JainaQuest, giving SV voters control of Jaina in the Warcraft 3 era

What quest would you guys like as my secondary one (will update sporadically)


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Chapter 1, turn 5, Leaving the village, rewards, a Granary and new insight to what has happened
"So Jaina, your judgement has proven true so far, plus you are the one in charge of this mission. What do you think is the best way for us to deal with the villagers?" Arthas asked Jaina.

"First no matter what we are not sending them off alone, they are all but guaranteed to die if we do that. Next as much as I would prefer to train and equip them before bringing them into what is almost certainly enemy territory it is very likely that other villages are being attacked and more undead are being created even as we speak, so in my eyes time is of the essence here. Which truly leaves us with only one option, we will take them with us and keep them as far back from the fighting as possible with a couple of footmen on guard and equip the few who have any idea of how to fight with what we can spare." Jaina replied deciding the best path forward.

"I agree, its probably the only real choice going forward as much as i dislike taking civilians into combat right now its needed." Arthas agreed nodding.
After making the decision they move to inform the villagers. "Well we can't be sending you off on your own in times like these, nor can we take the time to train you. So we decided that we will take you with us on our mission here for the time being, if all of you are ok with that." Jaina said speaking to the gathered villagers of her decision going forward.

"Thank you milady, Prince Arthas we will happily go with you, and if you need any help from us to complete your mission we will be happy to do so." The village leader stated. "however before that, as thanks for saving us and because none of us can truly make use of it like you may be able to here is our villages greatest heirloom. Hopefully it will aid you on this mission of yours."

The village leader then moves forward unwrapping an item from its cloth coverings revealing it to Jaina. "My thanks, we will be certain to use it well." Jaina said taking the item. "Now then since you villagers are all packed, lets move out."


Gained +1 tome of knowledge, Arthas and Jaina gain +.25 moral, Gained a current population boost of 43 gained a future population boost of 23 lose the use of 2 footmen for combat to guard villagers.

Vote time, Who gets the Tome
[] Arthas
[] Jaina

Small Timeskip

As the Group crosses the bridge and moves through the former town on the other side they see all the destruction throughout it. Whole building razed to the ground, small craters through the streets, most standing buildings damaged with holes in the walls or roofs.

"Damnitall, the people here didn't even stand a chance... blasted monsters doing this to innocent civilians." Arthas growled out as they continued moving through.

The group finds several individual skeleton warriors and archers as they continue onwards but all of them fall very swiftly to their wrath. Until finally they reach the outskirts of the town and see some kind of blighted land.

"What the..... Its as if the land around the granary is dying" Jaina exclaims in shock. "Could the Grain itself be plagued?' Arthas thinks out loud. "Lets hope not these crates bear the regional seal of Andorhal, the distribution centre for the northern boroughs. If this grain can spread the plague, then there's no telling how many villages may be affected." The group swiftly destroys the Granary and the crates around it before continuing to move on.

As they move towards the next village, they see it is as damaged as the first with fires still going on here and there in it. Dispirited they continue forward until they reach the outskirts of it and they hear the sounds of combat. "There must still be survivors! Quickly everyone we must move to save them!" Arthas shouts out running towards the sound of combat.

Once they reach it after rushing through the remains of the village they come upon the battle. Defending a decent sized group of villagers are 6 footmen, 4 human riflemen, 3 priests and 2 mortar teams. Attacking them are a multitude of ghouls, necromancers, skeleton warriors, and a few different vile new enemies.

"What the hell? Those.... things look like they are sewn together from different corpses!" Jaina exclaimed in a weird combination of shock and curiosity.

"Let's study them AFTER we kill them and save those people shall we?" Arthas states in exasperation.

VOTE TIME!!!

What do you do in this battle. The undead have not seen you yet and between the two of you, your forces include 15 footmen, 4 riflemen, 8 priests, 13 sorcerers, the three captains, Jaina, and Arthas.

[] Have the melee units charge in with Arthas while everyone else throws every spell they have to kill as many of the undead as swiftly as possible with a focus on spellcasters and the big targets first. Riflemen will just focus fire on priority targets as well.

[] Take a defensive stance where you are and attract the enemies attention trying to get as many of them to come after you instead of the beleaguered troops defending the villagers.

[] Write in your tactics.

Chapter ends here

well there ya go out as fast as possible, not as in depth as I would have liked but i'm pushing this through to get you guys to the first base ASAP like you wanted ;)

EDIT: oh also the tome of knowledge ups HP by 1, DPT by 1, Mana by 1, and armor by .5 in your war stats and will give you +1 to one of your hero stats (a roll will determine it.) So ya it's a fairly powerful upgrade, though it can only be used once and it is a permanent boost. Also very useful for heros that rely on DPT for damage.
 
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Chapter 1, turn 6: Saving lives and new information.
After a VERY short discussion of how to proceed Arthas charges into their flank ready to cast divine shield once they start attacking him while all the ranged forces get close enough to attack and prepare to unleash hell upon the undead before them. The footmen and Captains Falric and Marwyn begining to charge in after Arthas once he reaches the halfway mark between the ranged troops and the enemy.

