Come on people, let's be cursed!

Let's make whoever placed the Reaper's Curse on our sweet little orc regret their every action as a far greater calamity threatens to swallow the land!

Revenge will create some interesting narrative potential. That and no-one seems interested in the books anyway

[X] Cursed
[X] Vineling
 
[X] Cursed
[X] Vineling

Right right, better support my fellow curselings in getting the cute plants they clearly want!
 
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nooo, my curse. what a terrible night to vote for a curse

Now we won't have to power through 5% of our minions dying every month or whatever other delicious and probably purely negative effect LordPanther had in mind.
 
5% of our minions dying every month or whatever other delicious and probably purely negative effect LordPanther had in mind.

Curse I would have given you exploding dice where every time the dice explode on a crit success (96-100) or crit fail (01-05) means that an unlikely complication would have occurred like a you went to get yourself a horse but then a wild gryphon came and ate the horse so you try and tame the gryphon instead, kind of things.
LordPanther14 threw 4 6-faced dice. Reason: Stats Total: 10
2 2 4 4 3 3 1 1
LordPanther14 threw 3 6-faced dice. Reason: Stats Total: 12
4 4 2 2 6 6
LordPanther14 threw 3 6-faced dice. Reason: Stats Total: 12
6 6 4 4 2 2
LordPanther14 threw 3 6-faced dice. Reason: Stats Total: 9
4 4 2 2 3 3
LordPanther14 threw 3 6-faced dice. Reason: Stats Total: 9
3 3 2 2 4 4
LordPanther14 threw 3 6-faced dice. Reason: Stats Total: 10
1 1 6 6 3 3
 
Curse I would have given you exploding dice where every time the dice explode on a crit success (96-100) or crit fail (01-05) means that an unlikely complication would have occurred like a you went to get yourself a horse but then a wild gryphon came and ate the horse so you try and tame the gryphon instead, kind of things.
...

A warning for the rest of the thread: I am going to aim for the biggest, baddest, most gargantous elemental the system has to offer, because I need to make not getting this trait worth it.
 

Inserted tally
Adhoc vote count started by WallFlower on Oct 18, 2019 at 1:06 PM, finished with 23 posts and 9 votes.
 
Turn 1 (Dryad 741 C.Y.)
Shaman
Vineling


Turn 1
Dryad 741 C.Y.​

Sweetha marveled as the vineling just popped out of the ground whole and healthy. She had experienced with these type of elemental creatures, they belonged to the wood spirits. When Sweetha had been a novice shaman still in her training, before taking her pilgrimage to Spirithold, her teachers would have the students plant the seeds in specially prepared ground by the elder shaman and in two to three weeks they would grow to match the size of the vineling that Sweetha had just created in an instant and those ones would still need to be tamed by a shaman. They were houseplants and used for minor chores around the home typically. Sweetha had found them rather cute looking back then and these new ones were no exception.


The vineling rustled its leaves and made a small chirping noise, and Sweetha was about to go through the ritual to bond the creature to her when she realized that it was already there. It was just waiting for commands and Sweetha obliged, "Claim this territory. You can do that right?"

The vineling gave out another chirp and moved next to the dungeon heart and its vines dug into the rocky soil as if it was freshly tilled earth. It swayed back and forth as if dancing to some tune that only it could hear before extracting its vines and as it did so, a wooden tile with an amber like stone in the center magically appeared. The vineling scooted a couple feet away and started the process again. Sweetha cast the summoning spell again and again feeling no strain or wait in the process till she had ten of them in total and found that she was currently unable to summon anymore. She still felt like she had plenty of mana and even with ten of them she didn't feel like she was feeling the mental strain that was common for a Shaman that had tried to control to many elementals at once. For now this number was enough and it was only a matter of minutes till the area around her dungeon heart had been tiled.

Sweetha had thought the vineling task to be done but then they approached the walls and pushed their roots through the rock and panels of wood appeared on the wall with wooden braces that looked like living saplings. A sconce made out of vine and glass held fireflies adding light to the room that Sweetha hadn't even realized she'd been missing. Even with the illumination it made the place appear more mysterious and spooky than anything else.

