I would like to get the meat off the zombies and turn them into skeleton. They are much better at marching, fighting and moving in formation.

I don't want stumbling idiots
 
dammit miss the vote, lol
still even if the quest is a fair bit light on story.
i am interested to see where this is going?
 
Darn, im at still at work, missed the vote. Oh well.

Glad the last turn went so well, we'll need it. Hope learning how to fight goes as well as the Strategy did.
 
Turn 4 Results
[X] Plan: Night Terror
- [X] Build Corpse Pile
- [X] Barrow
- [X] Organize talks with the merchants
- [X] Magicians Arrive
- [X] Rebuild The Villages
- [X] Cursed Fields
- [X] Expand Spy Network
- [X] Create Strife in Lynesse
- [X] Bond of Flesh
- [X] Distribute grave gift
- [X] Risen Champions
- [X] Learn The Way of The Blade
- [X] Practice Your Light Magic
- [X] Practice your vampire magic

===================================

The Year is 2056 By The Imperial Calendar

Train the militia: The militias are poorly trained men and women who only knows the basics of the basics training them is not only needed but necessary. DC 20
Cost: 50
-Roll: 1d100= 63 + 27 (Martial) = 93 Success

The Militia are now properly trained for their duties as an active defense force for the human villages.

Rewards: Militia gains +10 to combat rolls.

Build Corpse Pile: A Corpse pile will add a layer of defense to your capital against invaders. DC 15
Cost: 100
- Roll: 1d100= 42 + 27 (Martial) = 69 Success

Undead were bound and then sent towards newly made piles, thousands of zombies and Skeletons now defend your capital.

Rewards: The Mousillon Rose gains +5 to defensive rolls, garrison composed of 5,000 Skeletons and Zombies.

Barrow: A powerful Necromancer or Vampire can call the long-dead back to serve him. Those buried in the Old World make excellent warriors - they fought in life and can do so again. No Zombies are found here for the flesh has long since rotted away, there is just dust, bones, and a willingness to fight again. DC 45
Cost: 200
- Rolls: 1d100= 96 + 27 (Martial) = 123 Critical Success
- Second Roll: 1d100= 57 + 27 (Martial) = 84
- Final Result: 204

The Construction of the Barrows when along ahead of schedule finishing in only one month instead of the two months foreseen, this was mainly because of your administrative skills which saw the fast construction with no problems.

Rewards: Gains Barrows can now recruit grave guards. Gains Trait: Administrator: Your skill of administration of resources is among the greatest of the world +3 Stewardship.

Organize talks with the merchants: The merchants may prove themselves trade partners. DC 50
- Roll: 1d100= 100 + 20 (Diplomacy) = 120 Critical Success
- Second Roll: 1d100= 96 + 20 (Diplomacy) = 116 Critical Success
- Third Roll: 1d100= 53 + 20 (Diplomacy) = 73
- Final Result: 309
- Gold Roll: 5d100= [94, 69, 53, 45, 27] = 288

The talks went well, in fact, it went so well that not only you now have much more gold than you expected, but some merchants to settle down here this will definitely encourage internal trade among the population which is good.

Rewards: gain 20,288 gold, gain merchants which shall encourage internal trade amongst the human population.

Magicians Arrive: Your spies reported to you that a group of magicians has entered Mousillon, contacting them now before they are persecuted by the masses would be wise. DC 20
- Roll: 1d100= 73 + 20 (Diplomacy) = 93

You contact the magicians, they explain their situation to you, all of them are running from the main parts of Brettonia from, some lost friends or loved ones and now they simply want to run from all this persecution against them.

You accept all of them open arms, not only because of their powers but because you were in the same situation once in the past.

Rewards: gains 6 Magicians (1 Shadow, 2 Fire, 1 metal, 1 heaven, 1 beast).