The necromancers leading the undead group notice Arthas just a bit after the footmen start charging and they try to rally their forces to deal with this new threat. However with the focus on the enemies ahead of them and the mortar rounds raining down on their forces as well as the dispel magics going off on the skeleton warriors they fail to get much of a response until Arthas is nearly upon them. Once the undead respond a bit less than ninety percent of their forces move to engage Arthas and the approaching footmen though because so many of them responded they get fairly entangled and bunch up a lot more than they were before.

Next Jaina and all the ranged troops and casters with her start to unload everything they can into the ranks of the undead throwing empowered blizzards, dispel magics, arcane missiles, and plenty of bullets by the dozens at them. Arthas also uses divine shield to keep himself safe from this bombardment. This combined with the mortar rounds bullets and dispel magics from the regions defense forces kills off dozens of undead, wiping out all the skeleton warriors killing all but a handful (8) of the ghouls butchering half of the necromancers and even downing two of the Abominations.

Then the footmen with the two captains leading them crash into the scattered undead, sadly they focus their attack on the abominations which prove more than resilient enough to absorb it though they still deal a fair bit of damage to them cutting off some of the corpses that make them up and the two captains even take a limb off of the abominations they attack.

These attacks devastate the undeads moral however and the necromancers upon realizing how many of the undead were just re-killed and how half of them were dead immediately flee and the ghouls while they hold for a few moments swiftly follow the necromancers, However the abominations manage to hold their ground despite everything that happened. While they flee though Jaina calls for the troops under her command to finish them off though only Captain David, and 4 of the sorcerers actually respond and attack the fleeing undead with her. However this proves more than enough as with an empowered blizzard she is able to wipe out the remaining ghouls and even kill a couple of the necromancer while the captain snipes another one and the four sorcerers are able to pick off two more finishing off the fleeing undead completely.

"We have reinforcements men charge in to aid them!" the sergeant in charge of the regional defence force orders. With the order given the footmen from the defense force then charge in and hit the remaining abominations in the back while they are focused on their current attackers. Thanks to that they are able to wound two more abominations fairly heavily. The abominations counterattack and while they fail to outright kill anyone they do severely wound nearly a dozen of their attackers with sweeping chops of their giant cleavers either cutting deeply into their armor or simply denting it and bruising or breaking bones from the sheer weight and force of their attacks.

Finally the remaining sorcerers and the riflemen on from both armies start to pick off the abominations finishing off all of the six wounded ones. The abominations finally realizing how screwed they were attempt to flee once and for all however The footmen, captains and Arthas stay on their heels and quickly fell two more of the abominations as their backs are turned with Arthas smashing his hammer into the second ones back breaking its spine and then on the backswing he smashes its head turning it to pulp and splattering it everywhere as it is forced between the unyielding ground and the unstoppable force of Lights Vengeance.

As the rest of the abominations continue to flee Jaina summons a level two water elemental into their path to stop them as the sorcerers unleash a barrage of fireballs, frostbolts and other magical attacks to supplement the rifleman's bullets ending the life of yet another abomination under their combined barrage. The Water elemental Jaina summoned blocks the final abomination from fleeing, grasping it with its watery limbs and preventing it from moving allowing the two mortar teams to land a pair of direct hits first blowing off its left arm and then the 2nd round caused its head, neck and part of its torso to splatter everywhere. As the water elemental releases its broken corpse it falls to the ground with a final thud signaling to everyone that the battle is ended and the survivors of the regional defence force are saved.

Small Timeskip

After Jaina and all the troops join the defence force and Arthas on the ground and they finish burning all the corpses to ash. Our heroes Arthas and Jaina begin to sort out what happened to the region with the remaining officers of the defence force.

"Thank you for saving us Prince Arthas, but why are you here?" "It was nothing, I was not about to allow so many of my people to die in such a brutal way. As for why I am here, I am escorting and aiding Lady Jaina Proudmoore on her mission for the Kirin Tor. She was told to investigate the plague in the region." "Well m'lord then your in luck, we are all that are left from the several villages in the area. The plague turns anyone infected into undead we saved the few that we could, met up with these dwarves and priests and then tried to get away together. However as you can see we were caught and had to hold up here so we could have a chance of fighting them off. If not for you my lord we would likely have been slaughtered."

"I see so the plague truly is magical in origin and is designed to turn people into undead.... but why? That is all that is missing here who caused this and why are they doing this. We will have to continue forward to find out." Jaina states as Arthas and the officers finish talking. "Given how dangerous the region is now, would you all like to come with us? We will likely find safety in numbers." "Indeed my lady, however if you wish to look further into who is behind this 'plague of undeath' then we came from the next village ahead and there was a powerful necromancer there according to our priests. Perhaps he is some kind of leader of the others?" "Hmm, either way it is likely our best lead. Well then, since you are coming with us get the villagers and troops with you ready to move understood?" "Yes Mage Proudmoore, however many of the villagers and a few of my troops have different levels of injury and our priests are low on mana. This is on top of the sheer exhaustion we all feel which I am sure more than a few of your own troops share. It may be best if we rest up here for a little bit just to get rid of the worst of the exhaustion and treat the worst wounds before moving on. Though this does risk the enemy realizing something is wrong and preparing for us."

Vote time!!!

