We all ready have lots of all 3 units in our army from doing Gather Beasts the past few turns. I see no real need to use actions on both when we can just do Gather Beasts again.[X] Plant Sinister Corpse: An effect of the necromancy the trees seem to crave blood. There are many tales of how a hut built too close to a corpse was discovered to have tree roots boring into the bodies of the unfortunates sleeping within. These trees can grow particularly anywhere as long as they have magic to sustain themselves, they also attract dark beasts which serve the forces of undead. DC 43
Cost: 1,000
Time: 1 Turn
Result: Can now recruit: Fell Bats, Direwolves
(OOC: We need to unlock new monster/troop types, aand these are powerful units, Fell Bats especially bc they will grant us limited aerial control.)
[X] Build Defiled Cairn: Technically is not really defiled but whatever, defiled cairns is where the cannibalistic creatures are known as ghouls spawn, the process of transformation is a heinous affair with bones breaking and then reforming back in a new shape, the flesh starts turning green and ugly along with dozens of other changes, their claws also possess some kind of mix between a poison and a virus any living thing which takes the slightest marks will transform into a ghoul no matter how long it takes. There is no cure to this effect. DC 38
Cost: 2,000
Time: 1 Turn
Result: Can Now Recruit: Crypt Ghouls
(OOC: These sound extremely powerful, we need them, especially before things get too heated or we are discovered.)
This is establishing the needed infrastructure to not only make more if need be, but also maintain them, give them places to rest or whatever they need. Before our numbers grow too big we need to do this, otherwise it wouldn't be there.We all ready have lots of all 3 units in our army from doing Gather Beasts the past few turns. I see no real need to use actions on both when we can just do Gather Beasts again.
There's been no indication before now that we're suffering any negative effects from not having them, and we can get far more of them far more cheaply by doing Gather Beasts.This is establishing the needed infrastructure to not only make more if need be, but also maintain them, give them places to rest or whatever they need. Before our numbers grow too big we need to do this, otherwise it wouldn't be there.
Why aren't you doing the dragon egg action? Any of the magic actions can wait a turn, that's way more important.[X] Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 30
Rewards: New light spell
(OOC: Still pushing for Speed Of Light, but more Light magic is always good bc its very overpowered.)
[X] Practice your vampire magic: Vampires have their own type of magic, it is similar to common necromancy but it is more strong whether because of the nature of vampires as undead or something else no one knows. DC 20
Rewards: New vampiric spell
(OOC: Expanding our control of the undead, plus new spells? Great combo.)
[X] Learn Metal Magic: the Lore of Metal is the Yellow Wind of Magic, and it is a manifestation of the Aethyric abstract and reality of logic, the desire to quantify, the desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends. DC 65
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Metal
(OOC: With us pushing for blacksmith development, learning this should allow us to maybe grant our smiths an edge with Lore of Metal-enchanted equipment, maybe? Anyways, lots of potential here.)
I'm planning ahead, basically. I'm a fan of having proper facilities for our troops.There's been no indication before now that we're suffering any negative effects from not having them, and we can get far more of them far more cheaply by doing Gather Beasts.
I wanted to push one more turn on the various magics we can learn, then do Dragon Eggs next turn. That DC of 45 is a bit high for me, learning a bunch of other magicks may help lower it.Why aren't you doing the dragon egg action? Any of the magic actions can wait a turn, that's way more important.
I doubt that it will, and I'd much rather finish the action sooner so that we know what type of dragons we have, and can figure out the best environment to incubate them in and the best way to get them to listen to us earlier.I wanted to push one more turn on the various magics we can learn, then do Dragon Eggs next turn. That DC of 45 is a bit high for me, learning a bunch of other magicks may help lower it.
Too late to fix that, vote's closed.So bit of a problem but i wrote wrong plan by mistake, intended to vote for thriller which would make it 7 to 7 votes.
You mixed up the Intrigue actions.[X] Plan Born to be Wild
- [X] Gather The Beasts of Mousillon
- [X] Plant Sinister Corpse
- [X] (Undead) Bestial Relations
- [X] Show your true nature to the humans
- [X] Expand Farms
- [X] The Underground
- [X] Gold Mines
- [X] Training Facility
- [X] Anti-Cult Watch
- [X] Sabotage the Invaders
- [X] Incantations of Ushoran
- [X] Corruptor of The Forests
- [X] Analyse the dragon eggs
- [X] Practice Your Light Magic
- [X] Practice your vampire magic
Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
Cost: 500
Time: 0 turns
Roll: 303
Your training facility was – secretly – made faster than you expected, the same goes for your spies who would be the trainers for your infiltration, and assassination forces passed all the tests you imposed upon them.
Result: +10 bonus to intrigue actions
Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon horses with new blood. DC 45
Roll: 190
It was shamefully easy to steal foals of high quality from the Brettonian's, you now have the ability to recreate and somehow improve the fearsome charge of Brettonian horse charge. Thought the horses will need a space to be kept.
Result: Unlocks: Mousillon Heavy Cavalry. New options
Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon borders. DC 18
Cost: 200
Roll: 93
The threat of chaotic corruption is ever present, thought you are immune to it you can't say the same for the common man and women of your territory, so with this in mind you set to create an organization who would root out any chaotic cult thought a close eye on them as the potential of abuse is there and you will not another version of the witch hunters in your dukedom.
You decided to name them after everything was done, their name now was…
[] Write-in name of the organization
Result: +10 to anti-Chaos rolls within Mousillon borders, greater chances of detecting major cult or magical activity in Mousillon borders.