Rebuild The Villages: The villages are pretty awful and you even saw some houses breaking down, rebuilding their entire infrastructure from the ground up is needed. DC 45
Cost: 500
Expenses: 200
- Roll: 1d100= 83 + 22 (Stewardship) = 103 Critical Success
- Second Roll: 1d100= 74 + 22 (Stewardship) = 96 Critical Success
- Third Roll: 1d100= 49 + 22 (Stewardship) = 71
- Final Result: 270

The reconstruction of the villages progress much faster than you thought, not only this but to pay you are paying back everything you promised to them and now they love, even more, the adoration they have for you borders on religious, you must admit you are curious how this will turn out in the future.

Rewards: Villages Rebuild, adoration on your borders on religion.

Cursed Fields: Is not really cursed in any way everyone just named that way, these fields use magic to rapidly grow the crops needed to the humans generating a good amount of food in low amounts of time. DC 30
Cost: 500
Expenses: 100
- Roll: 1d100= 27 + 22 (Stewardship) = 49 Success

The fields are created the villages now have a source of food and money as internal trade is being encouraged after a few merchants started to settle down in the village.

Rewards: +100 Income, +90 Food Income.

Forbidden Library: The forbidden library will not only be where all magical knowledge is stored and preserved but also the home section of your magical forces. DC 23
Costs: 500
- Roll: 1d100= 95 + 22 (Stewardship) = 117 Critical Success
- Second Roll: 1d100= 100 + 22 (Stewardship) = 122 Critical Success
- Third Roll: 1d100= 20 + 22 (Stewardship) = 42
- Final Result: 281

The construction of not only the magical section of your capital but the library itself was faster than you all thought would be, after this your magicians both the necromancers and newly arrived start writing books about their respective winds of magic you do same writing down everything you know about magic and putting it in the library.

Rewards: Learning DC is reduced, personal DC involving any type of magic is reduced.

Expand Spy Network: Expanding your spy network will be useful in the long run, also because you want to know whatever dirty secrets the nobles are hiding. DC 39
- Roll: 1d100= 81 + 22 (Intrigue) = 103 Critical Success
- Second Roll: 1d100= 18 + 22 (Intrigue) = 40
- Final Result: 143

Okay, you might have cared yourself away when you were doing this, your spy network expanded beyond what you could have foreseen, in the whole of Brettonia there is no place where you do not have spies this includes the war which is currently being waged.

Rewards: Spy network expanded, intrigue DC reduced. Gains Trait: Master Schemer: In the matters of schemes, you are their master +3 intrigue. All Requirements Achieved: Gains Trait: Game Master: Everything is a game and you are the master of the game +2 to all attributes except magic, health and personal combat.

Create Strife in Lynesse: Lynesse has the rest of the lands of Mousillon your lands and with their armies and nobles out you are sure you can create some sort of chaos and strife. DC 49 29
- Roll: 1d100= 21 + 22 (Intrigue) = 43 Success

All sorts of strife and chaos went down on Lynesse, this impacted the defensive parts of the duchy with the defenders even temporarily losing some port cities, and there are talks of rebellion among the peasants.

Rewards: Strife and Chaos at Lynesse.

Search For Blackmail Material: The nobles definitely have some dirty they must hide from the public. DC 30 20
- Roll: 1d100= 59 + 22 (Intrigue) = 81 Success

Well, you discovered something really interesting, apparently, the duke of Bastonne has been secretly stealing resources of Borderlaux and Borderlux duke has been having an affair with the wife of the duke of Aquitaine and got her pregnant, unfortunately, the duke of Aquitaine has a trueborn son… you think.

Rewards: Blackmail Material.

Bond of Flesh: Acting the same way as The Bond of Bones the magic used in the act of the traditional necromantic rituals when seeking the flesh of the deceased. DC 45 35
- Roll: 1d100= 41 + 20 (Learning) = 61 Success

Using the notes left for your previous research you quickly found the necessary combinations for the spell to work, you can already see the improvement in your zombies.

Rewards: Recruitment cost for zombie troops goes down by 10%.

Distribute grave gift: There are warriors who are buried with their armor, with this magic the caster makes the armor cling to their bones when they are raised from the dead. DC 40
Cost: 0
- Roll: 1d100= 42 + 20 (Learning) = 62 Success

The spell was finished and now your Skeletons grow stronger.