[] Wait and rest up. Troops are all at full mana and HP for next battle will not have negative roll modifiers from exhaustion (this only applies to ambushes and things before the main stages of combat start.) However enemies will be more prepared for your coming, likely with several traps and more enemies to deal with possibly even resulting in the leader leaving the area for safety.

[] Go to fight the enemy right away. Footmen will have only 3/4 of their HP and spellcasters including Jaina and Arthas will have half mana (rounding up) your troops will also have a small negative modifier to all rolls before the main stages of combat start. However the enemy will be unprepared for you and likely think everything is fine in the area making ambush easier and lowering their defenses greatly.

Turn ends here

welp there you guys go the 6th turn of this chapter. Not much to vote on sadly but the vote is fairly straightforward with no real 'bad' options. Also only 1 more battle and a couple more turns before you guys get a base :D ;) :D so yay for that.
 
Chapter 1, Turn 6.5: Jaina and Arthas level ups.
Jaina's Hero stats
Class: Frost Mage Hero Level 5->6 EXP to next level: 45/76
Combat: 18 {36}
magic: 36
administration: 23 {24}
research: 31 {32}
tactics: 22
diplomacy: 30 {32}

[] pick a HERO stat to level by +1-2 (depending on a roll)

remember research and diplomacy stats are guaranteed +2 no roll needed

Morality: +6.25

War Stats:
HP: 51
Mana: 36
DPT: 6.5 (magic/hero ranged, range: 42 units.)
Armor: 2
Magic resistance: 3
Morale: 30
Speed: 10 units of distance per turn

pick 4 WAR stats to level (remember you can only double down on 1 WAR stat)

[]HP +5 (x2)
[]Mana +5 (x2)
[]DPT +.5 (x2)
[]Armor +.25 (x2)
[]MR +.5 (x2)



Arthas's Hero stats
Class: Paladin Hero level 5->6: 39/76
Combat: 34 {44}
Magic: 18 {19}
Administration: 29 {31}
Research: 12
Tactics: 37->39 {40} (+2 tactics)
Diplomacy: 16 {21}

Morality: +5.75

War stats:
HP: 78->86 (+8 HP)
Mana: 18->21 (+3 mana)
DPT: 7->8 (9) (Physical/Hero Melee) {+.5 DPT (x2)}
Armor: 3
Magic resistance: 2
Morale: 35
Speed: 10 units

all troops except 2 footmen hanging back get +6 EXP

CONGRATULATIONS!!!!!! 14 footmen, 8 priests and 13 sorcerers turned into 14 veteran footmen. 8 veteran priests and 13 veteran sorcerers

stat ups all around :D
 
chapter 1, turn 7: LAST TIME ON DRAGON BALL Z and Planning a plan of attack to gain intel to plan some more.
Last time on dragon ball Z *Jainaquest*, we left our heroes standing around deciding whether to wait and rest up to full health and mana like a bunch of intelligent people *wimps* or to charge straight to the enemy headlessly uncaring about how many of our troops are injured or exhausted like badasses *idiots*. We rejoin them as they finally come to a decision after a long and grueling debate *a very short minute long deliberation on Jaina's part.*

"The only real option is to move out now, I know it will be hard on the villagers and our troops but the intel we might be able to get from a leader of these necromancers is too great to ignore." Jaina states before giving everyone orders. "All right then, everyone pack up and get ready, we move out in five minutes." All the troops move to obey her orders while the villagers rush to get their belongings packed.

As they move onto the road Jaina and Arthas discuss tactics.

"So do you think we should ambush them or just confront them head on, or something in between? If we full on ambush we will have an immense advantage from the surprise if it works out, but we will lose out on possible intel from the possibility of the leader bragging or getting away in the confusion." Arthas asks Jaina.

"True but on the other hand if we openly confront them they may be stronger than what we are prepared for and we definitely risk taking far heavier losses then if we ambushed them. Also while a large portion of us confronting them openly while a couple small forces circle around for a flank and an ambush does give us the best of both options, however it also puts those smaller forces in a position where a bit of bad luck could end with them being wiped out." Jaina replies.

"Either way we must decide swiftly we are almost upon them... So what will it be?"

VOTE TIME

[] Attack from the front without a care in the world about how strong your enemy may be. (best chance of enemy bragging and letting slip some important intel on their operations, highest chance of losing troops.)

[] Ambush the enemy after sneaking up on them. (lowest chance of losing troops, high chance of enemy leader either slipping away or dying in the confusion, very low chance of enemy letting slip important intel.)

[] Attack from the front while ambushing from the flanks. (best of both plans, still a very high chance of enemy leader giving away important intel by accident, low chance of losing troops. However the flanking troops will be at risk from being wiped out by lucky roll from the enemy.)

chapter ends here

ok guys sorry for the short chapter but i forgot to ask you how you wanted to approach this. this is the tactics vote you don't get a write in this time because honestly there is no point to it here especially since you can't know what the enemy numbers and troop types are given they would see you coming before you can see all of them.

Next chapter will be the battle plus whatever intel you get from the option you pick, and then there will be a vote which will give you your first real chance to completely and utterly change cannon using it to wipe between your cheeks while laughing. depending on your choice there will probably be one more chapter before you get a base. (i honestly don't think you will choose to change cannon on this chance as it comes with more negatives than positives.)

