't immune to, but if a creature is immune to fire they're still take full normal damage unless they have resistance to that as well. Regeneration increases its HP recovery (to full at the start of a turn, IIRC), but is useless in battle, while Fearless makes it immune to fear-based effects, not that we have any.


Since he's so close to the Centaur I have the centaur take a pop at him. At 5 attack vs 3 defense, each shot (2 total) has a 70% chance of hitting, doing 1-3 damage each, giving us a fair chance of killing it.


But sadly it was not to be, only 2 damage was done. But the hero can easily finish it off, giving us victory.


With the death of the last enemy, the battle is over and all items recovered. It's actually possible to get into a dungeon, grab the item, and leave without killing everything in it.


Here we see the item, the Sword of Justice. When equipped it increases Attack and Damage by 1, as well as providing Strike and Holy Strike. I think I actually forgot to equip it.


Halfling Swordsman posted:

The common Halfling warrior is proficient in the use of a short sword in melee combat. These foot soldiers are lightly armored and relatively cheap to train. They are short and quite quick, relying upon their quickness to parry attacks, and then strike where it hurts the most...

Turn 4 sees the completion of the Halfling Swordsman. He's fodder like most tier 1 melee.


We approach the cave entrance, a feature that allows for us to move from the Surface map to the underground map. Not all maps have underground layers, but a few can have two.


View ranges in the caves are reduced unless a unit has the proper ability. But we do see something ahead of us.


A power node is the magic version of a gold mine. It gives us +10 mana income per turn.


Which increases both our crystal income per turn and our magic research (dropped a turn)


Turn 5 sees us back outside and a new structure ahead of us.


Our newest structure is a Wizard Tower. This is a site where you can buy a spell, including those you wouldn't be able to research otherwise.


These guys are selling Geyser, a water school damage spell that hits pretty hard. We've got the gold so we pick it up.


Up ahead we see a new stack of unit, apparently a friendly one.


Pleasantries are exchanged and we now have four new friends.


Giant posted:

For reasons forgotten over time, Giants are kindred to Dwarves. Regardless of the validity of that notion, these immense beings maintained good relations with their shorter counterparts. Since Dwarves respect the slow and stalwart, Giants are ideal allies. Giants lack the sophistication of Dwarves and are commonly said to be stupid. Not unlike Trolls, Bards sings tales of simple children outwitting Giants or defeating them with a simple weapon like a sling.
In combat, Giants wield huge tree-trunk clubs which deal devastation to everything they strike. Giant can hurl boulders at opponents or walls, enabling the Dwarves to avoid complicated siege engines.

The giant is a rather powerful unit, especially to low tier guys. They hit hard but are relatively easy to hit back thanks to their poor defenses. Mountaineering is a movement skill that allows for the until to travel through mountains at an expensive mp cost, but most other units can't at all. Hurl Boulder is the big thing about Giants, it's a ranged weapon that does not only physical damage but structure as well, meaning that it can damage walls and gates.


Dwarf Boar Rider posted:

Dwarven Boar Riders, wielding great axes, are among the fiercest mounted warriors, rivaling the Orcish heavy cavalry. Boars are not able to move as quickly as full-sized horses, but they enable the Dwarven riders to move much faster than foot soldiers. Like other Dwarves, their inborn hardiness also gives them a natural resistance to many magical effects and points.
Though mocked by other races as "Pig-lovers" the Dwarves share a strong bond of trust with the formidable swine. The boards are sure-footed, even across rocky mountain passes.

Dwarf Cavalry, nothing special really. 1 better defense and 1 more HP than the Halfling Pony Rider and it has poison resistance, but you'd expect a tier 2 to be better than a tier 1.


Up ahead we have an enemy stack containing a hero. You can't really tell it in this picture but they're sitting on a size 1 city.


The enemy hero. He's a spellcaster (only rank 1 though) and has Night Vision, which improves underground vision. Big whoop.


He's a Goblin, so he must die. Like we were going to let him live anyways.


Fire Sprite posted:

The Fire Sprite is a lesser version of the Fire Elemental. They are typically humanoid in form, but they are composed entirely of fire. Fire Sprites delight in igniting flammable objects. They are also immune to many attack forms, including fire, lightning, poison, death and holy damage.

Only new things here are Ignition which can set the ground it moves over on fire if it's the right type, mostly useless, and Summoned which just marks it as being a summoned unit. Upkeep is paid in mana instead of gold and some spells can dispell it.


Goblin Big Beetle posted:

Named by one of the more creative Goblin minds, the "Big Beetle" is just that: A very big beetle. Carnivorous and always hungry, the Beetles are cared for by special Goblin tenders from eggs. Big Beetles will eat just about anything, and it is though that the only food they cannot stomach is Goblin flesh. The Big Beetle is adept at burrowing. It attacks with crushing poisonous mandibles and -- perhaps because of its diet-- is highly resistant to poison-based attacks.

These guys are sorta nasty, but not too bad really. Cave Crawling lets them move underground as if they were on roads, while Tunneling allows for them to dig through the dirt underground, making new tunnels. Poison Strike allows for the unit to poison others in melee combat, which applies a debuff to the afflicted unit.


(Not shown: Turn Undead, Walking)

Goblin Shaman posted:

Goblin Shaman wield magic amongst a race that fears it greatly, bestowing upon them power, without trust or respect. Goblin Shaman are solitary, although it is not known if this is merely their nature, or if they have been forced into it by the poorly-veiled suspicions of their neighbors. In either case, when wartime comes, the thrist for victory allows the Goblins to set aside their fears, and the Shaman are more than happy to prove those fears well founded by putting their arcane prowess on display.
Like other Goblins, shaman are able to move easily underground and see in the darkness. Goblins are also less resistant to magic than most creatures, but have an innate resistant to poisons.

Goblin Shamans are the first healer unit we've encountered as well as a unit with magical (non-spell casting) abilities. Dispel Magic can do the usual remove buffs from enemies and debuffs from friendlies. Healing is a once-per-turn heal that heals 5-8 damage, I believe. Magic Bolts is a magic-based ranged attack that ONLY does magical damage, so our Syron is immune to it. Finally Turn Undead both damages and fears undead targets.


Goblin Darter posted:

Goblins seldom employ archers, opting instead to use blowguns to shoot darts. The darts do little damage themselves, but the poison that coats them can be deadly. Goblins can shoot poisoned darts slightly faster than a normal archer can shoot arrows.
Like other Goblins, darters are able to move easily underground and see in the darkness. Goblins are also less resistant to magic than most creatures, but have an innate resistant to poisons.

Just like the Halfling Slinger this guy can't defend itself in melee. Instead of arrows he shoots darts, which are a poison-typed weapon with three shots instead of two, but again with less damage.

(Continued)

Taerkar fucked around with this message at 01:33 on Mar 21, 2013

Taerkar
Dec 7, 2002

kind of into it, really


Here we have our first city combat. Enemy units start inside the walls and can shoot over them without any penalty. Our guys, on the other hand, cannot.


If you move a unit even one spot it cannot use most abilities, such as spell casting or ranged combat.


Only one of the Giants is in range at the start, so he tosses a boulder at the gate, doing some good damage to it.


Most of my units move up to get in range while staying in cover, meanwhile I have my hero cast a spell.


Let's give geyser a go!


Or not.


At the end of the turn the AI moves. He leaves the safety of the walls with both melee units (Fire Sprite and Big Beetle) but doesn't attack.



The Centaur shoots arrows at the Fire Sprite and does a solid 5 damage.


Lets give the magic another go.


Geyser in effect. Magic spells are pretty nice in combat, using a lot of particle effects that were really good back in 1999.


He didn't make it.


Between a boar rider and the Syron the Big Beetle goes down. One of the giants broke the gate so we now can get into the courtyard


Turn three sees one of the boar riders get cursed. This is an out-of-battle effect that means they won't heal naturally for three turns. Death damage can inflict curses.


The rest of the defenders die shortly afterwards, the hero falling last to the Centaur's arrows.


With our victory we now control Gobton. As a Goblin town its inhabitants hate us, but our powerful stack keeps them in line, by which I mean enslaved.


So let's replace these unhappy short beings with happy short beings. Not that this mission will last much longer, but whatever. You can see that our already bad relationship with Goblins will get even worse (-15), while Halflings will like us even more (+10)


As a result of the battle our Pony Rider gained a rank. Non-hero units can gain two levels (silver, gold) and each one provides stat bonuses, +1 to attack, defense, and hitpoints in this case. He's now a bit better than the Dwarf Boar Rider, save for the poison resistance.


Turn seven sees our research finishing. I don't bother to cast it because again, we're almost done.


But I start research on Remedy anyways because why not. It's a basic healing spell so it's a good thing to get.


I decide to leave the two hurt units behind and move on. You can see our destination further to the south.


A teleporter is a link to another part of the map. These usually link to other ones, but not always, so it can be a one-way trip.


Sure enough this one is one-way, revealing the final enemy stack of the mission.


Borok is another Goblin hero, but he's nothing more than fodder for our blades.


Goblin Wolf Rider posted:

"No respectable horse would allow a Goblin upon its back" so say the common folk. Goblins remedy their horselessness by raiding wolf dens and stealing wolf cubs. Raised from pups, the wolves learn to be loyal to their Goblin masters. Although more formidable than regular Goblin foot soldiers, wolf riders are best used as scouts and can be easily overcome by stronger mounted warriors.
Like all Goblins, wolf riders are less resistant to magic than most creatures, but have an innate resistance to poisons.
Our last new unit of the scenario is the Goblin Wolf Rider, basic Goblin cavalry. Again nothing special about them, though they do have better defense than the basic pony rider at the expensive of horrible magic resistance.


The stack is sitting on a reflecting pool. Control of this site allows for vision to other parts of the map, usually other reflecting pools. I don't know if there is any other one on this map and I don't really care.


This is an open field battle and all of my units start out of range.


As a result I move all of my guys up in a tight formation, leaving them out of immediate melee range of the enemy, though they're welcome to try and engage the Syron if they want.


Both Wolf Riders charge out and are met with arrows, boulders, and our other offensive spell, Solar Flare. Solar Flare does Holy Damage, which has a chance of inflicting Vertigo, a rather nasty debuff that inflicts a -2 penalty to Attack and Defense for 3 days. Not that he'll live that long.


Turn three sees the death of the Vertigo'd rider and the enemy hero moving out. He doesn't live another turn.


And now we're done, the end of the tutorial mission. Up next we start the actual campaign.

***********************************

And by campaign I mean we have our first choice. There are two campaigns available in this game, one as The Keepers (Light Elves, Good), or The Cult of Storms (Dark Elves, Evil). I think that chronologically the Cult starts before The Keepers, but I'm not positive. Voting is open for 24 hours and please bold your choices.

Taerkar
Dec 7, 2002

kind of into it, really

Niggurath posted:

I'm going to have to agree with the masses so far and say go with the Cult of Storms. Also just a minor thing, but would it be possible to maybe make those thumbnailed shots like 800x600 and cropping out the game window? It's not a major thing but it's kinda annoying to click on individual thumbnails.

I'm playing around with the settings in infranview so I'll definitely look into this for the next time. Normally I won't be in windowed mode, I just was for this one to ensure that everything was going smoothly.

Taerkar
Dec 7, 2002

kind of into it, really

I will admit that I don't think I've done more than a handful of the Cult missions. But hey, they were going to get done anyways so why not start with them. I don't think it'll take me more than an hour past the deadline to get the first campaign mission up.

Taerkar
Dec 7, 2002

kind of into it, really



Everyone wanted to join The Cult of Storms. A wise choice for we are strong and are willing to do what needs to be done, unlike the weak and pathetic Keepers.



quote:

Of the Stormlords, only I am worthy to wield the just blade in the Valley of Wonders. While others dare not risk their hiding places, I shall endure the light, gathering true power for a true king, Meandor.

I am here: I am ready.


We could just go with the default hero, but where's the fun in that? So our choices are:

Dark Elf

+2 Resistance, Night Vision, -1 Defense

Orc

+1 Melee Damage, Night Vision

Goblin

-1 Resistance, -4 Movement, Night Vision, Cave Crawling

Lizard

-1 Resistance, -4 Movement, Swimming (Not otherwise available at start)

Azrac

+1 Attack, -1 Defense, Fire Resistance

Both the Lizard and Azrac are neutral, not evil, but I don't think that affects your race relations at all.