Sweetha found that her vineling could only claim the ground that was next to an already claimed spot and couldn't make anything that didn't have a direct path to connect to her Heart. She also found out that her vinelings could break the tiles, the felt as hard as stone to Sweetha and were beyond her ability to duplicate even when she attempted to imitate the vineling dance no tile appeared beneath her feet though she did case the nearby vineling to chirp at the sight of her shortly after that, even the ones that Sweetha thought hadn't seen her embarrass herself in the attempt. Sweetha learned that when a tile was broken then all the connecting tiles after that no longer connected to the heart lost their luster. The vineling that were ahead had been distressed and run back to reclaim the spot as quickly as they could.

Sweetha was impressed when only after a couple hours of claiming territory and digging away earth as she commanded that they came upon a gold vein. The vineling would take the ore in their vines and bring it back to the heart and when they dropped it onto the ground the ore would shatter like glass and in its place would gold coins with the image of Sweetha on one side and some type of tree on the other. Sweetha also discovered that areas where she tunneled that the vinelings if given some time could move the earth back into place. It was apparent that they had done so as remnants of their vines would be trapped in the soil and clear to pick out with enough light.

Digging up or down at an angle didn't seem to cause the vineling any issue thought they couldn't go straight up and if they went down well a second one would have to lend a helping vine if it went to far. As much territory as they claimed, it was all very similar without any decoration or frills. For a Dark Lord's Lair or a Dungeon or whatever things were looking very spare. She was starting to feel a little hungry and was wondering if the vineling would be able to hunt something down for her when a blueprint appeared in her mind. Drawing on the power of the heart she overlayed the blueprint over one of the empty chambers that had been created and suddenly there was two chicken coop in the center of the room surrounded by yellow chicks.

Sweetha picked one up and looked over the creation as if it was some kind of illusion but it looked and was acting how she expected such a chick would act. Sweetha swallowed the bird whole and it even tasted like it should. Not the most filling fare but with all the chicks that were here Sweetha could fill up on just this. With her training as a shaman Sweetha knew that these couldn't be real chickens but were rather more likely to be mana constructs and instead of protein she was digesting mana, which she wasn't sure if that was supposed to be good or bad long term.

Sweetha supposed that she didn't have much of a choice on the matter at this point though. Being mana constructs it was unlikely that these chicks would ever grow up until she gained a better understanding of the blueprints that were now in her head. She found that in doing the construction that the gold around her heart had vanished.

Sweetha was getting tired and so she chose a chamber near the dungeon heart and decided to get some much needed rest while the vineling went about their business without her supervision as she plotted what she'd do with her newfound wealth and power first.

Current Funds: 2000
Monthly Income: 2000

Martial - Sweetha can handle herself in a fight one on one in a brawl but if she's going to be a Dark Lord then doesn't that mean she needs to find herself Four Heavenly Generals? Someone with some real combat experience would be useful in her mind. (Choose One)

Wandering Clan: Around Steelcover there are a couple of orc clans that protect the city. Maybe Sweetha could try and get in contact with one of them and see if she could hire them as mercenaries in her dungeon. If the gold is good how many questions are they going to ask? Cost: 200/month Chance of Success: 75% Reward: 30 Orc Marauders and possible Martial Advisor

Bucket of Spit: Steelcover is full of retired warriors for various reasons and while unusual it has happened in the past that a group will just up and disappear, maybe she could convince a few of her former patients to serve under her. Cost: 100/month Chance of Success: 50% Reward: 10 Orc Veteran and possible Martial Advisor

Rogue Earth: South of Steelcover are the Granite Hills and tales of running into wild Earth Elementals in that area. Sweetha thinks that with her new powers maybe she would be able to tame some of them. Cost: 0 Chance of Success: 40% Reward: 1d10 Lesser Earth Elementals

Diplomacy - Sweetha though a shaman never fully felt comfortable with her duties as a figure of respect and counsel for others especially with her young age compared to those that would turn to her. She has interacted with others that are far more social. (Choose One)