Also how do you like the intro thingy? i just figured it was a funny thing to use here and threw it up ;)
 
chapter 1, Turn 8: Final Battle, First glimpse of single combat, Information, and Decisions for the Future.
Jaina and Arthas sent both Captain Falric and Captain Marwyn out to lead the two flanking groups each group consisting of a mortar team, 2 human and 2 dwarven riflemen, 4 footmen and 1 priest. They then continued on the road with the rest of the troops to meet the enemy in combat and serve as a distraction for the ambushing troops.

Timeskip

As Jaina and Arthas leading the frontline finally came in sight of the enemy they saw a large number of ghouls, skeleton warriors, skeleton archers, a staggering number of abominations, several meat wagons, many necromancers. however all of those numbers and undead were no the most notable sights here. No that achievement went to the giant abomination in the middle of them and the magical power wafting off the strongest of the necromancers who was obviously issuing commands to all the undead around him.

The leading necromancer notices them shouting out. "We have been discovered my brothers, attack! KILL the interlopers in the name of Ner'zhul and our leader Kel'Thuzad!" With those orders the undead forces moved to attack.

The meat wagons shot off first their attacks mostly dodged by the Veteran footmen they were shooting at though some do get hit by bone shards getting a few cuts and pieces of bone lodged in them. Then the abominations, ghouls and skeleton warriors started to close before the priests dispelled all the skeleton warriors, the sorcerers cast slow on all the other melee undead and Jaina threw up an empowered blizzard on the approaching ghouls with the icicles blowing holes through dozens of them with ease. Captain David also snipes one of the meat wagons, destroying its throwing arm and Arthas leads all the veteran footmen in a massive counter charge against the abominations.

The battle devolves into chaos as Jaina continues to wipe out the ghouls and skeleton Archers with massive Blizzards, the priests start focusing on healing the footmen more than on dispelling the skeleton warriors and the sorcerers start picking off the Abominations. Though at the same time two Veteran footmen fall one to the attacks of abominations and necromancers and the other to a cripple spell slowing him down enough for a meatwagon corpse to hit and collapse hs entire right side killing him instantly.

Then suddenly two whistles scream out from the air swiftly followed by loud booms and an explosion utterly destroying two of the final three meat wagons, swiftly followed by yells to charge and massed fire on the necromancers while 2 of them fall to massed rifle fire. Captain David uses this chance to wipe out the final meatwagon by blasting a hole in its side, unbalancing it and causing it to tip over.

"The battle is ours men! Keep fighting and we will win this!" Arthas yells ecstatic at how easy they are winning this battle.

"Oh you think that do you little prince? Say hello to the creation my master lent to me! Ramstein, Slay them all!" The leading necromancer shouts as the massive abomination finally makes it to the frontlines.

Arthas realizing the threat jums forward to meet it in combat. (round 1: Arthas Menethil roll 130 vs Ramstein the Gorger roll 107= Arthas large victory by 23 points) Ramstein swung his massive Butchers cleaver trying to chop Arthas in twain but he easily sidesteps the attack and then swings his hammer with immense strength and takes off the abominations left arm.

(round 2: Arthas roll 99 vs Ramstein roll 104= Ramstein tiny victory by 5 points) Ramstein bellows in anger at the loss of his arm saying "Me gut you for this!" and this time swings his cleaver in a sideways arc forcing Arthas to step back but he was not fast enough to dodge fully and gets a shallow cut across his left arm.

(Round 3: Arthas roll 127 vs Ramstein roll 95= Arthas Complete victory by 32 points) Arthas hissing at his wound cries out "By the Holy Light, Be Purged!" Infusing his hammer with the power of the holy light and jumping over Rammstein's returning backswing he smashes the Holy Magic infused head of Lights Vengance right onto the top of the evil abominations head smacking it into its torso and killing it instantly as it topples over onto the ground.

Arthas cries out "Now men they have lost their strongest fighter, push forward TO VICTORY!" The troops then charge forward on all sides swiftly cutting down the remaining ghouls abominations and necromancers as they falter at the shocking defeat of their champion Ramstein the Gorger. Swiftly felling the enemy even as Jaina teleports forward in front of the fleeing enemy leader preventing him from escaping.

"Damn you mage, this is all YOUR fault, if not for you, this region would already have fallen to the cult of the damned and my master Kel'thuzad." The necromancer states in anger.

"You should have expected an inquiry into the region by the Kirin Tor. Besides your small little cult was doomed to defeat anyway." Jaina replied.

"SMALL! LITTLE? If you think the cult of the damned is either, little mage you have no idea what you are dealing with. My defeat and death here means nothing in the long run. Even if you slay my master Kel'Thuzad the leader of cult of the damned, you will still have to face the unending armies of the scourge and the lich king. Heh, you haven't even encountered one of the lich king's lieutenants yet, the Dread Lords. Your pathetic little kingdom is already doomed, you just don't know it yet."

"Perhaps we haven't but it will take far more than you think to defeat the alliance. Now then let's finish this!" Jaina shouts out preparing her spells for combat with the necromancer.

"Fine then little mage, prepare to fall before the wrath of Maleki the Pallid!" Maleki shouts out attacking Jaina.