Attack, Defense, Resistance, and Health all cost 5 points to raise, Damage costs 10 while Movement costs 1 point per level. Yes, that does mean that the Lizard and Goblin are kinda behind on points to begin with, though Lizard does get swimming. Most of the abilities that they start with outside of Strike, Walking, and Spell Casting I cost 5 points each. I'm not sure what Swimming costs.

The Lizard is riding a frog and the goblin is riding a wolf, the other three get horses.


Last part of hero creation are the spheres of magic, Death, Life, Earth, Fire, Water, and Air. The more you dedicate towards one, the more spells you get from that school.

There's a couple of character types I can build towards (rather than just voting on point allocation) and I'm definitely open to other ideas provided that more detail is given.

Wizard - Your basic caster guy. Gaining more ranks in Spell Casting is a priority, as is improving defenses. May pick up ranged combat abilities so that the hero can still do something when out of mana.

Brawler - All about physical attacks. Good attack and defense, extra skills will be geared towards more types of damage and those which improve other aspects of combat

Skirmisher - Ranged combat above all else. Attributes are more towards defense than offense, but can fight if needed. Good concentration on out-of-combat skills that improve movement.

Commander - Focus on skills that improve the party as a whole, fairly defensive build.


Again, 24 hours for this, close votes between two will see a hybrid result. Choose Race and Type, any suggestion will be added.

Taerkar
Dec 7, 2002

kind of into it, really

No matter what is chosen we'll get this next:







Let me know if I need to reproduce the text for these.

Taerkar
Dec 7, 2002

kind of into it, really

That reminds me that I forgot to include something in the voting.

We have three sphere slots to fill. They can any combination, including all three being the same thing. Vote for your first, second, and third choices. If you vote for multiples of the same sphere then they'll all count and I'll use an overall percentage to determine what three spheres that I use (If something gets more than 33% of the votes I'll take 2, if something gets more than 66% it gets all three)

Taerkar
Dec 7, 2002

kind of into it, really

Current Count

Race:

Dark Elf - 6
Orc - 6
Lizard - 3
Goblin - 1

Class Archetype:

Wizard - 11
Brawler - 3
Commander - 3

Spheres

(If the votes were for two spheres in non-specified amounts I gave 1.5 to each. One sphere mentioned was 3 votes for that sphere)

Life - 5.5 (13%)
Air - 16 (38%)
Earth - 2 (5%)
Water - 7 (17)
Fire - 2.5 (6%)
Death - 9 (21%)

Total Sphere choices so far: 42

Currently looking at a Dark Elf Wizard with 2 Air and 1 Death

Still got some time left!

Taerkar
Dec 7, 2002

kind of into it, really

As a note I love air in SM because I run ranged-heavy troops. Seeker is so much fun.

Taerkar
Dec 7, 2002

kind of into it, really

Update will be in the morning.

Taerkar
Dec 7, 2002

kind of into it, really

A bit of a heads up. Got a minor family emergency going on. Should be able to update tonight.

Taerkar
Dec 7, 2002

kind of into it, really

Final Count

Race:

Dark Elf - 7
Orc - 6
Lizard - 4
Goblin - 1
Azrac - 1

Class Archetype:

Wizard - 14
Brawler - 3
Commander - 3

Spheres

(If the votes were for two spheres in non-specified amounts I gave 1.5 to each. One sphere mentioned was 3 votes for that sphere)

Life - 8.5
Air - 21
Earth - 3
Water - 7
Fire - 5
Death - 12.5

Total Sphere choices: 57

Taerkar
Dec 7, 2002

kind of into it, really

The Cult of Storms, Mission 1: Assassination



I am Vhendor, one of the chosen of The Cult of Storms, selected by Meandor himself to be his weapon of revenge. Revenge not just upon those who defiled the Valley of Wonders, but also upon those weak and mewling Keepers who speak of forgiveness towards the humans. Whispers speak of me, they tell others about my potency, my great aptitude with magic even for one who has just started along the path of power. They say other things when I am not around, things that they believe I do not know about. But I do, and Meandor does as well.

I have been tasked with a matter of great importance to Meandor, something that will not only show the cowardly members of the Cult that our time is now, but also something that will show the Keepers how weak they are. Meandor will strike at the Queen Elwyn, the mother of Julia. No greater declaration of our will and power can be imagined.


My forces to complete this task are limited, consisting mainly of pathetic Goblin fodder, useful more to wear our foes down than any sort of actual competence on the battlefield. What they lack in ability they make up in numbers, numbers I will use again and again.


Goblin Spearman posted:

The common Goblin warrior is proficient in the use of a spear in melee combat. Goblins seldom have the money to afford heavy armor, and are so small that stealing it is pointless. Goblins join infantry quickly, especially if promised their freedom from the slave mines. Their cowardly nature makes the "longest-spear-available," their weapon of choice, and as such they generally get preemptive striking ability in melee combat. Like all of their race, Goblin warriors are able to move easily underground and see in the darkness. Goblins are also less resistant to magic than most creatures, but have an innate resistance to poisons.
I barely even see their numbers as I look over my forces. Little things with pipes, 'spears' barely as tall as me, and perhaps the most useful of them upon wolves and beetles. They exist purely to keep better troop alive.


Orc Assassin posted:

The Orcish assassins are some of the best trained Orcs alive, but they live in secret and not a part of normal Orc society. They come from families hopelessly disgraced and without honor, not afraid to use the subtle arts of concealment, to accomplish their means. As brute strength and savage fighting tactics come naturally to Orcs, assassins are carefully trained in the art of stealth and agility and the use of poison. In addition, the assassin can easily climb city walls to infiltrate and conquer unguarded towns.
Among Orc warriors, the ultimate insult is to be called an "Assassin," though they are quick to hold their tongue when one is present. Many an Orc warrior has disappeared after making disparaging remarks about the cowardly ways of the Orc Assassin.
That is not to say that all of my forces are fodder like them, from the Orc Legions I have acquired the service of two of their 'Undesirables', a thought that makes me laugh every time I think of it. Further proof of the superiority of my kind to even the Orcs is that they would consider such highly effective soldiers something to avoid instead of something to embrace and use to conquer all before them. What use is brute strength when the poison saps it? What use is strength when the blade falls upon the unwary brute? Nothing.


I brought along with me a selection of old magical tomes, just a few of the precious ones that survived the fall of the Valley. It is a sign of Meandor's believe in me and my importance to the Cult that he has provided such a resource to me. Every night I commit what I can to my mind and every morning I practice it. Though it is a tedious process and consumes many of the magical crystals that I form every day, it is important that I learn all the secrets that these works contain.


I know also that we will encounter many fortifications along the way, something that will keep away hordes of simple Goblin fodder, but are as useful as an open door against those 'Undesirable' Orc Assassins. A few of the braver Goblins claim that their big beetle can crush walls with its powerful jaws, but I have my doubts. What kind of name is "Big Beetle" anyways. Stupid simple creatures.


I head south out of the caves towards the path we used to get here, there was something that I noticed that I wish to investigate further. Not wishing to let the Keepers know that we are already present, I let the Goblins cower before the northern exit, all save for that 'Big Beetle'. Apparently the incompetent handler of it lost control of the disgusting beast and it went tunneling to the northeast.


The road I spotted to the south continues on to the east and then the north. One of my mewling 'cousins' was found along the road, sniffing flowers. Just a few glares from one of the Assassins was enough to get him to sing like a bird. My suspicions were correct, there's a large town further along this road.


Elf Swordsman posted:

The common Elven warrior is proficient in the use of a long sword in melee combat. These foot soldiers are lightly armored. Like all elves, Elven swordsmen feel most at home in forests and are able to move easily through heavily wooded areas. They also possess a slightly higher resistance to magic. Due to their fragile bodies, Elven warriors are not powerful or devastating. But they fight skillfully and nimbly, striking their opponents more often than not with every swing of the blade.
We left his corpse among his flowers.


Not long after that we came across a patrol of scouts traveling south along the road. I ordered my men into the woods to ambush them, a task at which the Assassins excel at, but the same could not be said of the Goblins and their wolves. One of them ruined my plans and alerted the scouts before they were in my trap.


Elven Scout posted:

Elves typically deploy mounted scouts instead of heavy cavalry. Elven scouts are trained to move quickly, even through dense forests. Armed with long swords, Elven scouts are very capable of defending themselves, but would not stand up to a heavily armored cavalry, such as that of the Orcs. Like all Elves, Elven scouts have a naturally high resistance to magic.
The scouts are dangerous, without a doubt, but it was important that they are eliminated before they flee back to the town and warn it of our approach. Only I alone could possibly give chase to them, and I didn't make it this far by being stupid.


The fight was as quick as it was brutal, an exhilarating thing to experience, especially when I looked into my 'cousin's eyes as life left his body, his blood upon my blade when I kicked him free of it. The Goblins and their wolves fought better than I had expected, taking one scout with each of them, but the Assassins felled the majority of the scouts with barely a thought.


After a few more days of riding we came upon the town that the one swordsman told us about. It is as I had hoped, the elimination of the patrol resulted in them being ill prepared for my assault.


Elf Archer posted:

Elves are naturally skilled archers. Experienced Elven Archers are considered magicians to all who wield the bow. Like all of their race, Elven archers feel most at home in the forests and are able to move easily through heavily wooded areas. They also have a naturally high resistance to magical attacks.
I knew their archers were close to their betters, my own kin. Quite proficient with the bow, they were poorly equipped to handle anyone sticking a blade in their face. Something the Assassins were eager to do.


Eager for the blood of the sun-touched fools, both Assassins set out towards the town, not even bothering to take to the shadows but instead staying out in the open, letting the fear from their approach run through the town. Panic gripped the defenders, causing them to go mad and charge out into the blades and poisoned darts of the Assassins.


But before that even happened I desired to demonstrate my mastery of the first spell from those books.


Raw lightning leapt from my fingertips, callously disregarding those once-imposing stone walls, jumping from man to man with vicious energy.


One fell to the power of the lightning, never to stand up again. The other two remained standing, but locked into place as their muscles refused to obey them. The assassins gave them no chance to recover.


Fear-filled eyes looked out of shuttered windows and closed doors as my men walked into the town. The former mayor was hung in the square, a warning to anyone who dared to cause us trouble. But that was only the start of their troubles. As soon as the town fell, roaming goblin packs from the surrounding lands started to move in and give the sun elves a taste of what it was like to be enslaved.

I approve.


The wonderful feeling of that spell leaving my fingers seemed to open my mind up to new possibilities. The door is not open yet, but I know that it will not stay closed to me much longer.


A runner brought word to me that the Goblins I left in the cave apparently were rejoined by that stupid beetle of theirs. Bolstered by its return, the little wretches journeyed to the surface and found the small encampment of their brethren that the Sun Elves let survive on this land. Apparently they were reconsidering that existence when the Goblins burst forth.



Through whatever passes as negotiation for those pathetic creatures a deal was worked out with goblins in the town. They could hold it against the Sun Elves, but they could not move forward. I left the two wolf riders behind in Milani and set forth with the Assassins.



As I traveled I continued to study those tomes, a spell of potential significance caught my eye, telling of the ability to draw the heat from large amounts of water, allowing for armies to travel over the ice. My meditations on the means by which such was possible provided me with the key to that door, further improving my magical aptitude.


Galley posted:

Galleys are large, armed ships. Thick wooden hulls enable them to withstand large amounts of damage and remain seaworth. Galleys are outfitted with a standard ballista on deck for protection and can transport up to six units at a time.
As I traveled the Assassins reported that there were a handful of Sun Elf ships plying the waters to the North. They said that there were more than just the crew on the boats, but they appeared content to hide upon the ships, no doubt afraid of these wonderful Orcish Murderers.


Goblin Bomber posted:

In a society of war and struggle, there is no place for the physically weak. Goblin society is especially harsh, as the Goblins have spent hundreds of years losing wars to the good beings such as the Elves, Halflings and Dwarves; and being betrayed and enslaved by the Orcs and Dark Elves.
In a desperate attempt to utilize all members of Goblin society in the war effort, those Goblins found not fit for regular combat are given large bombs to deliver to their foes' armies or city walls. Though no Goblin volunteers for the job, Bombers are heralded as true heroes.
As my companions and I reached that Goblin camp I beheld a most interesting and amusing sight. There were Goblin runts, pathetic even by their meager standards, that were judged to be less than useless with a spear. To find some use out of those wretched creatures the bigger Goblins (And I use that term loosely) strapped demolition charges to their backs and send them forward. I find this idea rather appealing.