Childhood Rival: In Steelcover is an Orc Shaman that comes from a long and distinguished lineage of shaman. They were both novices in Shaman school at the same time. She calls Sweetha her rival in magic and love though Sweetha has always thought of her as a friend. Cost: 0 Chance of Success: 80% Reward: Diplomacy Advisor

Wise Mentor: In Steelcover is an Orc Shaman that since Sweetha became a shaman has been like a father to her. He is well respected by the other shaman of Steelcover and could be a boon to her even if he can no longer teach her magic. Cost: 0 Chance of Success: 50% Reward: Diplomacy Advisor

The Outcast: In Steelcover is an Orc Healer that practically everyone ignores that keeps himself shut in the library studying more often then seeing his patients. Sweetha has found him rather stand offish and leaves the room if they are the only two in it. Cost: 0 Chance of Success: 60% Reward: Learning Advisor

The Weeper: North of Steelcover is a Greenback Human that will occasionally come into Steelcover for supplies or to transcribe the knowledge in the library into his paper books. Sweetha only knows him by reputation but it shouldn't be to hard to search him out. Cost: 50/month Chance of Success: 90% Reward: Learning Advisor

Stewardship - Sweetha is the Dungeon Keeper and connected to the Dungeon Heart and is set to figure out just what she can already add to this Dungeon. (Choose One)

Hit'em Harder Gym: Rooms for those that know how to swing a blade or throw a dagger can use to hone their skills. Room be favorable to weak fighters living in the dungeon Cost: 250 Reward: Basic Training Room built

One Armed Bandits: Sweetha creates a small casino in the dungeon that has a slot machine and a craps table. Room will be favorable for those of ill repute living in the dungeon. Cost: 400 Reward: Basic Casino built

Couple Bookshelves: As a shaman Sweetha has enjoyed the pursuit of knowledge and magic. Room will be favorable to weak magic users in the dungeon. Cost: 300 Reward: Basic Library built

Rack and the Whip: Sweetha is familiar with the concept of a torture chamber but has never seen one in use. Room will be favorable to interrogators in the dungeon. Cost: 500 Reward: Basic Torture Chamber built

Strange Cells: Sweetha isn't sure why having a prison makes her feel safer, she was just starting out and what were the chances of anyone invading her home? The prison will make it so that enemies struck down in the dungeon will live several minutes from even a fatal wound before expiring without medical attention. Cost: 400 Reward: Basic Prison built

Plot of Ground: Sweetha would like to build a place for her vineling to be more comfortable and perhaps this would allow her to grow other types of plant elemental with the proper seeds or spells Cost: 250 Reward Basic Garden built

Learning - Despite Sweetha's skills with magic, she has trouble getting things out of books and far more prefers to learn things by doing them over copious amounts of study. (Currently Unavailable/Gain Library or Learning Advisor)

Mysticism - Sweetha is considered a rare talent when it comes to the magic of orc shamans and her elders had high hopes for what she would achieve as she got older and wiser. (Choose One)
Personal Library: Sweetha always had a couple of books in her room on shaman magic and now that she is a literal well of power maybe what was theoretical before may turn out to be practical. Cost: 0 Chance of Success: 80% Reward: Basic Shaman Spellbooks

Lost and Found: In the Steelcover Library there is a box of lost items some of which is considered possible minor trinkets that have lost there spark. Sweetha could check the items and see if there isn't a hidden gem in the junk. Cost: 0 Chance of Success: 10%/20%/40%/80% Reward: Magical item

Seed Vault: Near the Shaman Council Chambers is a seed vault that is said to hold a collection harvested from plant elementals and preserved with old magic. With Sweetha's new capabilities maybe she could learn something by visiting the place and borrowing some of those seeds. Cost: 0 Chance of Success: 10%/40%

Intrigue - Sweetha knows that as a Dark Lord she's going to need some people that can move in the shadows, accomplish her plots, provide her information, and sabatoge those who oppose her. She just needs to find the person that can do that for her. (Choose One)

Dive Bar: Even Steelcover has its seedy side, maybe if Sweetha were to walk the streets she might find someone capable as her spymaster. Cost: 100/month Chance of Success: 30% Reward: Intrigue Advisor