(Round 1: Jaina Proudmoore roll 51 vs Maleki the Pallid roll 19= Jaina massive Victory by 32 points.) Maleki shoots out several bolts of frost which Jaina immediately wards against and then retaliates with a similar spell shouting "You think you can match me in frost magic? You must be joking!" as the swarm of over two dozen frostbolts fly out and impact Maleki causing wounds all over his body despite his efforts to dodge.

(Round 2: Jaina roll 53 vs Maleki roll 61= Maleki tiny victory by 8 points.) "Well if I can't beat you in frost, let us see how you handle shadow magic!" Maleki shouts out sending a swarm of shadowbolts at Jaina that sprout off and attack her from several different directions and while she blocked most of them a few still land hom draining her energy and healing her foe slightly.

(Round 3: Jaina CRIT roll 125 vs Maleki roll 108= Jaina complete Victory by 17 points+CRIT) In a stroke of her customary genius Jaina swiftly teleports right behind Maleki and shoots out an empowered cone of cold swiftly freezing him into a solid block of ice, but not before he gets off one final spell stabbing Jaina with a dagger of pure shadow in the arm in an attempt to disrupt her spell bt failing. Jaina then uses pure arcane force to shatter the block of ice that was once Maleki into thousands of pieces with a shout of exertion.

After she finishes her foe, Jaina turns back around to see how the battle went just in time to see Captain Falric cut down the final necomancer as the troops start cheering in victory.

Timeskip

After they burn all the corpses friend and foe alike Jaina and Arthas talk about their next move.

"Well Arthas we have gathered more than enough information on the Plague to report back to the Kirin Tor... however there are a lot of dead ends what with this 'Kel'Thuzad' character still at large and the whole region still under threat. It might simply be better to stay here and protect the region until we find and deal with him."

"Indeed Jaina I believe that might be for the best, however if we don't report back no one else will know about threat in the region."

"True... Well we must decide our course swiftly It is starting to get late and I don't want to be out in the dark without a base with all these undead around the area,"

VOTE TIME

[] Stay in the region to protect it and look for Kel'Thuzad to get more information on this new threat. (Base gained next turn, will continue to fight in the Andorhal region, cannon continues, Alliance leaders still in the dark about how dangerous the new threat is.)

[] Go and report to the Kirin Tor about this new threat. (Arthas and Jaina split up, getting a new base delayed for several turns, cannon derailed, Alliance leaders made aware of the scope of the new threat.)

[] Send a messenger to the Kirin Tor with a letter detailing the nature of the threat and what you have learned so far while staying in the region to protect it and find Kel'thuzad. (Base gained next turn, will continue to fight in the Andorhall region, will lose 4 footmen 2 priests and 1 veteran sorcerer until they return and rejoin you, DC 30 if success Alliance leaders made aware of the scope of this new threat.)

CHAPTER ENDS HERE

So the end of chapter 1, your first two 1v1 battles, and a fairly large update all hitting you at once :D

I hope this somewhat makes up for how bloody late I was getting this out (sorry again.) :(
 
Chapter 1, turn 8.5: Arthas and Jaina level up turn
Jaina's Hero stats
Class: Frost Mage Hero Level 6->7 EXP to next level: 16/114
Combat: 18 {36}
magic: 36
administration: 23 {24}
research: 31 {32}
tactics: 22
diplomacy: 32 {34}

[] pick a HERO stat to level by +1-2 (depending on a roll)

remember research and diplomacy stats are guaranteed +2 no roll needed

Morality: +6.25

War Stats:
HP: 56
Mana: 46
DPT: 6.5 (magic/hero ranged, range: 42 units.)
Armor: 2
Magic resistance: 3.5
Morale: 30
Speed: 10 units of distance per turn

pick 4 WAR stats to level (remember you can only double down on 1 WAR stat)

[]HP +5 (x2)
[]Mana +5 (x2)
[]DPT +.5 (x2)
[]Armor +.25 (x2)
[]MR +.5 (x2)



Arthas's Hero stats
Class: Paladin Hero level 6->7 EXP to next level: 13/114
Combat: 34 {44}
Magic: 18 {19}
Administration: 29->30 {32} (+1 Administration)
Research: 12
Tactics: 39 {40}
Diplomacy: 16 {21}

Morality: +5.75

War stats:
HP: 86->94 (+8 HP)
Mana: 21->24 (+3 mana)
DPT: 8->9 (10) (Physical/Hero Melee) {+0.5DPTx2}
Armor: 3
Magic resistance: 2
Morale: 35
Speed: 10 units

All of Arthas's Army upgraded to Veteran Status, all of Jaina's army +1 EXP
 
Chapter 1, Interlude and final turn.
"We will send the messenger it would be for the best." Jaina stated before swiftly giving orders to several troops and one of her sorcerers to move out with the letter she is writing at the moment.

After the troops start to leave Jaina takes some of the grain with here to look into the plague on it once she has time and a lab before the troops destroy the grainery and burn the rest of the grain to ash.

"Well everyone that is that let's move out and see if we can't find a location for a base somewhere nearby as soon as possible." With those orders the army moves out onwards to the town of Andorhal and hopefully somewhere to set up some defenses in the region.

TIMESKIP

As the troops are on the march they hear screaming coming from the woods as well as a few sounds of combat.

"There must be survivors nearby! Everyone, quickly we must save them!" Jaina orders swiftly rushing towards to noises.