Rewards: Skeleton Troops gain +5 to combat rolls.

Risen Champions: Summoning long-lost warriors to join your shambling dead boosts the yearning hordes' capable champions. This ensures that martial prowess, as well as numbers, can bring about victory. DC 40
- Roll: 1d100= 56 + 20 (Learning) = 76 Success

The long lost now join your undead armies bringing their Martial prowess with them.

Rewards: Skeletons and Zombies gain +10 bonus to combat rolls.

Learn The Way of The Blade: You do not know any form whatsoever of combat with weapons much less a sword, but at least you could try. DC 30
- Roll: 1d100= 100 + 27 (martial) = 127
- Second Roll: 1d100= 89 + 27 (martial) = 116
- Third Roll: 1d100= 97 + 27 (martial) = 124
- Fourth Roll: 1d100= 8 + 27 (martial) = 35
- Final Result: 402

Well you are certainly impressed with yourself, not only are you apparently one of the most skilled fighters but you are also very skilled with a blade.

Rewards: Gains Trait: Legendary Swordsman: You are amongst the most skilled swordsman in the world +4 martial, +20 Personal combat Skill when wielding a sword. Gains Trait: Legendary Fighter: You are amongst the most skilled fighters in the world +5 martial, +20 personal combat skill.

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 in the moment. DC 30 20
- Roll: 1d100= 20 + 20 (learning) = 40 success

You achieve a new light spell when bolts of literal light exit your eyes. You write with down at the hysh section of your library.

Rewards: gain light spell: Shem's Burning Gaze. +1 magic.

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
- Roll: 1d100= 41 + 20 (learning) = 61 success

You achieve a new spell when you notice that everything looks elderly and old. You write the spell down at the necromantic section of your library.

Rewards: Gains New Vampiric Spell: Curse of The Years. +1 magic.

Treasure: 27,388
Income: 100
Expenses: 450
 
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Organize talks with the merchants: The merchants may prove themselves trade partners. DC 50
- Roll: 1d100= 100 + 20 (Diplomacy) = 120 Critical Success
- Second Roll: 1d100= 96 + 20 (Diplomacy) = 116 Critical Success
- Third Roll: 1d100= 53 + 20 (Diplomacy) = 73
- Final Result: 309
- Gold Roll: 5d100= [94, 69, 53, 45, 27] = 288
Okay, got to ask, two crits, one being a NAT 100 and all we got was gold? No trait nor an income?
 
Train the militia: The militias are poorly trained men and women who only knows the basics of the basics training them is not only needed but necessary. DC 20
Cost: 50
-Roll: 1d100= 63 + 27 (Martial) = 93 Success

The Militia are now properly trained for their duties as an active defense force for the human villages.

Rewards: Militia gains +5 to combat rolls.
Nice

Build Corpse Pile: A Corpse pile will add a layer of defense to your capital against invaders. DC 15
Cost: 100
- Roll: 1d100= 42 + 27 (Martial) = 69 Success

Undead were bound and then sent towards newly made piles, thousands of zombies and Skeletons now defend your capital.

Rewards: The Mousillon Rose gains +5 to defensive rolls, garrison composed of 5,000 Skeletons and Zombies.
Also nice

Barrow: A powerful Necromancer or Vampire can call the long-dead back to serve him. Those buried in the Old World make excellent warriors - they fought in life and can do so again. No Zombies are found here for the flesh has long since rotted away, there is just dust, bones, and a willingness to fight again. DC 45
Cost: 200
- Rolls: 1d100= 96 + 27 (Martial) = 123 Critical Success
- Second Roll: 1d100= 57 + 27 (Martial) = 84
- Final Result: 204

The Construction of the Barrows when along ahead of schedule finishing in only one month instead of the two months foreseen, this was mainly because of your administrative skills which saw the fast construction with no problems.