Target of Opportunity: Sweetha had the idea of serving as bait with her bag of gold, anyone daring enough to rob a shaman could be just the person she needs. Cost: 200 Chance of Success: 60% Reward: Intrigue Advisor

Two Fingers: Sweetha has met an orc that was punished for theft and cheating by having all but two fingers removed from his right hand, having lost each one of the other three on separate accusations of cheating. Sweetha could try and approach him. Cost: 20/month Chance of Success: 80% Reward: Intrigue Advisor

Personal: Sweetha is so busy dealing with the dungeon herself she doesn't currently have time to do anything else. (Currently Blocked)

A/N: Votes will be by plan.

[Q] Plan Example
Wandering Clan: Around Steelcover there are a couple of orc clans that protect the city. Maybe Sweetha could try and get in contact with one of them and see if she could hire them as mercenaries in her dungeon. If the gold is good how many questions are they going to ask? Cost: 200/month Chance of Success: 75% Reward: 30 Orc Marauders and possible Martial Advisor

The Outcast: In Steelcover is an Orc Healer that practically everyone ignores that keeps himself shut in the library studying more often then seeing his patients. Sweetha has found him rather stand offish and leaves the room if they are the only two in it. Cost: 0 Chance of Success: 60% Reward: Learning Advisor

etc.

As always with these quests if there is an action that readers want to take that is not in the current list, run it by me by @ or by pm and I will turn it into an action to take either in the next turn or if soon after an update to the latest post. Also any questions that you as readers would like to know and that Sweetha would reasonably know about I will freely answer.
 
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[X] Plan "I hate writing plan"
-Bucket of Spit: Steelcover is full of retired warriors for various reasons and while unusual it has happened in the past that a group will just up and disappear, maybe she could convince a few of her former patients to serve under her. Cost: 100/month Chance of Success: 50% Reward: 10 Orc Veteran and possible Martial Advisor
-The Outcast: In Steelcover is an Orc Healer that practically everyone ignores that keeps himself shut in the library studying more often then seeing his patients. Sweetha has found him rather stand offish and leaves the room if they are the only two in it. Cost: 0 Chance of Success: 60% Reward: Learning Advisor
-Couple Bookshelves: As a shaman Sweetha has enjoyed the pursuit of knowledge and magic. Room will be favorable to weak magic users in the dungeon. Cost: 300 Reward: Basic Library built
-Personal Library: Sweetha always had a couple of books in her room on shaman magic and now that she is a literal well of power maybe what was theoretical before may turn out to be practical. Cost: 0 Chance of Success: 80% Reward: Basic Shaman Spellbooks
-Two Fingers: Sweetha has met an orc that was punished for theft and cheating by having all but two fingers removed from his right hand, having lost each one of the other three on separate accusations of cheating. Sweetha could try and approach him. Cost: 20/month Chance of Success: 80% Reward: Intrigue Advisor
Dunno, I pick some actions that have a lower DC hoping that they'll unlock better options.
 
I mostly agree with the proposed plan.
twofingers has however caught multiple times already, I question his competence competence.
I also took rogue earth because Sweata is a shaman.

[X] Plan "I like Books"
-Rogue Earth: South of Steelcover are the Granite Hills and tales of running into wild Earth Elementals in that area. Sweetha thinks that with her new powers maybe she would be able to tame some of them. Cost: 0 Chance of Success: 40% Reward: 1d10 Lesser Earth Elementals
-The Outcast: In Steelcover is an Orc Healer that practically everyone ignores that keeps himself shut in the library studying more often then seeing his patients. Sweetha has found him rather stand offish and leaves the room if they are the only two in it. Cost: 0 Chance of Success: 60% Reward: Learning Advisor
-Couple Bookshelves: As a shaman Sweetha has enjoyed the pursuit of knowledge and magic. Room will be favorable to weak magic users in the dungeon. Cost: 300 Reward: Basic Library built
-Personal Library: Sweetha always had a couple of books in her room on shaman magic and now that she is a literal well of power maybe what was theoretical before may turn out to be practical. Cost: 0 Chance of Success: 80% Reward: Basic Shaman Spellbooks
-Target of Opportunity: Sweetha had the idea of serving as bait with her bag of gold, anyone daring enough to rob a shaman could be just the person she needs. Cost: 200 Chance of Success: 60% Reward: Intrigue Advisor
 
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Rack and the Whip: Sweetha is familiar with the concept of a torture chamber but has never seen one in use. Room will be favorable to interrogators in the dungeon. Cost: 500 Reward: Basic Library built
Ah yes, I believe we now have the reason why Sweetha can't read books without assistance.