Upon the fall of night I reorganized the Goblin Horde and prepared to strike out against the Sun Elves laying siege to the camp. Though we were outnumbered I knew that they wouldn't stand a chance against us. Even though one of the creatures of the forest had joined them.


Nymph posted:

Nymphs are timid, good-natured magical creatures who bear the appearance of the ideal female. They are at home in the woods and frequently ally themselves with other benevolent creatures of the forest, most often the Elves. While not at all warlike by nature, Nymphs will fight bravely if the welfare of their woodland home is threatened.
In combat, Nymphs are very weak. Their main strength is their ability to seduce male humanoids into servitude. Magical in nature themselves, Nymphs have a naturally high resistance to magic.
I remember encountering one of these creatures before the fall of the Valley. I was a foolish youth back then and I was enthralled by it. But no longer.


Elf Cleric posted:

Usually the most ancient of Elvenkind, Elven Clerics are bound to nature, from whence their power comes. They are keenly aware of the delicate balance of life and are dedicated to seeing it flourish wherever they may be. They are able to project their life energies in the form of a weapon, or if they choose, they can weave it into powerful spells for healing. Like all elves they can pass the forests effortlessly, and can entangle enemies with equal ease in the limbs and leaves of the forest maze. Elven Clerics stand against the powers of the undead and will sacrifice all to see such abominations destroyed. Elven Clerics do not seek power, and as such, it comes to them freely.
Also among their numbers was one of the elders, seen by many as being teachers of the old ways. A lot of good those old ways did us when the Humans came. He and all of his kind are responsible for the fall of the Valley, and they will all pay.


My forces advanced before me, the fodder before those of us of importance, and I counted down the seconds until I could cast lightning upon those deluded fools.



It started with the tendrils of lightning from my fingers, but soon the battle devolved into a chaotic melee, as such things are wont to do. My mastery of the art allowed me to cast more lightning forward, skillfully guiding it from foe to foe, my avoidance of striking the fodder with it purely to bring its potent energy upon the Sun Elves.


One of the fodder charged at the Nymph, but a sly look from it caused the weak-willed creature to fall to her whims.


I let my lightning be the implement of my displeasure, a warning to any other Goblin that may stray from the true path. What remained of the siege camp was overrun shortly afterwards, the survivors becoming playthings to the Assassins.

I doubt they will survive the night.

(Continued)

Taerkar
Dec 7, 2002

kind of into it, really

The Cult of Storms, Mission 1, Part 2




With the destruction of the Sun Elf siege forces I was free to press further into the island. While I moved further to the north I sent one of the bomb-laden Goblins off to the East with instructions to cause trouble. To my surprise it turned out that the creature managed to take over two enemy fortifications. Apparently the clever little thing threatened to set the charge on its back off if they didn't give in, and the cowards did.


Elf Ranger posted:

Most Elves possess a fair degree of innate skill in archery and woodland survival, but the Elven Ranger has become a master of both. Elven Rangers prefer to live in the wild, away from civilization. Over time, they have learned not to fight the variety of natural settings, passing effortlessly through forests, crossing mountains, or swimming great expanses of water with ease.
Rangers are extremely versatile units which can be deployed as scouts, long range support or light infantrymen. In battle, the combination of exceptional archery skills and the ability to ably defend themselves in melee combat makes these fighters quite potent.
As I traveled north we came across a skilled hunter in the woods. Many idolized the Rangers, seen by some as being the purest expression of Elvenkind. For such a 'pure being' he certainly whimpered a lot when the blades found him.



Not long after the Assassins tired of the Ranger we came across a village in the woods. The garrison was surprisingly numerous, no doubt there to assist the siege of the Goblin camp to the south, though word hadn't reached them of the siege camp's destruction. Leaderless their resistance to our assault was almost completely ineffectual, resulting in just a few scant injuries among my troop.


As before the roaming Goblin packs in the surrounding lands swarmed into the village once the garrison was dead, chasing out the inhabitants. One of those packs brought word to me of a monster lair to the west, a haunted cave said to contain lost treasure.


Expecting little more than a few wild animals I set forth with my men.


What we found inside was both far worse than I imagined and something I can only dream of the possibilities of in the future.


Shadow posted:

Shadows are evil creatures which feed upon the fear of the dark and unknown. It is unclear as to how Shadows originate in this world. Some say they come from a place of shadow, while others claim they have always been here. Some believe they are the most hated and wicked of Dark Elves transformed into a truer form. Whatever the case, they have strong influence over Dark Elf society and religion.
A Shadow's ability to move undetected is most effective underground where there are no natural light sources. A being of pure darkness, Shadows reign through use of sheer terror.
Even as we fought to defend ourselves from these things, I felt a sort of kinship to them. I believe our future lies with these beings.


The fodder with us was less understanding. Their simple minds could not understand the glory before them and they were left trembling before the Shadows. Without its rider, the Beetle was helpless.


The Assassins, of course, were far less helpless. Though I doubt they could comprehend the possibilities either, the cleverness of their brutality saw them through. One of them found a magical axe deeper inside the cave and presented it to me.


With the powerful weapon in my hands I rode further north, the strange yet magically familiar comfort of the axe reassuring to me. The last of the small villages was overrun, first by the Assassins and then by the Goblin swarm.


It was then that I finally saw my prize, the Elf Queen herself, Elwyn. Her days were very numbered now, and I think she knew it as well as I, but like the craven coward she is she remained in her palace, hiding from inevitability.



My scouts reported a magical pool of blessed water north of the town as well as a shipyard to the south of it. We would need the shipyard later so I had some Goblins hold it, then I called up the hordes from the south for the final assault.


I felt myself smiling as the Goblins defiled that pool, stealing its blessing with their filthy fingers. With them before me and my Assassins we assaulted the town.



This is just a taste of the future before me. My hordes surrounding my foes, an unstoppable tide that will overcome all that dare to stand before me, Meandor, and the Cult.


As before it was my lightning that broke the false peace of the siege, the twisted bodies of the Sun Elves struck down by it the terrain that the fodder advanced over.


A coward to the end, the Queen remained hidden inside of her walls while her few retainers died upon Goblin spear. She foolishly thought that the walls would protect her.


But the walls are nothing to the Assassins. Her poison-swollen body was left out for the buzzards as we set torch to the town. There is nothing left for us here. Our future lies on the mainland.




A new task lies before me, the Halfling Lands are sorely pressed by their foes, the little things like scared rabbits before the predators. But their end is taking too long, Meandor has asked me to use my special touch upon the situation. But I must get there first.


The Northern Trade Route is the obvious approach, but it is a heavily traveled one most times. The war will have brought most of that traffic to a halt, but there remain patrols and the odd caravan upon it that may cause me trouble.


The second option before me is through the caves that run under the lands. Orc battle Dwarves for control of these caves, though the exact nature of the conflict I do not know well right now. I may find allies in those Orcs, or I may find myself between two warring groups.

------------------------------------

That's right, it's vote time! Northern Trade Route or the Subterranean Path.

Taerkar
Dec 7, 2002

kind of into it, really

I've thought about hosting the music. They're in .it format, so where would be the best place to put them if it's allowed.

Taerkar
Dec 7, 2002

kind of into it, really

I'll have the next mission up tonight, hopefully.

Taerkar
Dec 7, 2002

kind of into it, really

Halflings have terrible constitution, they probably all have 'lite' booze.

Edit: And Zima.

Taerkar
Dec 7, 2002

kind of into it, really

The Northern Trade Route

Battle Macabre



The task before me is one that will require speed, I must reach the siege forces and command them before the Keepers start to rally. Regretfully I must depart company with the Assassins as they are simply too slow for the task ahead. I was expecting to travel alone to the Northern Trade Route, but the two wolf riders that I left to the south successfully tracked me down and accompanied me to my destination.



A small contingent of Goblins met me at a branch of the trade route and told me of a cave a little off to the north of the road. While it was a bit of a detour, I felt that it was important to obtain what treasure might lie within it.


Black Spider posted:

Black Spiders hide in shadowed pits, underground caverns, and scarcely traveled forest and wastelands. The Black Spider shoots strands of web at their prey, entangling them. When immobile, the spider sinks its sharp venomous fangs deep into its victim. Wizards employing the forces of evil have been known to pull these creatures from their dank homes to serve their cause.

The cave was infested by black spiders, vicious but useful giant arachnid that had clearly claimed more than a few wayward travelers that had foolishly used the cave as shelter during the night.


True to form they tried to ensnare us in their webs, fortunately for me the magical axe I took with me proved adept at cutting through their sticky webs, but one of the riders was not as lucky. Fortunately for him the spider that trapped him was quickly brought down before it could bite him.


A quick search of the lair revealed very little of significance, save for a gleaming helmet that seemed to resist the rot that affected every other piece of equipment around it. Feeling the power contained within it I took it for my own.


As we left the den, one of the riders reported a Goblin town a short distance away. As we had time before nightfall we set out for it. I would not want to risk becoming a meal in another cave that night.


The Goblins within it said that they would help to defend our rear from Keeper forces, but only in exchange for some coin. A few pieces of gold cannot compare to not having to worry about what's behind me.


I had hoped that I could obtain more Wolf Riders from the town, but they did not have any suitable wolves available, thwarting that plan.


They told me of a Halfling village not far to the south as well as a force holding a vital mountain pass not far up the road. The roadblock would have to be dealt with, but my Goblins were eager to take the Halfling village.


Ballista posted:

Although mechanically different from crossbows, ballistas function quite similarly. Ballistas are siege machines that are most effectively deployed at long ranges against other units rather than city walls. Their javelins are much more accurate and aerodynamic than the boulder of a catapult. Several ballistas can provide excellent cover for catapults and rams attempting to breach a city's outer wall.
Because of their heavy wooden construction, they are slow to move from place to place. These machines are also more fragile than catapults and can be more easily destroyed.
The reported presence of a Ballista at the roadblock did help my decision to ransack the Halfling town first.


In a manner so typical of their kind the Halflings were too busy with their games and feasts to bother building and defenses. I suspect they were having fourthmeal when the howls of the wolves came to their ears.


It felt good to cast lightning from my fingers again, and the way their little bodies twisted and danced as it coursed through them was quite entertaining.


The wolves fell upon the survivors, easily overwhelming them and allowing us to claim victory over the little annoyances.


I should have known that those annoying creatures would cause me yet more trouble. Apparently one of their priests avoided the wolves during the night and rallied some of the survivors to retake the town. I expressed my displeasure with him personally.


Halfling Cleric posted:

Halfling Clerics are the epitome of joy. Their entire religious philosophy revolves around the notion that life is about having joy and things that bring lasting happiness. While home life is central to halfling life, Halfling Clerics have been known to travel great distances just to learn a new joke that might cause every member of their community to laugh. Other Clerics spend years preparing a single prank, just to make the Satyrs and Leprechauns roll in the grass with guffaws.
Halfling Clerics can harness magical energies and propel them at their enemies either at a distance or in hand-to-hand striking. They consider the Undead to be an illness, and an assassin of joy, and as such Halfling Clerics will expend all their energies to turn it away. Halfling Clerics excel at healing and have a high resistance to magic, as well.
As I watched the electricity course through his body, I thought back to the last time I encountered one of his ilk. The damned thing just wouldn't stop asking me questions, seemingly taking every glare I gave to him as a challenge to ask me more. Maybe this was the same one.


The Wolf Riders take such joy in chasing down the Halflings. I heard some of them mocking the priest in their guttural tongue, telling him how the way their bones crack when the wolves eat them sounds just like the Halfling hard candies. An analogy I must admit seemed rather accurate, though I don't remember there being as much screaming. Adds to the flavor, I bet.


With that annoyance behind me I set off with my forces to deal with that roadblock. I had a dream the night before about that fearsome ballista, my sleep brought to a quick end as it drove huge bolts into my body.


With that dream fresh in my mind as we started battle, I had my riders stay outside of its range, hoping to lure its defenders into range of my spells instead.


It turns out my dream was almost about the wrong threat. One of the Halfling riders charged at me upon his pony and drove his spear into my side. Were it not for the Goblin Shaman so close to me I may have died right then.