As they get closer the sounds are more and more overtaken by the moans of the dead and they hear a cry of "AHHHH!" Followed by the crunching of something biting through flesh and bone. Then finally almost through the treeline to the source of the noise they hear someone say "No...stop..please... STOP!!!" before seeing a massive burst of light flash through the clearing with everyone noting it felt like a holy light spell from a paladin but more powerful and desperate.

Finally making into the clearing as the light fades they rush into the clearing and see a young teenager with long white hair and covered in blood kneeling while crying and looking at the remains of what looks to be several people and a baby.

"Quick we have a survivor" Arthas stated rushing into the clearing as he scans the area for any remaining enemies.

Jaina swiftly moves over the the girl and picks her up looking into her watery red eyes stating "It's over now. Your safe." even as the young girl falls into unconsciousness exhausted by the events of the night and her powerful outburst of holy magic.

"This looks to be her former family given the resemblance... Damn no child should ever have to go through something like this." Arthas states grimacing in disgust.

"Indeed I can only imagine how badly this is going to traumatize her." Jaina states. "This just confirms we made the right decision on staying in the area. If we weren't here then she would likely have died as well lost out here in the wilderness."

"Agreed, now we must get moving and find a spot to camp for the night before moving onwards to find a base tomorrow morning. First though let's gather up a few of her parents belongings for her so she at least has something to remember them by." Arthas then moves towards the corpses and salvages what he can. Once done he takes inventory of what he found a pair of wedding rings, very nice looking earrings, a dagger, and finally a tome on the holy light.

The group then burns the remains and moves onwards to find a place to camp dispirited by what they witnessed.

Timeskip

After finding a clearing they set up camp and go right to sleep not feeling hungry. Jaina took the young girl to bed with her holding her close so she would hopefully have less nightmares.

The next morning everyone wakes up and they throw breakfast on while Jaina stays in bed holding the girl close to let her sleep in. Finally she wakes up and sees Jaina holding her.

"Huh! Who are you? Where am I? Where is my family!" She asks in a panic.

"Be calm child, My name is Jaina Proudmoore. As for where you are, you are in a military camp where we brought you after finding you last night. However for your last question I am sorry to ask you this, but do you remember what happened last night?" Jaina asked her eyes showing her empathy and sorrow for the child's situation.

"I... last night? ummm, well my family and i were travelling through the plains and then my brother collapsed and... no. Dad he bit daddy! And then mom ran and then dad bit her and then ni.. nicolas." She starts sobbing holding her hands to her eyes.

Jaina swiftly hugs her. "shh, shh it's okay you're safe now. I am sorry we were not able to save your family but we salvaged what we could from their bodies to give to you and then gave them a proper burial." Jaina then shows her the items Arthas was able to salvage.

"Sniff... thank you, but why did this have to happen why did my family have to die?"

"Sadly some very bad and evil people are starting a magical plague that kills people and brings them back as undead. Both myself and Prince Arthas are leading an expedition in this area to protect as many people as possible and deal with the people causing this. Sadly we can't save everyone." Jaina states with sorrow. "Now, I need to know your name so I can hopefully stop referring to you as girl hmm?"

"S-Sally, Sally whitemane, Miss Proudmoore." Sally states still sniffling a bunch but looking a bit better as she fiddles with her parents rings.

"Good, now would you like to come out and meet with Prince Arthas and the rest of the people who rescued you? Perhaps some breakfast as well?" At the mention of food Sally's belly grumbles. "Yes miss.. and thank you. For saving me and for giving my parents a burial." "Its alright Sally, any decent person would have done the same."

Jaina and Sally then leave their tent and move towards the campfire where Arthas and a few others are sitting around talking and eating. As they notice them coming the group by the fire quiets down and everyone but Arthas gets up to leave and make space for Jaina and Sally. Jaina swiftly starts preparing Sally and herself a nice breakfast of oatmeal with some dried fruit and nuts. Handing Sally her breakfast she sits down and begins to eat after introducing Arthas and Sally to each other. They then eat in silence as Sally quickly scarfs her food down in hunger.

"Well then Sally we are curious about whether you have any other family you know of where we can bring you after we are done here?" Arthas asked.

"No milord, I do have a very close friend whose family would likely take me in but he only has a single parent and I would not want to impose on him."

"I see... well then perhaps you would like to stay with us? As I am certain you can tell I am a paladin of the light and alongside the priests we have with us, I am sure we can train you to harness the power you used to eradicate those undead. Though I will warn you, if you stay with us we will be bringing you into likely combat zones at least for awhile."

"Is... is Lady Jaina going to be there?" "Well, yes of course. She is actually the one in charge of the investigations in this region. I am mostly here to provide protection and an escort for her." "Then.. if I can stay with her yes, please I would like to go with you. besides if I go with you I will be able to avenge my family deaths against those undead."

"Great, it is settled then. You will be training under me on how to use the light to protect, heal, and smite the undead as needed. Though it will be awhile before you will be ready for proper combat." Arthas stated to Sally. "Thank you Prince Arthas, Lady Jaina." "It is no problem Sally, no one should have to go through what you went through, and I will be damned if I would leave you behind after that." Jaina said a slight smile on her face.