[X] Plan Get Rocking and Rolling
- Rogue Earth: South of Steelcover are the Granite Hills and tales of running into wild Earth Elementals in that area. Sweetha thinks that with her new powers maybe she would be able to tame some of them. Cost: 0 Chance of Success: 40% Reward: 1d10 Lesser Earth Elementals
- Childhood Rival: In Steelcover is an Orc Shaman that comes from a long and distinguished lineage of shaman. They were both novices in Shaman school at the same time. She calls Sweetha her rival in magic and love though Sweetha has always thought of her as a friend. Cost: 0 Chance of Success: 80% Reward: Diplomacy Advisor
-Couple Bookshelves: As a shaman Sweetha has enjoyed the pursuit of knowledge and magic. Room will be favorable to weak magic users in the dungeon. Cost: 300 Reward: Basic Library built
-Personal Library: Sweetha always had a couple of books in her room on shaman magic and now that she is a literal well of power maybe what was theoretical before may turn out to be practical. Cost: 0 Chance of Success: 80% Reward: Basic Shaman Spellbooks
-Target of Opportunity: Sweetha had the idea of serving as bait with her bag of gold, anyone daring enough to rob a shaman could be just the person she needs. Cost: 200 Chance of Success: 60% Reward: Intrigue Advisor


I picked Rogue Earth, because our funds are limited and elementals are upkeep free, plus they are the first step to eventually getting some mountain-sized elementals. Also, it is worth noting that Sweetha gets +15 to taming elementals, so the odds are not quite as bad as they appear.

I also went with the childhood friend/rival, because every dark lord needs their own rival. Plus, if something unfortunate happens to Sweetha, our rival would be a cool character to pick up from, or even make a 'subordinate' Keeper if we make it to that point. Also, the love rival part means easy opportuniies for rampant shipping, and Hugger does like his shipping
Besides, do you know what father-figures always do in stories like these? They die, that's what. We don't need no dead father figures.

I decided to build a library to unlock the Learning section, even if it is a synonym for Sweetha's personal torture chamber. Though I also voted to put some some shaman books in there, that should make it a bit more bearable for her.

And finally, I really don't want to hire a guy known for stealing and cheating. That's sounds like a recipe for things going 'missing'. At least a robber faces the person they are stealing from.
 
I am thinking about switching votes.

Free Labour vs an adviser is a hard choice.

Would we still be able to recruit the elementals next turn?
[x] Plan Getting started
 
[X] Plan Earth Elementals

- Rogue Earth: South of Steelcover are the Granite Hills and tales of running into wild Earth Elementals in that area. Sweetha thinks that with her new powers maybe she would be able to tame some of them. Cost: 0 Chance of Success: 40% Reward: 1d10 Lesser Earth Elementals.

- The Outcast: In Steelcover is an Orc Healer that practically everyone ignores that keeps himself shut in the library studying more often then seeing his patients. Sweetha has found him rather stand offish and leaves the room if they are the only two in it. Cost: 0 Chance of Success: 60% Reward: Learning Advisor.

- Plot of Ground: Sweetha would like to build a place for her vineling to be more comfortable and perhaps this would allow her to grow other types of plant elemental with the proper seeds or spells Cost: 250 Reward Basic Garden built.

- Personal Library: Sweetha always had a couple of books in her room on shaman magic and now that she is a literal well of power maybe what was theoretical before may turn out to be practical. Cost: 0 Chance of Success: 80% Reward: Basic Shaman Spellbooks.