I could feel my anger and rage from being injured so rush into my spell, the one that dared to strike me falling before me and many of his fellow defenders locked in seizures by my spell.


Unleash the wolves, as they say. Their jaws supping once more upon Halfling flesh as well as the crew of that siege weapon.


Feeling in a rather unpleasant mood after my wounding, I made sure that the last moments of the defenders' lives were wracked with agony as magical diseases ran through them. As a side note the wolves will eat anything.


Another two towns were past that roadblock, one of which I ignored and the other to which I dealt with. One of the wolf riders was dispatched to claim a mine that was spotted to the north.



That night in camp I found myself mastering another spell, granting me the ability to infuse one or more of my warriors with dark powers, making them a dangerous force in combat. As the spell slotted itself into my mind I felt my understanding of the magical arts growing, attainment just beyond my grasp.


We spotted a patrol of Halflings to the north, but they fled before my forces. I was about to give chase to them when an Orcish settlement was found just to the northeast.


Kobold posted:

Kobolds are small, sinewy, reptilian beings who inhabit the underground caverns. The most notable characteristic of these creatures is their large round eyes which emit a soft amber glow. Similar in size to the Goblins, Kobolds are even more primitive and savage. Kobolds live cooperatively with Orcs, obtaining shelter, food and protection from the great garbage mounds found within all Orc settlements. In return Kobolds devour any toxic substances and refuse which might harm the Orcs. Kobolds salvage old, lost weapons from the garbage, which they foul with poisons.
Their small size and ability to see clearly in the dark makes Kobolds effective underground scouts.
Like an indicator of Orc presence, one of the Wolf Riders brought a sniveling little Kobold back to the camp.


Orc Archer posted:

Orcish archers are about average in their skills, but can improve to be quite deadly. Most Orcs do not choose to be archers because it is commonly held to be cowardly, and so only clans in disgrace are forced to kill at great distances.
It told me two interesting things. First was that a company of Orc archers held the town, keeping the Halflings at bay, and second that another group of Wolf Riders had just passed recently, heading further to the East.



To my surprise not only did we find the riders but also their leader, Gorthak the Black. A notorious Goblin Raider, his blade was infused with dark energy, cursing any whom it may strike. He group was a patrol that detached from the siege forces to delay any attempts by the Keepers to relieve the United Cities. Upon hearing who I was and what I was doing, he and his riders joined my troop.



Just to the north of him was a small Halfling settlement. Gorthak and his riders quickly overwhelmed the town and ransacked it, leaving nothing but burnt husks behind.


Sensing that Speed was of the essence now, I sent back the non-mounted Goblins to the Orc village, which they convinced to join my banner.


Meanwhile we traveled through the poisonous swamps to the east. A rather unpleasant experience, but a necessary one for how pressed we were for time.


Dwarf Axeman posted:

Dwarves prefer to strike their enemy with an axe. And though it has led to some confusion and misunderstandings among the Elves, Dwarves do not use the battleaxe on trees. They can train to become quite proficient with both axe and shield.
Like other Dwarves, axemen are able to move easily underground and easily traverse large mountains. Their inborn hardiness also gives them a natural resistance to many magical effects and poisons.


Dwarf Archer posted:

Dwarven archers are about average in their ability to use a bow. Although Dwarven bows are smaller in size by necessity, their composite construction allows them to fire with the same power and range as larger bows. With practice and experience, Dwarven archers become more lethal with the bow and arrow. Like other Dwarves, they are able to move easily underground and traverse large mountains. Their inborn hardiness also gives them a natural resistance to many magical effects and poisons.
I sensed Dwarven eyes upon my force as we made our way through the swamp, but they were content to remain in their mountain fortress, no doubt clutching at their hidden wealth.


My suspicions proved correct as we rejoined the Trade Route, but still we were pressed for time. Down south we set off, traveling as fast as the wolves could handle. Tempting targets lay along the road, enticing the Wolf Riders to dart off and raid them, but Gorthak impressed me with his ability to keep them reined in.


A messenger bat brought me news from the rear. Apparently the Halfling patrol we spotted a few days ago got brave enough to attack the Goblin camps behind us.



The Goblins were able to destroy the patrol, however. Leaving many small bodies, swollen with Goblin Poisons and pricked with Goblin darts behind. Fit only for the scavengers.


Orc Swordsman posted:

Orcs, in general, are quite lazy and unmotivated. About the only thing that they can be convinced to do is fight. Fighting comes naturally to Orcs, and it is considered the utmost honor to swing a sword. Orcish warriors are renowned for their brute strength. They make especially tough foes for the average warrior.
As we rode south we happened upon an old grizzled Orc warrior. He told us that he was the last survivor of a raiding group and that he was heading south to rejoin the horde. According to him our destination lay ahead and was poorly defended. Something that brought a hungry grin to my Wolf Riders.


I had feared that my desire to reach our destination quickly would prove our undoing, but fortunately the laziness and hedonism of the Halflings was in my favor. No wall protected the goal.


The little fools were engaged in yet another one of their festivals as we arrived, no doubt to celebrate that it was Tuesday or something stupid like that. Showing a level of stealth that I did not think was possible for such creatures, the Wolves and their riders snuck into the town, drawing close to the revelry.


When the Halflings finally noticed the approach of my host they tried to rally and charge forward, but I had a spell ready for them.


The opportunistic instinct of the riders is quite a sight to see. As soon as the last tendrils of lightning dissipate from my fingers they pounce upon their intended prey, crude spear and vicious fangs sinking into scorched Halfling flesh.


What little resistance is offered is quickly silenced, the last of the Halflings falling to my magical prowess.



In the end it was a close victory, but one due to time, not due to any challenge I may have faced along the way. My arrival bolstered the forces laying siege, allowing for our plans to continue.


What lies before me is a task that will require more than just speed and viciousness. Siege Warfare is in my future, as well as the blood of many a filthy Keeper. I look forward to it.


But before that glorious moment occurs, I must first plan how I will do it. I have more resources now than I have in the past, but the Keepers are becoming stronger themselves.

*****************************

Decision time everyone! And we've got two things to consider now. 1) What are we taking and 2) What are we going to do with our new hero, Gorthak.

We have 300 points available, but 62 of them are required to take Gorthak (No, that's not a choice). So that means that we have the 238 points left and the following choices:

3 Veteran Wolf Riders, 28 points each. At least one of these guys is close to elite
1 Goblin Shaman for 26 points
2 Wolf Riders, 28 points each. No adjustment for veterancy
3 Goblin Darters, 11 points each. Sadly we don't have the one Veteran as an option.
1 Orc Bowman, 15 points each
The Magical Helm, +1 Defense, for 40 points.
The Magical Axe, +1 Damage and Magical Strike, for 85 points.

Whatever points we have left over will be assigned to Gold. If you want more than one unit taken you will have to chose each one. I'll go with what's most popular until we run out of points.

For Gorthak I see a couple of options:

1) Sneaky Bastard - This would be to build him towards special tricks and abilities that will let him serve as a siege unit of sorts. A heavy emphasis on Melee Combat as well.
2) Another Caster - It'll take a while because he doesn't have Spell Casting yet, but there's always more magic
3) Heavy Melee - Hit lots of guys, hit them hard, do go down
4) Support Killer - A bit dangerous, but focuses on speed with the idea that he can kill the siege weapons and ranged troops before they get too dangerous
5) Wildcard! - I randomly determine what to do with his points each level. This will probably end up BADLY.

Taerkar
Dec 7, 2002

kind of into it, really

Also, AoW III video HERE!

Taerkar
Dec 7, 2002

kind of into it, really

I'm trying to include them in the comments I make. But the first two missions are pretty straightforward, especially the second one with its 'Run for the objective'. What little dicking around I did is why it got cut so close, especially with the one town rebelling at the start.

But hey, who can say no to Wolf Riders eating more halflings?

Taerkar
Dec 7, 2002

kind of into it, really

Current Count:

Gorthak the Black

Sneaky Bastard 11 votes
Wildcard 3


Carryover Choices

Gorthak the Black: Fixed
All three Veteran Wolfriders
Goblin Shaman
Both Magical Items

Gold is just a filler so the helmet wins as there are no other votes. Unless this changes somehow this is likely what we'll be looking at next mission.

Expect to see Gorthak and his three buddies a lot next round. Any suggestions for a nickname for them?

Taerkar
Dec 7, 2002

kind of into it, really

Snugglecakes posted:

Snap, Crackle and Pop ;)

My original idea was Halfling Bites

Taerkar
Dec 7, 2002

kind of into it, really

The United Cities, Part 1

https://www.youtube.com/watch?v=rEDFYoW0U4w


I leave the majority of the Goblins behind me to hold the Northern Trade Roads, whatever hapless trader they should find they are welcome to. My attention turns south to the Halfling Cities, Gorthak and his riders at my side, and the familiar comfort of those magical items upon my person.


My initial maps are very poor, giving me only the vaguest of information about my surroundings. To remedy this I have Gorthak, joined by a few other riders, head along the roads first, to be my eyes and ears.


As we prepare for the campaign ahead I finish the mastery of another one of the spells in my book, but as my thoughts turn to conflict I fear I will not have too much time for them in the future.


Unfortunately it seems that my initial information was rather inaccurate. Though the Orcs are laying siege to these lands they are on the opposite side of the prize from us. I do not know how much help they will be.


The one who leads them, Orag, is a rather competent spellcaster, especially for an Orc.


Orc Shaman posted:

Orc Shamans rule the tribe by meting out honor upon the bravest and most barbaric tribesmen. They determine who will be punished in the clan by becoming archers and who will have the honor of swinging "chopping blades". They are of the few who can actually motivate Orcs to refrain from laziness long enough to work or go to war. They may withhold healing to any soldier they view has not suffered enough for honor, it is not seen as cowardly that they wield magic bolts at a distance. Orc Shaman can also dispel magic, rebuke the undead and their gaze can penetrate the darkest shadows.
He is supported by a handful of Orc Shaman, no doubt his fellows before he ascended to power.


Orc Heavy Cavalry posted:

The Orcish heavy cavalry are some of the most fearsome and intimidating mounted warriors known. Even more so than their infantrymen, Orcish cavalry are known for their brutality and strength in combat.
Among his forces are some of the impressive Orcish Cavalry, how they managed to tame horses that would tolerate Orcs upon their back I will never know.


Upon reaching the crossroads, I send Gorthak up to the north to see what he can find and cause what trouble I know that he can. I proceed to the south to investigate reports of a crossing.


Along the way I practice more of my magical arts and find myself once more reaching a new level of understanding of them. My talents are among the greatest ever known at this point.


What we find to the south is a shipyard and a watchtower, but any plans of obtaining a ship to cross the waters will have to wait for the future. I simply do not have the resources available at this time to do such, especially with how hostile the waters are around here.



To the north I am told that Gorthak goes about his task with the deadly competence that I have begun to associate with him. He is at the forefront of his riders, his blade often the first to find Keeper flesh.


A remarkably clever Goblin, I expect great things from him in the future.


A messenger bat from my allies to the south brings word that they have found an odd dungeon in the eastern mountains, though they are not able to investigate it right now. Who knows what the Halflings may have locked away in those cells.


Great Eagle posted:

The Great Eagles are an ancient race, soaring above the world aloof of mortal struggles. They are intelligent and good, and align themselves with the races that best can use their talents and preserve what they judge to be the best in the world. For many centuries they aided Halflings and consider them to be the best friends. They will also come to the aid of wizards, but choose to serve only those who adhere to good principles.
What I need more than anything else right now is more information about what I am facing. To that goal I shape the form of one of the fabled Great Eagles, which I expect to encounter in these lands in the future, and command it to bring me word of the surrounding lands.


No sooner does it leave my vision does it happen upon a new foe, the Frostlings in the northern reaches. It does not surprise me that these creatures are allied with the halflings, they are quite similar in some ways, though the Goblins call them 'Frozen Treats'.



As Gorthak moves across the long bridges leading to the United Cities I take my own men to subjugate an Elven town that he spotted on the way. What little defenses they have fall before my magical prowess and Goblin darts.


I decide to keep the usual Goblin swarm that follows my forces at bay, instead sending an invitation to an Orc tribe in the mountains to claim this town as theirs


Gorthak and his riders happen upon a poorly defended Halfling town just to the north of their capital. The defenders of it become a late afternoon snack for the wolves.