"Well then we had best be off, We need to find a location to start up a base of operations today so we have a position to fight the undead in this region."

Chapter ends here

Gained SALLY WHITEMANE new Priest hero unit.

Note:

Forgot to give you your loot from last battle, you gained a mantle of intelligence and a pair of gauntlets of strength

These give you +10 mana, +1 magic, +1 research, +0.5 DPT and +1 DPT, +10 HP, +2 combat respectively

so vote

[] write in who gets the two new magic items.
 
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chapter 2, turn 1: FIRST BASE!!! yay
"There look ahead, its some Cultists like the ones that were with that necromancer. What are they doing to that mine?" Jaina asked as they come upon a clearing with a mine in a corner of it. "Lets not wait to find out! Attack!" Arthas ordered as the troops moved in to chase off the cultists.

The cultists all start running away with the main one stating "Damn these intruders! they must not interfere with the masters plan!"

Arthas is able to chase down one of the cultists and slay him with a single hammer blow to the head blasting his brains out.

"Let's build a base camp here. With all these cultists creeping around and the undead on the loose I don't want to continue without some extra backup." Arthas stated.

"I couldn't agree more." Jaina said, as the few villagers who you were able to gather enough equipment for moved in to build the structures you want... that is what do you want to build?

Vote time, turns for the next bit TURNS WILL BE IN 6 HOUR INCREMENTS until you have your base built up decently. You also start with 10 peasants 5 for you 5 for Arthas

you need at minimum 1 peasant per building to start building it, every peasant you add on to help build on top of the original peasant halves construction time. DC does not matter unless someone is overseeing building everything, if someone is first DC passed reduces costs to build and 2nd DC passed grants small bonuses to the building. (for example if you pass the barracks DC 5 more troops can be housed in all lvl 1 barracks built from then on.)

TO ASSIGN MORE THAN 1 PEASANT JUST ADD X2-5 AT THE END OF THE VOTE!

if you want to assign Jaina, Arthas or captain Marwyn to help build something for the DC roll just type X-Jaina or whoever you want to supervise the project after the number of peasants you add to it.


[] Build a lvl 1 town hall. (Grants the ability to train peasants, serves as peasant sleeping quarters, can hold 8 peasants. Also serves as a place to drop off resources, storage space for 250 gold, 200 food, 150 lumber, 100 stone, 100 iron, 50 leather. Finally allows you to send troops on missions.) Cost: 24 hours, 100 lumber, 50 gold, 3 space. DC: 20, 90

[] Build a lvl 1 blacksmith. (produces the equipment, arms and armor your army needs, repairs and maintains arms and armor and equipment as it gets used.) Cost: 12 hours, 30 stone, 20 gold, 0 space. DC: 15, 85

[] Build a lvl 1 Barracks. (serves as a place for troops to sleep and store their weapons, provides room for up to 30 troops. Needed to build training grounds, shooting range and stables.) Cost: 12 hours, 50 wood, 20 gold, 2 space. DC: 10, 80

[] Build a lvl 1 lumber mill. (serves as a place to drop off lumber, speeds up processing of lumber into useful materials, needed to build wooden towers.) Cost: 6 hours, 25 lumber, 10 iron, 5 stone, 15 gold, 1 space. DC: 20, 90

[] Build a level 1 hunting camp. (provides a place for villagers to hunt from letting them provide 2 food 2 leather per day for your army.) Cost: 6 hours, 20 lumber, 10 gold, 0.5 space. DC: 0, 65


Chapter ends here plus IMPORTANT INFO!!!

I updated the faction status for both factions so you can see how many resources you have currently and how much it costs to keep your army in the field per day now. the troops Demanded payment because the original mission is technically finished.

also equipment vote closed i'm following @atrophy's decision
 
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Chapter 2, turn 1: Results.... SO FUCKING LUCKY!!!!!!!!
[X] Level 1 Town Hall x3 (Jaina)
Cost: 6 hours, 100 lumber, 50 gold, 3 space
DC: 20: reduce cost to 6 hours, 70 lumber, 30 gold, 3 space
90: Increase amount of peasants it can hold to 12
Roll: 79+14=93 DC20 PASS!!! DC90 PASS!!! BOOSTED BY BARRACKS MINICRIT!!!
Cost reduced, all level 1 town halls now allow you to train up to 12 peasants, now holds up to 280 gold, 220 food, 170 lumber, 130 stone, 110 iron, 60 leather.

[X]Level 1 Barracks x2 (Captain Marwyn)
Cost: 6 hours, 50 wood, 20 gold, 2 space.
DC: 10: Reduce cost to 6 hours, 40 wood, 15 gold, 2 space
80: Increase number of troops it can hold to 35
Roll: 89+11=100 MINICRIT!!! DC10 PASS!!! DC80 PASS!!! DC80 REWARDS INCREASED!!!
Cost reduced, All lvl 1 barracks now hold up to 35 troops and only take up 1.5 space.

While supervising the peasants building the town hall Jaina has an idea to shift around the walls slightly for more optimal space while keeping the building stable creating more space in 1 of the rooms. However before she implements it Captain Marwyn who was lent to her by Arthas to watch over her barracks being built remembers something an old carpenter friend created to add to his old barracks, the triple bunk bed. Marwyn swiftly moves over to Jaina and they work together to recreate it and then they add it to both the town hall and the barracks. Combined with Jaina's idea for better wall support on both buildings they are able to massively improve the initial design for both the barracks and the town hall to have increased storage, more beds for peasants and troops, and to take up less building space.