- Two Fingers: Sweetha has met an orc that was punished for theft and cheating by having all but two fingers removed from his right hand, having lost each one of the other three on separate accusations of cheating. Sweetha could try and approach him. Cost: 20/month Chance of Success: 80% Reward: Intrigue Advisor.
 
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[X] Plan Still-Thinking-It-Through


Martial - Sweetha can handle herself in a fight one on one in a brawl but if she's going to be a Dark Lord then doesn't that mean she needs to find herself Four Heavenly Generals? Someone with some real combat experience would be useful in her mind. (Choose One)

Rogue Earth: South of Steelcover are the Granite Hills and tales of running into wild Earth Elementals in that area. Sweetha thinks that with her new powers maybe she would be able to tame some of them. Cost: 0 Chance of Success: 40% Reward: 1d10 Lesser Earth Elementals

Normally I'd go for the likely-successful, but we're just starting out. This means there's very little chance of us being found out, has a chance for some powerful minions, and costs nothing but time when it's a resource with limited options.

Diplomacy - Sweetha though a shaman never fully felt comfortable with her duties as a figure of respect and counsel for others especially with her young age compared to those that would turn to her. She has interacted with others that are far more social. (Choose One)

The Weeper: North of Steelcover is a Greenback Human that will occasionally come into Steelcover for supplies or to transcribe the knowledge in the library into his paper books. Sweetha only knows him by reputation but it shouldn't be to hard to search him out. Cost: 50/month Chance of Success: 90% Reward: Learning Advisor

*Groans* Still, cheap and almost certain. Let's not go to the unlikely options, here.

Stewardship - Sweetha is the Dungeon Keeper and connected to the Dungeon Heart and is set to figure out just what she can already add to this Dungeon. (Choose One)

Plot of Ground: Sweetha would like to build a place for her vineling to be more comfortable and perhaps this would allow her to grow other types of plant elemental with the proper seeds or spells Cost: 250 Reward Basic Garden built

If we're getting a mentor, we don't need a library yet. Let's build our forces!

Mysticism - Sweetha is considered a rare talent when it comes to the magic of orc shamans and her elders had high hopes for what she would achieve as she got older and wiser. (Choose One)

Lost and Found: In the Steelcover Library there is a box of lost items some of which is considered possible minor trinkets that have lost there spark. Sweetha could check the items and see if there isn't a hidden gem in the junk. Cost: 0 Chance of Success: 10%/20%/40%/80% Reward: Magical item

It's SV. Let's go for the mystery option! Wait, why are there multiple percentages...

Intrigue - Sweetha knows that as a Dark Lord she's going to need some people that can move in the shadows, accomplish her plots, provide her information, and sabatoge those who oppose her. She just needs to find the person that can do that for her. (Choose One)

Two Fingers: Sweetha has met an orc that was punished for theft and cheating by having all but two fingers removed from his right hand, having lost each one of the other three on separate accusations of cheating. Sweetha could try and approach him. Cost: 20/month Chance of Success: 80% Reward: Intrigue Advisor

Ooh, he seems likely to be loyal.
 
[X] Plan Get Rocking and Rolling

Both diplo adviser options are Shamans who are respected for one reason or the other and have a personal connection to the Keeper, making it less suspicious if they "take time off to do us a few favours."
Being respected individuals means they might be able to pull strings when it comes to recruiting Orc warriors and/or advisers. In addition to potentially being able to help us wrangle/research elementals.
Our Keeper also being a Shaman also means we could explain whatever we're doing as "shaman business involving elementals, nothing to see here."

Meanwhile, the learning adviser options seem fairly high profile, with one being a Healer that's barely meeting his patient quotas and the other being a Human in majority-Orc Greenlands and apparently easy to find even for somebody who only knows of him by reputation.
Limited social contact seems to be a shared trait, meaning less chance of witnesses during recruitment but making us more notable if somebody is looking after the loners in this hospice/library city.

I'd rather grab a diplo adviser than double up on learning. Not approaching strangers who we have normally have little reason to seek out might be better for avoiding scrutiny in the short run(which is also a mark in favour of Target of Opportunity), which could make it easier to get ourselves established.
 
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