Another messenger bat brings word to me that the Orcs to the south are dealing with a counter-assault by the Halflings. I cannot rely upon them for assistance right now, but I suspect that the little fools have devoted too much of their attention to the Orcs to properly defend against me.


Dwarf Berserker[/quote posted:

The Dwarven Berserker does not rely on any sort of formal training to defeat his adversaries so much as he does on sheer rage and strength. Berserkers disdain armor, as it only inhibits their mobility when plowing through the ranks of their enemies. They thrive on combat, and even on being outnumbered (which, to them, means more fighting). Dwarves do not look upon Berserkers as war-crazed deviants, rather they are honored as the bravest warriors among other Dwarves.
Like other Dwarves, they are resistant to magical and other effects. Berserkers are seldom impeded by the weakening effects of poisons.


Satyr posted:

The Satyr is a magical woodland humanoid with the pointed ears, short horns and legs of a goat. These benign beings dwell in the forests and serve as protectors of other natural wildlife. They are able to move unhindered through even the densest of forests. With the music of their flutes, Satyrs can charm common animals and humanoids alike.
In peace times, the Halflings and Satyrs swap stories and share a strong love of folk music. In times of war, Satyrs will align themselves with Halflings, or beings of good to neutral alignment willing to preserve their forestlands.
Among the Halfling forces are Satyrs and Dwarves, a grand ensemble of little annoyances that will definitely tie the Orcs down for a while, but I do not see them being victorious.


I leave the rest of my Goblins behind to chase out or kill the rest of the Elves in the town. To the south I ride, seeking to join up with Gorthak so that we may crush the poorly defended Halflings. While I camp overnight I prepare for the battles ahead, focusing on preparing the crystallized mana that I will need for casting.


As I suspected, my magical Eagles encountered a Halfling one attempting to wrest control of an air node from me. I can always craft more of those great scouts, but they served their job, defeating the rider and retaining the node. The two surviving birds were commanded to continue their exploration, one heading further to the north to investigate the Frostling Lands, the other more to the east where I have heard of the Halfling farms just ripe for the plundering.


It did not take long for the one Eagle to find Lord Thakor, the leader of the Frostlings in this land. Through it, I learned of the forces at his disposal.


Dire Penguin posted:

Dire penguins swarm over their prey and devour them to the bone. A single penguin is not a great threat to a skilled warrior, but a pack of them can make even the bravest warriors' blood run cold with fear. Bred to be more ferocious than your average giant penguin, Dire Penguins battle for their Frostling friends. Though awkward on land, they are quick swimmers and can give Frostlings forces a great tactical advantage.


Frostling Swordsman posted:

The common Frostling infantryman fights with a short sword. Though bundled in furs and leather, their armor is only considered light. Like all of their race, Frostling warriors have an innate resistance to extreme cold and are somewhat limited in movement because of their diminutive size.


Frostling Shaman posted:

In Frostling society, the Frostfolk turn to their Shamans to discern the weather and interpret the lights in the sky. While Frostling Shamans are sometimes able to work miracles, their powers are not without limit.
Frostling Shamans whisper to the powers of the winds and cold. They are completely immune to the effects of cold and possess the power to shoot bolts of frost and ice, or strike freezing mysticism in melee. Frostling Shamans heal the wounded, dispel magical enchanments and turn undead creatures.


Frostling Wolf Rider posted:

Frostlings have no cavalry forces, but have compensated for that with the Wolf Riders. Wolves are not able to travel as far in a day as horses, but they are better suited to the frigid climate in which the Frostlings live. Frostling wolves are fiercely loyal to their masters. Wolf Riders wield jagged swords with more skill than infantry.

That they have wolf cavalry as well was of interesting note, but overall I did not see anything that I would consider to be really threatening.


When we came within view of the capital city, I learned of the leader of the halflings, Merwe. A bard of sorts, Merwe was known for healing talents, musical skills, and some magical ability.


Gorthak and his riders moved out before me, swooping down upon one of the outlying towns around the capital city. Upon Gorthak himself I threaded an enchantment of speed, making the wolf that he rode upon the fastest alive.


His weapon, already touched with dark energies, was further enhanced with my skills, making it a very deadly thing.


Another magical node was spotted by us as we overran the last of the defenders, a Life Node that would be of rather limited use to me.


Not wanting to surrender our initiative I had the regular goblins that had just left the now-Orc city to the north head down and help usher in their fellows into the former Halfling cities. Meanwhile Gorthak and I, along with his riders, would assault the Halfling Capital city.



In a manner that seemed almost second nature now I sent forth lightning into the Halfling defenders, crippling them and slowing their attempts to relocate against us. Until now I had only seen hints of what Gorthak was capable of, but now I finally could see him in action, and what a sight it was.



While the rest of the pack tore apart any foolish Halfling that left the city gates, Gorthak and his enhanced mount leapt over the walls and set upon the defenders remaining within. A few tried to stand before him, but they were hapless against his wicked blade.


By the end of it, Gorthak had more than a few wounds upon his person, but he bore in his left hand the head of Merwe, eternal pain and torment etched upon the dead Halfling's features.


With the defeat of their leader and the fall of their Capital the Halflings were thrown into disarray. All that was left was mopping them up.


Lyra itself I marked for the Orcish tribes. What better to look over the Goblins in the surrounding lands than their Orc masters? I had great plans in mind that would require a strong Orc presence.


As soon as Lyra fell my attention fell upon the cowardly creatures that had fled before my advancing forces, retreating along the western bridge. Constricted as they were, they were easy prey for the wolves.


Forgoing my lightning for now, I instead called upon a virulent plague to fall upon them, filling their bodies with disease and eating away at their flesh.



The riders and Gorthak assaulted them afterwards, giving the creatures the only relief they would find from that magical disease. What resistance they provided was token at best, though one of those wrecked little slingers of theirs did hit me with a bullet.


It is interesting to watch the struggle for dominance among the riders. None would dare challenge Gorthak, of course, but there was a definite order among the rest of them, with the newest members of the pack serving as a screen for the others, the most deadly of them all at the vanguard for any assault.


Gorthak himself seemed even more confident after those two battles, everything about him was just that much more precise and deadly.


I learned of the presence of an old ruins to the south, some fallen and forgotten stronghold from times past. Who knows what spoils may still lie within it.


A nearby Wizard Cover, neutral as ever in all things, taught me how to use a new spell, something outside of my normal mastery.


Being unfamiliar with their services I paid a visit to the nearby Builders Guild. They sold many a strange mechanical contraption, such as flame-spewing vessels and geared drilling machines. They also provided, for a fee of course, the necessary supplies that one would need to construct a tower post or even start the reconstruction of any location destroyed by war.


Word came to me that the Orcs had finally finished removing the Halfling infestation from Lyra. Pleased with this news I instructed them to create great training grounds, so that the best of their kind may enter into my service.


One of my scouting Eagles told me of the Elven lands to the west, as well as the presence of a great cave leading underground. I suspected that this would provide a link to the Halfling islands just to the south of me, so I directed Gorthak to head in that direction.


The Goblin hordes I left behind continued upon their task of removing what few Halflings remained behind.


Once more into the caves we went, but of these I knew very little. Gorthak said that there was a trail leading on, so we set on after it.


The path twisted about, I could only hope that it led to where I thought it would.


We found a Dwarven city in the caves, not an unusual thing by any means, but it was protected by Elven forces, a rather surprising thing. But that also let me know that my suspicions were likely correct.


As we approached the Dwarven village, I finally found true mastery of the magical arts. My talents with them have reached a pinnacle, no other can claim to be more skilled than I.


With my increased awareness of all things magical, including my summoned Eagles, I learned that the one above me was quite busy in the Elven lands, terrorizing the poorly protected little hamlets and villages, preventing them from acting against us.


With the new day came our assault upon the Dwarven Settlement, the elven defenders proving to be incapable of fighting in these tight quarters. They were barely a threat to my pack.


Gorthak's original pack was a sight to behold now, a true force of terror upon the battlefield. The two other riders that had survived this far were struggling to keep up, both riders and wolves showing signs of dominance upon them. It is how they learn.


Gorthak himself had picked up a new trick, the enhancement of his mount allowing for the two of them do deliver a series of rapid strikes to any that would dare to try and surround them.


I felt a surge of energy rush back into me as the Eagle that was above us was felled by an Elven arrow. But with that rush came the last things that it saw, which brought great promise.


Doom Bat posted:

The Doom Bat is a particularly odious form of giant bat. They feed upon savagery and are adept at hiding in underground caverns. Their horrible shriek induces fear and panic in those who hear it. Doom Bats strike their prey with a deadly venomous bite.
Some beings have been able to capitalize on these creatures' slight degree of intelligence and train them to fight in combat. Orc Shamans use them as spies and messengers, and it is thought they are possessed by the most honored Orc dead, given one last chance to wreak havoc before they retire from the world.
Their ability to fly and navigate in the dark makes the Doom Bat an excellent scout.
Elsewhere my Orcish minions had just finished capturing and training a Doom Bat for our use. I was interested to see what such a creature could do.

End Part One

Taerkar fucked around with this message at 04:55 on Mar 29, 2013

Taerkar
Dec 7, 2002

kind of into it, really

The United Cities, Part 2


As we surface I learn more of the leader of the Elves in this land, a mage by the name of Esalon. His talent with the magical arts is not insignificant, but it pales in comparison to what I have at my command.


Further to the south my surviving eagle finds a Goblin village, which quickly joins my forces.


To deal with the Elves and their leader I rely upon a pathetic weakness of their kind. I know that I can lure them from their city by ambushing one of the nearby patrols.


True to form they fall for my trap, leaving the relative safety of the walls to try and save their brethren. Brethren that will be dead long before their would-be saviors might arrive.



I finally see Gorthak show off his new maneuver, a pair of Elven warriors falling in unison to his sweeping blade.



The tardy saviors are greeted by my magic, lightning arching between them as punishment for their failures. Not just to save their fellows but as for daring to oppose the truth of the Cult.


Esalon himself met his end from my newest spell, the water from the ground drawn up beneath him, throwing his second-rate magical self up into the sky. The ground was not very welcoming of him.


And with his fall two of the three forces that oppose us here have been defeated.


Orc Warlord posted:

Orc warlords are usually of an elite class of Orcs. These Orcs are typically stronger than otehrs and are trained from childhood in the art of war and hand to hand combat. If Orcs were not so inherently lazy, it has been suggested that perhaps all Orcs could be as powerful as the Warlord. Thankfully for the world's sake, Orcs show no sign of becoming motivated anytime soon.
Once deemed ready for battle by their masters, Warlords are given a heavy suit of armor and sent to decimate the enemy's ranks. With their huge two-handed swords, they can take on any opponent in a melee and execute a number of maneuvers to defeat their foes. Even when severely outnumbered, Orc warlords can execute the round attack, swinging their great blade in a wide arc in an attempt to cut down many opponents in a single swing.
And yet that is not the best of what the day has to offer me. I am told that my plans for Lyra are now complete as some of the phenomenal Orc Warlords are now starting to enter into my service. With those Juggernauts of Orcish might under my command, noone will stand against me.



Although the Elves, like the Halflings before them, are now leaderless they are still annoyingly present in these lands. This is something that Gorthak and his riders are quite happy to deal with.



And with the death of the last of those that would cause us trouble in this area, I find my companions for this quest quite intimidating indeed. Not for me, of course, but rather for anyone foolish enough to oppose us.


I am also told that Goblins in the undergound have happened upon the remains of a Dwarven mining expedition. They had apparently struck a nice vein of gold ore, but were killed by a cave-in before they could do anything about it.


Before we head off to deal with the Frostlings I decide that it's time to explore some of the ruins and caves in the nearby lands. With how much fighting these lands have seen in the past, there must be something of value left behind.


Scorpion posted:

Perhaps the strangest animal employed by the Azracs are the giant scorpions. Not nearly as venomous as some smaller scorpions, they still may sting their opponents with a nasty noxin. Their hard exoskeletons and huge gnashing pincers make them quite dangerous.



In one of the caves we find a large nest of scorpions. A rather unpleasant thing to deal with, but it was not without reward.


Among their bodies Gorthak finds a magical blade, a nice little enhancement to his already formidable skills.


After leaving the cave we head east, traveling towards the castle ruins that was spotted so long ago. While we march I receive notification that my plan has been set into motion as a great Orc War Troop is heading south to deal with a few stragglers by my allies. The lands there are blasted and cursed due to the use of a great magical weapon in the past.