Finally the Town Hall and Barracks finish up
Here are pictures of what they look like and their positions in your base

Barracks: Outside View, Inside view, triple bunks. Pictures are in order.





Town Hall: (the buildings are attached to each other one is the command centre the other is storage and sleep area.)




Arthas built the same thing as you but on the northern end of the base while you built on the southern end. He helped build the town hall and made the first DC but not the 2nd so he also gets the refund from it.

Here is a Picture of the base layout and what it all looks like, your buildings are in black his are in blue.






Turn costs: Jaina: 110 lumber, 45 gold, 4.5 space. Arthas: 120 lumber, 50 gold, 4.5 space.

Resources remaining: Jaina: 255 gold, 40 lumber, 50 iron, 40 food, 20 leather, 5 peasants.
Arthas: 250 gold, 30 lumber, 50 iron, 50 food, 20 leather, 5 peasants.
 
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Chapter 2, turn 2: Scouting unlocked, Resource harvesting unlocked, low lumber, stone needed.
As the Town halls and barracks finish being built Jaina and Arthas start talking about future actions.

"Well the town halls and barracks are up, I intend to have a quarry and a hunting camps built next while 2 more of my peasants gather some lumber. I also intend to send out a scouting party to the northwest. What about you Jaina?" Arthas asked.

"Well I was thinking of..."

VOTE TIME

remember you only have so many more resources remaining you can check the end of last update or the faction sheet to determine exact amounts.

[] Upgrade to a lvl 2 town hall. (Grants the ability to train peasants, serves as peasant sleeping quarters, can hold 12 peasants. Also serves as a place to drop off resources, storage space for 400 gold, 350 food, 300 lumber, 210 stone, 160 iron, 60 leather. Finally allows you to send troops on missions.) Cost: 24 hours, 80 lumber, 20 stone, 60 gold, 3 space. DC: 20, 90

[] Build a lvl 1 blacksmith. (produces the equipment, arms and armor your army needs, repairs and maintains arms and armor and equipment as it gets used.) Cost: 12 hours, 30 stone, 20 gold, 0 space. DC: 15, 85

[] Upgrade to a lvl 2 Barracks. (serves as a place for troops to sleep and store their weapons, provides room for up to 70 troops. Needed to build training grounds, shooting range and stables.) Cost: 12 hours, 30 wood, 30 gold, 1.5 space. DC: 20, 90

[] Build a lvl 1 lumber mill. (serves as a secondary place to drop off lumber, increases efficiency of lumber harvesting, needed to build wooden towers.) Cost: 6 hours, 25 lumber, 10 iron, 5 stone, 15 gold, 1 space. DC: 20, 90

[] Build a level 1 hunting camp. (provides a place for villagers to hunt from letting them provide 2 food 2 leather per day for your army.) Cost: 6 hours, 20 lumber, 10 gold, 0.5 space. DC: 0, 65

[] Build a level 1 Quarry. (provides a place to get stone from, max peasants: 2, each peasant working here gathers 20 stone per turn.) Cost: 12 hours, 10 lumber, 20 gold, 10 iron, 2 space. DC: 40, 100

[] Build a level 1 Training Grounds. (allows you to train footmen up to recruit level.) Cost: 6 hours, 5 stone, 10 gold, 5 lumber. DC: 40, 90

[] Build a level 1 shooting Range. (allows you to train riflemen up to recruit level.) Cost: 6 hours, 10 gold, 10 lumber. DC: 40, 90

[] Gather Lumber: Max peasants: 5, each peasant gathers 20 lumber per turn.

[] Mine Gold: Max peasants: 3, each peasants gathers 10 gold per turn.

[] Mine Iron: Max peasants: 5, each peasant gather 15 iron per turn.

You have to send a commander to lead each party, and then you can decide what troops accompany them. Commanders are the captains and hero units available to you. A max of 5 troops may accompany commanders on scouting missions.

If you scout in the same direction as Arthas, troops scout further and more thoroughly, plus if there is a split in the path each party goes in a different direction.

Scouts may be attacked by whatever they find, also mixed parties have highest survival chance if something really bad happens.

[] Send a scouting party to the Southeast. {commander: } (Troops: ) Time, 12 hours

[] Send a scouting party to the Northwest. {commander: } (Troops: ) Time, 12 hours

You have 0 Peasant Equipment and therefore can't train new peasants.

[] Train Peasant. (builder and resource gatherer, can turn into militia if needed.) Cost: 6 hours, 10 Gold, 1 set of Peasant equipment. Tax per day: 0.5 gold, 0.2 food, 0.1 iron.

Turn ends here.

ok so, I added another bonus to Captain David he now has a boost to all scouting actions :D so ya usefulness. ;)

EDIT: just so everyone knows? for the 1st 4 turns you are safe from enemy attack. However every single turn afterwards I will roll to determine if the enemy attacks you. Most of the time i will give you the same kind of leeway where you are safe for a few turns at the start of a chapter when you have no infrastructure.
 
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