The castle ruins are quite vast, requiring me to split my forces.


We find that the inhabitants of the castle are Orcs, but they are a very territorial group and refuse to recognize our dominance over the lands.



After dispatching one of their archers, Gorthak notices that his helmet is very unusual and claims it for himself.



In the last chamber one of their Cavalry charges me out of the darkness. I am barely able to defend myself from its vicious attack. Fueled by rage, I slam my assailant into the ceiling with a geyser of force, his body still as it lands back upon the floor.


Among the fallen Orcs Gorthak finds a magical axe, quite similar to the one that I carry. He finds it much more to his liking than the sword that he claimed from the scorpions. It smells (slightly) better too.


To the east the Warlords fall upon the remnants of the Halfling forces.




The great juggernauts traveling forth and tearing apart any that would oppose them with their great blades




Few survive to even try and attack those engines of destruction, and of those that do, most cannot even hope to pierce their fantastic armor.




My pack heads to the west, a bit of a detour, yes, but we had received word of a final Elven town that was near a prison. In that prison was said to be a being of great power, constrained by my weak cousins. Their town was quickly overrun and claimed for my dominance, while in the prison we did indeed find something great and powerful.


(Not shown: Vision II)

Demon posted:

Tormentors of souls and servants of hell, Demons are found in the land of the living only in times of great destruction, when worlds teeter on the brink of destruction. Though formidable in combat, Demons are known to be cowardly and prefer to command weaker undead units. Sneaky and conniving, they seek to steal the souls of the living, or entrap them in impossible "bargains." Their touch burns. They regenerate quickly, drawing strength from the many deaths in the living world.
Demons are most often found fighting among the hordes of undead, but are also sometimes employed by other evil races, or conjured by wizards seeking costly favors.
It smiled to me as I broke the last of the magical bindings that kept it shackled. From its lips it claimed that it was waiting for me and was here to offer its services to help finish off my foes in this land. The weak of this land needed to be punished, after all, their blight had to be scoured from the world.



I knew that my detour would take time to correct, but rather than waste it traveling over the sparse plains to the east, I decided to focus upon mastery of one of the greater spells in my book, that of directed teleportation. For two days I focused on learning it, the Demon being of great help to me in unraveling the secret of its mastery.


The finally I was finished. With a single casting I and everyone around me was transported to a city many days away, right were the Orc War Troop was gathered.




They were traveling south, mopping up the last of the scattered Halfling remnants, while I moved north with my riders, seeking first to claim that ancient weapon that blasted so much of the land here.


A great and powerful device, it was unfortunately far too large to be moved, at least in any sort of reasonable time.


My surviving Eagle was moving north, scouting out the Frostling Lands. Though their leader opposed us, the Frostlings themselves were at worst apathetic to my cause. A couple of their towns even switched to my side as the Eagle approached them, my words communicated through it to them via the magical link.


I traveled past the dungeon that was initial spotted by my allies, leaving it instead for the Orc troop.


Human Archer posted:

Comparitively, human archers are relatively average. With practice and experience, they may increase their proficiency with the bow, but, at best, they highest compliment given to a human archer is, "He has elven blood."


Human Pikeman posted:

Pikemen, in general, tend to be a tad more intelligent than the average human footsoldier. Not as eager to die in battle, they adhere to the combat principle, "Stab your opponent before he can stab you." The long pikes they hold permit them the ability of retaliation before the enemy can draw a shorter weapon and strike.


Human Musketeer posted:

While Dwarves far excel humans in feats of sophisticated invention, they do not possess the raw brutality to create inventions of mass destruction. Humans, by contrast, excel at it.
Musketeers wield the devastating human invention, the musket. These handheld cannons, while not very accurate, are powerful enough to pierce even a Dragon's scaly hide with their heavy metal shots. Musketeers are not masters of hand-to-hand combat, instead trusting in their ability to reload quickly.
Had I known that the garrison for the dungeon were Humans I would have dealt with it myself. My first time to slay one of those invaders would sadly have to wait still.



Salamander posted:

Lizardmen are creatures of water, so much so that they fear and despise fire. But once in a generation from a clutch of lizardman eggs, a creature of fire, known as a Salamader, is born into the world. Burning bright with golden scales it is seen as an ill omen. Often shunned by other Lizardmen the creature is not one of water, but of fire. Whether a freak of nature or an otherworldy creature mimicking the feral Lizardmen, Salamanders are naturally gifted at combat and delight in igniting things aflame. Their incendiary nature makes them outcasts, and as such, they will ally with other neutral beings, but for some inexplicable reason, they remain fiercely loyal to the Lizardmen and will fight for them, when given the chance.


Djinn posted:

The Djinn are thought to be related to Air Elementals. However, these beings take on a more human countenance and seem more magically adept. Though not particularly strong, Djinn are skilled in combat. They are able to fly and can strike with pure magical energy.
The Djinn are loyal to the Azrac and have at times influenced their social codes and laws. They are revered in Azrac society and sought at times for gifts of wisdom.
Bards sing of the Djinn, portraying them as clever beings which offer luxurious gifts to the greedy. Invariably the gifts turn out to cause the greedy wisher's destruction. Despite all the tales, treasure hunters still seek the Djinn, thinking they can provide, or hoping for a point in the direction of, untold wealth. The result tends to be a parched skeleton swallowed in the golden desert sands.
Even more unusual were the prisoners contained within the Dungeon. A lizardman that seemed to have scales of flame and a magical being known as a Djinn. I know not where they came from or how they ended up in the Dungeon, but they were quite agreeable to joining my forces.




We encountered a large patrol of Frostlings as we entered into their frozen lands. The Demon was quite eager to bring his flaming whip upon their little bodies and I made sure that they were trembling and helpless for him to strike. The little things did burst into flames so nicely when he struck them.


Red Dragon posted:

Of all Dragonkind the Red Dragon is the most devious. Unquestionably powerful among dragons, and a thing of Legend, Red Dragons live to pour chaos upon the world. Orcs regard the Red Dragon as a god. They build entire cities around their lair, which amused the dragon and provides no end of free entertainment. Red Dragons are notoriously greedy and demand absurd tributes for their services.
At diverse times, when it suits their fancy, Red Dragons will fly out and burn down the countryside with its searing breath. Such attacks are usually accompanied by a mob of adoring Orcs which take the Dragon's movements as an Omen that the time to conquer has arrived.
Word reached me that a Red Dragon had settled into Lyra at the center of the Orc city, claiming the former Halfling Palace as its nest. I do not know what it is up to, but apparently the great wyrm left shortly afterwards and was seen attacking the merchant ships that are still sailing in the waters of the land.



Scouts also informed me that there was apparently a monster den not too far from where we first arrived here. A quick expedition went into it but found only a few bats and a simple magical mace inside.


Karagh posted:

[i]Karagh are powerful beasts that rampage through the depths of the underground, terrorizing the inhabitants. They run screaming through twisting subterranean passageways, waving great iron blades as though unquenchably angry. The Karagh have no known society, and it is unknown as to whether they are intelligent, for no one has figured out how to get them to remain still long enough to attempt communication. These creatures are sometimes caged and unleashed by Goblins in times of war upon the battlefield.
Karagh are extremely agile for their size and move swiftly through underground passages. They are strong combatants. The mere sight of a Karagh causes fear in all but the most brave beings.
The Goblins that had laid claim to the former Elven lands informed me that they had managed to catch a Karagh inside the caves during their exploration of it. Somehow they had not only managed to subdue the thing, but their shamans have enthralled it into believing that we are its friends. A brief expenditure of magical energy has brought it to join my forces for the final assault on the Frostlings.






(Note: About half of the pictures I tried to take of this fight never showed up)
I was joined by the Orc War Troop as I laid siege to the city and the Red Dragon even showed up for the fight. Both it and the Demon swooped over the defenders, picking them apart without a care for whatever arrow might be loosed in their direction. The Warlords assaulted the northern section of the walls, while the Karagh set itself before the southern gates, grabbing any Frostling that was foolish enough to come out and swallowing it whole.

I do not even remember when the Frostling Lord fell, when we found his body it had been hacked apart by many a blade.








I see before me two options, one involving the Orcs, a known force and a capable one at that;




The other involving the strange Lizardmen. I know very little of them, as do most others, but the Salamander that I rescued told me that they might be willing to assist me. They have no love for the Humans right now, nor the Keepers.




Meandor would not like it at first if I sought to bring the Lizardmen to our side, but is it not better to have them at our side than against it?

*************************************************

It's that time again. We have two votes ahead of us this time, the first being where do we go from here?

Do we go to the marshlands and engage in a Pact of Convenience with the Lizardmen
-or-
Do we head to the Orc lands and put an end to their Civil Squalor?

---------------------------

Wherever we go, we have to decide what we're taking with us.



525 points are available this time, but Gorthak the Black now costs us a whopping 212 points, but oh is he worth it!

Beyond that we have:

2 Magical Helms (+1 Defense), 40 points each
2 Magical Axes (+1 Damage, Magic Strike), 85 points each
1 Magical Sword (+1 Attack, Magic Strike), 85 points
1 Magical Mace (+1 Attack, Magic Strike), 90 points (I have no idea why)

4 Orc Warlords, all Veteran Level, at 105 points each
1 Demon, at Elite level, 105 points
2 Goblin Wolf Riders, at Elite Level, 28 points each
2 Orc Shamans, some experience, at 30 points each
1 Goblin Shaman, some experience, 26 points

Taerkar fucked around with this message at 22:32 on Mar 28, 2013

Taerkar
Dec 7, 2002

kind of into it, really

Unfortunately the units that it makes available to you to carry over to the next mission are based upon two considerations:

#1) Does that unit have any XP?
#2) What's its overall cost?

Only units that have XP are available, the Goblin Shaman in our list is actually the same one that we brought into this scenario.

After that it grabs the units with the highest overall cost. The Orc Warlords are at the top of this list at 105 gold each, as well as the Demon. There's no modifier for experience level. After that we have the Orc Shamans at 30 points and the Goblin Wolf Riders at 28. Sadly only two of our 5 elite riders are available anymore. A bit of a downer really.

Taerkar
Dec 7, 2002

kind of into it, really

Digital Jello posted:

I have a question/small request; are you able to zoom in closer to the units during the battle phases? It's kind of hard to see who you're referring to sometimes. Other than that, I am loving this LP so far :allears:

Unfortunately I don't think there is a zoom option until AoW 2.

Edit: Updated the first part with one of the songs from the scenario.

Taerkar fucked around with this message at 04:56 on Mar 29, 2013

Taerkar
Dec 7, 2002

kind of into it, really

It's time to count so that I can play the next scenario!

The Next Mission will be Lizards! (But only just barely)

Our Forces will be:

Mr Sneaky Bastard of course

Wolf Rider 8
Wolf Rider 8
Axe 7
Demon 5
Helmet 5
Axe 4
Goblin Shaman 4
Helmet 3
Warlord 3
Orc Shaman 1

The votes may be a bit off for this as not everyone bolded their selections (or were kinda vague)

Edit: Okay... Two things:

1) The Demon auto-deserts at the beginning of the map, so we're not taking him.
2) We now have access to two more sphere choices. Right now we are: Death, Air, Air. We can choose 2 more from Air, Death, Water, or Fire (But not Water and Fire)

I completely forgot about this, so that'll push the turn back until tomorrow. Voting is now open for the two additional spheres only.

Taerkar fucked around with this message at 23:45 on Mar 30, 2013

Taerkar
Dec 7, 2002

kind of into it, really

Pierzak posted:

Vote 2 times against Water. If I have to vote FOR something, go 2 Fire.

Yes, I'm consciously voting against healing to preserve some challenge in this game.

Also, are you going to show the other campaign path (the Keepers)?

I plan on it. I'd like to eventually get through all three games before AoW III comes out.

Taerkar
Dec 7, 2002

kind of into it, really

Current voting status:

Death: 3
2x Death: 3
1x Water: 8
2x Water: 4
1x Air: 7
2x Air: 3
1x Fire: 1
2x Fire: 1

So we're currently looking at Water/Air as the combo. A few hours left before I play out the map.

Taerkar
Dec 7, 2002

kind of into it, really

Voting is now closed. The final result is Air, Water.

Taerkar
Dec 7, 2002

kind of into it, really

Okay... I just won this mission in 12 turns. Do you guys want to see this, or would you rather me play it out in a more difficult manner?

For bonus points, guess which one unit I lost the entire mission:

Gorthak
Orc Warlord
Goblin Wolf Rider (Either)
Goblin Shaman
Lizard Archer
Lizard Swordsman

Taerkar
Dec 7, 2002

kind of into it, really

Crowsbeak posted:

I'm trying to remember, because its been forever since I played, but in the finale Halfling mission don't you still end up fighting the frostings? Also play the mission on a higher difficulty.

Honestly difficulty wouldn't have changed the outcome. The AI exposed his leader really early and I took advantage of it.

Since this is a special vote, I'm only going to leave it open for a few hours.

This below, plus Gorthak, is what we started with.

Only registered members can see post attachments!

Taerkar
Dec 7, 2002

kind of into it, really

Gorthak isn't the unit that died (Though he did get knocked to about 50% for the final battle)

Taerkar
Dec 7, 2002

kind of into it, really

Okay, I accidentally goofed up and overwrote the save I had before the last (victorious) turn. That means that I'll have to restart the scenario if you guys want it longer. That's perfectly fine, though it does mean we probably won't get one of the most broken items in the game. Why does it cost 10 points to pass on?

Taerkar
Dec 7, 2002

kind of into it, really

Cult of Storms Mission 4, What Could Have Been

(Note: Some of the stuff in this update will not be repeated, namely the unit profiles)


I decide that in these times what we need are new allies, new blood with which to accomplish my goals. Gorthak and his riders remain with me, as does one of the Warlords who has taken it upon himself to be my bodyguard. The rest of the Orcs and the Demon head further west to the Orc lands. I have no doubt that they will accomplish that which they seek.


I take along a new spellbook with me so that I may gain its secrets. One of the Lizardmen that sought my help also brought an incentive, a book of water magic. I suspect this will be of great use in the future.


Our initial position is tentative, but not without both promise and concern. There's a friendly Lizardmen settlement to the east, holding one of the approaches to our position, and both decent farmland to the north and a mining operation to the south. What has the most interest to me, however, is the old ruins to the west, almost lost among the vines.


Lizardman Swordsman posted:

Lizardmen warriors fight with long toothy blades carved from shark's teeth, shards of obsidian, and the bones of swamp creatures. Due to their aquatic realm, metal is scarce and seldom lasts to be worth the purchasing price. Like all of their race, Lizardmen warriors can swim across large bodies of water and are somewhat more susceptible to magic effects than other races.
I dispatch the Lizardmen that guided us here to the east, so that they may persuade that other village to fly my flag.


Giant Slug posted:

Giant Slugs are most commonly found in moist climates from temperate to hot, especially swamps. These creatures are vaguely worm-like and have two eyestalks at the front ends of their bodies. Like normal slugs, Giant Slugs are slow moving creatures and are extremely vulnerable with their soft flesh offering no significant protection from weapons. They defend themselves by spitting a caustic substance at predators over a short distance.


Lizardman Archer posted:

Lizardmen archers wield the bow with average competency, but they possess great tactical advantage because they can swim. They excel at striking distant targets from the safety of the water.
A handful of Lizardmen warriors defend that village along with a strange and rather disgusting creature of the swamps.


Undead Swordsman posted:

Most corpses which rise from the dead, do so in the form of the common Undead soldier. Being dead, they rise and grab whatever weapon they may find. Most commonly, this weapon is a longsword, but hordes have been known to grab the limbs of other dead, sticks, or anything with which they can smash things. Undead feel no emotion and it is debatable whether they are truly sentient or reasonable, but they inspire fear and dread wherever they go. Like most of their race, Undead warriors are immune to many attacks, such as poison, charm, and fear. They are highly resistant to cold, fire, and lightning. Being animated, they can take considerable damage and if not completely destroyed, will pull themselves back together after each combat. Skeletal warriors move at a slower rate than similarly sized humanoids due to their age and rigidity. For the same reason, Undead warriors typically have less power behind each blow than other humanoids.


Undead Archer posted:

Resembling the machine that creates the most death in the mortal realm, theUndead Army employs archers to destroy life at a distance. Undead archers wield the bow with average proficiency, as they did in life. Some have uncanny mastery, while others lack. As Undead, they are immune to many forms of attacks, such as poison, and highly resistant to cold, fire, and lightning. Undead Archers are but shadows of their prior lives and lack feeling or emotion which might cause them to cower in fear or follow after the charming creatures of the earth. Being animated they possess the power to pull themselves together if they are not completely destroyed in combat. These skeletal archers also move at a slower rate than similarly sized humanoids due to their age and rigidity.

Of great concern to both me and my new allies is an abandoned city to the north, long since overgrown with vines but now infested with the undead, perhaps the original inhabitants, or perhaps the home of a necromancer, I neither know nor care which. They will have to be dealt with.


I am hungry for the new spells that I have obtained and quickly set myself to learning the most basic of them. A very useful spell no doubt.


Sensing both the need for mastery of these new books and the trials ahead, I carefully manage my studies and meditation, striking a perfect balance between them.


As we venture into the ruins they seem to be more active than one might expect, but due to beast, not men.


Wolf posted:

Wolves are natural predators. Because of their innate fighting instincts, agility, and ability to adapt to extreme climates, they are often used as mounts by both Goblins and Frostlings. Whether in temperate or cold climates, Wolves tend to hunt in packs in thick forests where they can team up on prey and bring it down for a quick meal.


The ruins are the home for a pack of wolves, one of which leapt at me from the shadows. By reflex I brought upon the waters below it, casting the creature into the ceiling and stunning it. My bodyguard was quick to dispatch it afterwards.



There were many more of them in the ruins, but also remnants of those that inhabited this place in its former glory.


Gorthak noticed a particularly dark helmet upon one of the skeleton's head. His hands trembled as he drew it from the head of its former owner, a grin upon his Goblin features. It will serve him better than it served its prior owner, no doubt.


Finally the last of the beasts was slain, Gorthak's pack victorious in the way of the wolves.



We also found a strange golden sickle in the ruins. It seemed like just a fancy trinket, at first, but the warmth within it was magical. I gave it to Gorthak to join his new helmet, and I've never seen something that was both ridiculous and powerful until today.



I felt the need for more information about my surroundings, information that I needed quickly in these wetlands. A special spell of mine that I never used before, but always thought about, came to mind. For a brief moment my perception was in the skies above me, letting me see for miles around. The glimpse was fleeting at best, but still very valuable.



The Lizardmen village to the East agreed to join my cause so I sent the warriors from the first village to help bolster its defenses. The southern bridge is secure for now.


The Orc village to the north was willing to talk, but my bodyguard felt by offering to talk they were showing disrespect to both me and all Orcs. With his council in mind I decided to teach these Orcs a lesson about respect.


They were indeed weak, barely a trouble for us to destroy. I let the Warlord instill some proper spine into them as I discussed what I wanted to do with Gorthak.


As I prepared to deal with the Undead threat to the west I had Gorthak head north with his riders, to see what threats may lie there.


As he traveled north his pack happened upon a lone Frostling. Before they finished off the chill thing they extracted some information from it, namely that their leader and his bodyguard were very close.




This presents both a challenge and an opportunity. They were far from their main defenses and thus vulnerable, but at the same time I needed to deal with the Undead first. With this in mind I called Gorthak back to join me so that we could wipe out the Undead.


As I waited for him to rejoin me I finished my master of the first spell from the new books. A simple spell in some ways, but a very important one for the future.


I sent a messenger to the Orc village, instructing them to construct fortifications so that no Frostling could sneak past them and cross the bridge to the South.


Meanwhile we advanced upon the undead, Gorthak's riders to my right and the Warlord behind me as I advanced.


Although their necromantic bodies were resistant to my lightning, it still had the desired effects with the electrical energy briefly disrupting the unholy energies that animated them.


Disrupted as they were, it was a simple task for Gorthak and the Orc to destroy their remains. The rest of Gorthak's pack was a bit hesitant to engage, no doubt due to how inedible their foes were.


With the last of the active undead destroyed, I sent for Orcs from the nearby town to come here and reclaim this place from the jungle.


I noticed during the fight that Gorthak's blows seemed even more telling than before, perhaps due to a revulsion at the sight of the undead, or due to his ever-increasing ability.


A quick survey of the surrounding lands reveals that there is a small Human settlement just to the west of here. Survivors perhaps from this town? I send Gorthak over to deal with them.


They offer to parlay, but Gorthak's men are rather curious as to what a Human tastes like.


His riders make their way up to the outskirts of the settlement while the brief truce is discussed.


Gorthak's tolerance of such 'pleasantries' can only last so long. He leaps at one of the men talking to him and strikes the human down with a single blow.


The rest of his pack moves to his aid and swarm the human contingent, but one of them is rather badly hurt before the final foe falls. I decide to be a bit generous with these Humans. This is a time for new allies, after all. This land is a place where the weak perish and the strong survive. The Humans that destroyed the Vale were stronger, were they not? So why not add their strength to mine?


Indeed, I myself am growing stronger. With my mastery of the magical arts complete, I turn now to the physical protection of my self. My bodyguard has been instructing me on how better to defend myself in combat. After all, he says, if I can protect myself better he can focus on killing our foes before they reach me.


My watcher to the north report that the Frostling Leader has advanced further south with his men, and a strange frost is moving with them.


Frost Queen posted:

The Frost Queen appears as a tall, slender, beautiful woman with a light bluish skin tone. Little is known for certain about the nature of these being, but they are often thought of as the nymphs of the frozen tundra. Unlike nymphs, they cannot seduce male humanoids, however, they are revered as goddesses among the Frostlings. "Kissed by the Divine Stillness," (as Frostlings describe her) The Frost Queen freezes everything she touches in fragile jewels of ice crystals.
Frost Queens live in the snowy wilderness, often in forests, but in rare moments, they seek something other than solitude, and seek the companionship of their friends, the Frostlings.
I suspect that I know why. Among their number must be an ice witch, or a Frost Queen as the Frostlings call them. I can see why the Lizardmen see them as a threat, such creatures would turn this swamp into another frozen waste. Something I will not allow.



Their leader has made a grave mistake, moving too far out in front of his forces, save for what he has with him he is well exposed. At the very least I must kill those Ice Witches, but if the opportunity presents itself I will slay him as well.



Something must be said about how well the Frostlings respond to my lightning. Their bodies are resistant to the cold, befitting of their homeland, but not to the electricity that I can call upon.


Gorthak's pack advances to my right while my bodyguard wades forward, cleaving through the tiny creatures with his great blade. The Frostling leader demonstrates his own magical prowess, sending forth a hail of ice shards that cut through both the Orc and the Goblin following behind him, though neither are felled.


In a remarkable display of selfless behavior for his kind, the Goblin focuses his healing energies not upon his grievously wounded body, but on the great Orc before him, though perhaps he felt that the Orc would keep him alive better if he wasn't badly hurt.


He fended off a Frostling warrior with his staff, but I could tell that he wouldn't last long. I did what I could to help him, calling upon the lightning, but that one warrior was strangely resistant for his kind, shrugging off the worst of my magic.


As the Goblin fell, the Orc turned his attention upon the slayer, his great blade cleaving the Frostlings before him as if they were wheat. I see in him the pinnacle of Orcish potential.


I cast my lightning out again, watching the one Frostling hero flee for his life, his leader falling behind him to the blades of Gorthak's pack.


And with that, the threat to this part of the swamp is gone, but I fear that this is only the start of what lies before me.


Meandor calls me a fool, a traitor to his cause with my actions. But what I see before me is strength and power. A true and ancient source of power that I will use to crush my enemies. Perhaps even Meandor as well should he get in my way.


My work here is far from done, the deeper swamps holding much peril, but at the same time much potential. Ancient civilizations were once here, who knows what they left behind. And if I have anything to say about it, a new one will rise here, greater than any before.

*****************************************


Look at that Sickle! 10 points to carry it on for a +2 Attack, +1 Damage weapon! If you can get more than one of these the game becomes just that much easier.

Taerkar
Dec 7, 2002

kind of into it, really

Quite a few of the high tier stuff causes fear, which can be a very nasty debuff. But that helmet also has Unholy Champion on it, which is a fairly decent enchantment, IF you're fighting good-aligned units.

Taerkar
Dec 7, 2002

kind of into it, really

When it comes down to it the point values are completely nonsensical for the items. I believe they're based on theoretical gold costs (as with the unit carryover costs), but there's no reason as to why items cost what they do.

Why is the Magical Sword and Magical Axe the same? +1 Damage is worth 10 character points while +1 Attack is worth five. And then there's the completely insane cost for the Golden Sickle, 10 cost for +2 attack AND +1 damage?

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Taerkar
Dec 7, 2002

kind of into it, really

Cult of Storms Mission 4: The Southern Swamps

Tranquil

First a bit of what is different from before. My initial steps were the same, so what we have is a different result from the ruins. There were humans in it instead of wolves, but whatever.



Look at that! Gorthak is getting into 'Freaking Scary' territory now. Regen means that he'll be back at 100% at the start of every turn!

We resume play right after I 'liberate' the Orc city to the north of us.



Gorthak and his pack ride to the north, my magical senses letting me follow their progress. They happen upon a small group of Frostlings upon a bridge and quickly tear them apart.


Yeti posted:

The Yeti is a large, thick-furred creature that lives in the snowy mountains of the coldest regions. Little is known for certain about this creature as it is rarely seen. Tales surely exaggerate its strength, but stories tell of a single Yeti breaking through city walls by brute force before wreaking havoc on the townsfolk.
Yetis are immune to the effects of cold. A Yeti strikes with a blast of supernatural cold, which has earned it the nickname "Abominable Snowman."
His pack spots a strange creature moving to the east, apparently in collusion with the Frostlings. No doubt eager to find out what it tastes like his pack sets off in hunt of the strange creature.



The creature is apparently a Yeti, a great beast of the frozen lands, empowered by the ice it lives in. One of his riders was chilled to the core with its strike, barely able to do anything but shiver under the effect of the magical cold. Fortunately for him Gorthak was quick to fell the beast before it could slay his packmate.



I was not idle while he hunted to the north. My attention turned to that Undead-infested ruins to the west. The unnatural things did not take well to my magic, its effect still felt upon their decaying bodies. The Shaman that accompanied us was fueled with a great vigor at the sight of the creatures, calling upon the powers of his god to smite the abomination before him. In it I saw what I once thought was impossible, fear in the eyes of the undead. Not that the Shaman let it fear for long, his staff quickly disrupting its dark energies, dispelling the powers that held it together.


Gorthak's pack went on a rampage to the north, first finding one of those despoiling Ice Witches and her escort, destroying both of them without any real difficulty.



They then overran the pitiful garrison of a small Frostling hamlet nearby, leaving it with no uncertain ideas about what would happen to them if they strayed from my flag.




I crafted and dispatched a great eagle to follow his pack, both allowing me to keep an eye upon their progress the further they traveled from me as well as to expand his own information about the land around him. Through magical eyes I watched as his pack drove an enemy garrison from one of the largest cities in the area, giving chase to it further to the east, no doubt where they thought they could find safety in numbers.



With the Eagle's help, he tracked them to another town, catching them before they could reach the (false) safety of its wooden walls.



With a literal birds-eye view I watched the battle unfold, my creation remaining to the flank, distracting the Frostling's ranged contingent while Gorthak descended upon the rest of their troops in a flurry of death.


One of his pack was badly hurt by the Frostlings and I expected to see them leave that injured member to its fate, but instead Gorthak ordered him to retreat, slaying the would-be killer at the same time.


The Eagle I was observing through lured off a single Frostling Archer and tore it asunder, removing the last laughable threat from the battlefield. Gorthak himself killed two more of the Ice Witches, ridding the swamplands of their threat.


My own scouts reported a small Frostling group to the north of me, a handful of soldiers with a battering ram. No doubt they sought to take advantage of some of the poorly defended garrisons left behind in Gorthak's wake. Knowing the weakness of such a group I conjured up a second Eagle and sent it forth.


The would-be conquerors could only watch helplessly as the great eagle tore apart their siege weapon. With their only means of victory destroyed they retreated back to their leader to report their failure.


Its task complete I sent the Eagle further to the north to scout out the enemy rear. As before I desired for it to not only report back to me, but also cause what chaos it could behind their lines.



Fresh from his grand victory Gorthak was almost gleaming with new power, but sadly it was a power I could not enjoy with my scout as the air around it suddenly crystallized, ice forming over my magical creature's form before I lost my link to it.


No doubt awed by Gorthak's display before their town, one of the Frostlings there rode out on a wolf of his own, begging to join Gorthak's pack. Already a bit lean with the dispatching of half of their number in the United Cities, Gorthak accepted him, but no doubt as the new fodder for the pack.


My surviving Eagle to the west was struck by that strange Ice weapon as well, but it was able to break free of the deadly frost before it crashed to the ground. Greatly hurt but still 'alive' it continued on its task to the north.


The Lizardmen I left behind to hold our initial position decided to contact the largest remaining Lizardman city in the area. Through their rituals and customs the new tribe joined ours, though it was apparently a fairly lavish ceremony.


The Dwarven town to the east of the initial base would require something a bit more basic. Their spirits bolstered by the successful ceremony, the Lizardmen troop joined my small force in assaulting the Dwarven Town.



Between them and my powerful magics, the stubborn defenders of the town were quickly dispatched.


I could see the fear in the eyes of the Dwarves, no matter how much they tried to hide it with the dour set of their lips and beards. No doubt they expected exile, if not worse, at my hands. But no, this is a new land and a new start to me. Something that demands a new approach to things. (Almost) Every race has a place in my future, as long as they all behave properly. Also being able to insult them about being 'Afraid to build something' after I instructed them to construct a wall was worth it. The Warlord offered to show them how as well. How their beards bristled.


I perused my maps, taking in the lands around me. Most of what I had was mine now, the Southern lands were well secured and being fortified, an enclave of Orcs on an island in the lake north of me was still independent, but they would be dealt with in the future, but after I am finished with my primary task here.


There was an old monster lair to the east, and the Shaman with me told me that he sensed some revolting energies come from it. Not liking that kind of portent, I regrouped with Gorthak and headed to deal with the lair.

At first it just seemed to be home to a rather horrible looking wolf, something that on reflection should have hinted at what lie within it.


While he explored deeper into the cave, Gorthak found a forgotten weapon lying upon the ground, surrounded by what seemed to be little scraps of clothing and a few bits of armor, perhaps the remnants of a fight long ago? He found it to be much more suitable of a weapon for himself than the axe that he carried.


(Also has Strike, Walking, and Wall Crushing)

Undead Bone Horror posted:

The Bone Horror is a mass of jagged bones from the Undead victims of all once-living things. The creature resembles a great beast, but the bones of the creature is a mass of natural animals and any other thing it can kill and gather into itself. Animated by the most powerful death magic, these ferocious tangles of death scavenge graveyards, and wherever dead things can be found. They are extremely difficult to destroy for the fact that they regenerate quickly, literally pulling themselves back together after each battle. They move slowly but are so massive that they can crush even the largest walls. Like all undead they are resistant to fire, cold, and lightning attacks, immune to fear-based attacks, poison and death magic.
No sooner had he claimed the weapon for his own that a unholy monster burst from the shadows. A vile composition made up of the bones of animals and beings alike, the great skeletal beast attacked Gorthak. His new weapon proved to be quite adept at the challenge, allowing for him to have enough of a reach to engage the monster without coming too close to it.
More than once the horrible bones and shards that made up its body would wound Gorthak, and I did wonder if I would see the last of him this day, but in the end he proved triumphant once more.


I felt a presence among the remains of that great beast, a magical touch that I could feel was trying to reach out around it and undo that which had claimed it. A quick exploration found that among that creature's composition was a single finger with a ring upon it. Gorthak gave me his no-longer-used axe to work it free, allowing for me to claim the ring. I felt it was a portent, in a way, a means by which I may help restore this land.


It was ironic, in a way, I set out first to destroy the Keepers, but now I find myself upon a different path, and in some ways I'm much better suited to do that which the Keepers claim to desire than they can.


As I ride north behind Gorthak I spend more time with the Warlord, listening to him as he teaches me more about the defensive arts. This time he shows me how to turn a foe's attack, deflecting it before it even has the chance to reach my person. Not as useful against a bow, unfortunately, but very useful against blade, tooth, or claw.


To the North my Eagle was finding the Frostling lands to be almost completely undefended, allowing for me to claim them for my own flag. What it could not claim I left a mental note to deal with later, most likely at Gorthak's capable hands.


It also found one of the strange altars that was used to attack it before. Through it I was able to establish a connection to the ancient magics that powered the device, bending it to my will.


Gorthak had apparently found one earlier, but was unable to fully control it, so he simply left it be. As I rode to the North I fully claimed it and investigated it further. It could apparently blast a large swath of land with incredible icy powers, chilling all that lived within it and freezing the land.


Indeed there seemed to be some traces of its use already in this area, but as I rode north, the ring that I wore spread its warmth around us, restoring the glory of the swamp.



Gorthak's pack moved into the north, easily overrunning a weakly defended Frostling Hamlet before heading deeper into their territory to claim that which my eagle had spotted.


I traveled to the west again with my men and found another Frostling raiding party. It had just reclaimed the one hamlet that Gorthak had taken many days ago and was no doubt seeking to take more back.



They may have been successful had they not run into me. But now they are no more.


Almost all of the Frostling territory was mine now, their leader and his hero were cowering in their last remaining stronghold. It was one of the largest towns in the land, but aside from a small raiding group they were afraid to leave it. What defense they expected from it I did not know, they hadn't even fortified it yet.


One of those raider packs tried to head to the east, no doubt to reclaim the Altar of Ice just to the north of their stronghold. I instructed the Eagle to block their way, trusting in its ability to terrorize those without ranged weapons from its presence. The Dire Penguin with them tried to circumvent it by swimming past the bridge, but it was plucked from the waters like a fish and slain.


Gorthak's pack set upon another small raiding group and gave the newest member a chance to prove himself. A task that the Frostling accomplished with no small skill.



Although I came here to stop such things from being done, I could not resist the justice of using the Frostlings' own weapons against them. Both of the Altars that could reach their encampment were employed, blasting them with magical ice and causing great carnage and chaos.


And it was into this carnage we advanced.


Although the great weapons had only killed a few of them, most of the Frostlings showed at least some sign of injury from their energies. I headed to the west with the Shaman while Gorthak and the Warlord advanced on their center. The rest of Gorthak's pack went east, seeing a pair of stragglers from the worst-hit of the Frostling forces.


Already gravely wounded at the start of our assault, the majority of the Frostling's western line crumbled under my magic, three of them falling before my spell and the survivor of that dying to the Shaman's mystical energies.


To the north Gorthak was engaged by one of the Frostling Riders, but the Warlord strode forth, ignoring the feeble strikes of his foes as he waded into their midst. A full sweep of his great blade left more than a few of them lying upon the ground, dead or dying.


Gorthak's pack, however, was having a bit of trouble to the east. They had easily overrun the stragglers, but the Frostling Leader and his Hero had moved to defend that flank. One of the Goblins was driven off with fearsome injuries while the other was chilled by the Hero's blade. The newest member of the pack charged out to try and defend his packmate, landing a few good hits on the Frostling Champion.


But as he fought that Champion their leader's attention moved to him, shards of ice cast from the man's hand and striking down the Rider. A howl of rage come from Gorthak as his newest packmate fell, the Frostling leader's head turning at the sound, only to see Gorthak's blade falling upon his head.


The Frostling menace to the Swamps is ended, for now.



*******************************************************************



So what will we take?

575 points to play with again, Gorthak is now a hefty 262 points of our total, leaving 313 behind.

Our items:

Ring of Regeneration: 300 points (Yowzah!)
Ring of Power: 225 points (+1 to Attack, Defense, Resistance, and Damage)
Magic Helm: 40 points (+1 to Defense)
Magic Axe: 85 points (+1 to Damage)
Ring of Life: 150 points (Death Immunity, Path of Life)
Enchanted Halbred: 130 points (+1 to Damage, First Strike)

Units:
Elite Orc Warlord: 105 points
2x Elite Goblin Wolf Riders: 28 points each
Veteran Goblin Shaman: 26 points
2x Regular Orc Archers: 15 points each
2x Regular Frostling Archers: 15 points each
Regular Giant Slug: 12 points
Regular Dwarf Archer: 16 points

You know the voting drill!

Taerkar fucked around with this message at 23:14 on Apr 1, 2013

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