Rewards: Gains Barrows can now recruit grave guards. Gains Trait: Administrator: Your skill of administration of resources is among the greatest of the world +3 Stewardship.
Very nice! :D

Organize talks with the merchants: The merchants may prove themselves trade partners. DC 50
- Roll: 1d100= 100 + 20 (Diplomacy) = 120 Critical Success
- Second Roll: 1d100= 96 + 20 (Diplomacy) = 116 Critical Success
- Third Roll: 1d100= 53 + 20 (Diplomacy) = 73
- Final Result: 309
- Gold Roll: 5d100= [94, 69, 53, 45, 27] = 288

The talks went well, in fact, it went so well that not only you now have much more gold than you expected, but some merchants to settle down here this will definitely encourage internal trade among the population which is good.

Rewards: gain 20,288 gold, gain merchants which shall encourage internal trade amongst the human population.
:o

Damn! Well we're pretty set on gold for a bit, and the internal trade amongst our people is a nice bonus :D

Magicians Arrive: Your spies reported to you that a group of magicians has entered Mousillon, contacting them now before they are persecuted by the masses would be wise. DC 20
- Roll: 1d100= 73 + 20 (Diplomacy) = 93

You contact the magicians, they explain their situation to you, all of them are running from the main parts of Brettonia from, some lost friends or loved ones and now they simply want to run from all this persecution against them.

You accept all of them open arms, not only because of their powers but because you were in the same situation once in the past.

Rewards: gains 6 Magicians (1 Shadow, 2 Fire, 1 metal, 1 heaven, 1 beast).
Very nice, I think we have every Lore aside from Life and Death covered now (Shadow and Fire double covered) :)

Rebuild The Villages: The villages are pretty awful and you even saw some houses breaking down, rebuilding their entire infrastructure from the ground up is needed. DC 45
Cost: 500
Expenses: 200
- Roll: 1d100= 83 + 22 (Stewardship) = 103 Critical Success
- Second Roll: 1d100= 74 + 22 (Stewardship) = 96 Critical Success
- Third Roll: 1d100= 49 + 22 (Stewardship) = 71
- Final Result: 270

The reconstruction of the villages progress much faster than you thought, not only this but to pay you are paying back everything you promised to them and now they love, even more, the adoration they have for you borders on religious, you must admit you are curious how this will turn out in the future.

Rewards: Villages Rebuild, adoration on your borders on religion.
:o:o

Awesome! Hopefully that reduces the DC for revealing ourselves to them a good bit :)

Cursed Fields: Is not really cursed in any way everyone just named that way, these fields use magic to rapidly grow the crops needed to the humans generating a good amount of food in low amounts of time. DC 30
Cost: 500
Expenses: 100
- Roll: 1d100= 27 + 22 (Stewardship) = 49 Success

The fields are created the villages now have a source of food and money as internal trade is being encouraged after a few merchants started to settle down in the village.

Rewards: +100 Income, +90 Food Income.
Also nice. Our people are in a much better situation now: They're decently trained to protect themselves, have well built villages to live in, much more food to eat, and have trade going to give them more money to spend :)

Forbidden Library: The forbidden library will not only be where all magical knowledge is stored and preserved but also the home section of your magical forces. DC 23
Costs: 500
- Roll: 1d100= 95 + 22 (Stewardship) = 117 Critical Success
- Second Roll: 1d100= 100 + 22 (Stewardship) = 122 Critical Success
- Third Roll: 1d100= 20 + 22 (Stewardship) = 42
- Final Result: 281

The construction of not only the magical section of your capital but the library itself was faster than you all thought would be, after this your magicians both the necromancers and newly arrived start writing books about their respective winds of magic you do same writing down everything you know about magic and putting it in the library.

Rewards: Learning DC is reduced, personal DC involving any type of magic is reduced.
:o:o:o

Awesome! That'll make upgrading our forces and learning magic way easier! :D

Expand Spy Network: Expanding your spy network will be useful in the long run, also because you want to know whatever dirty secrets the nobles are hiding. DC 39
- Roll: 1d100= 81 + 22 (Intrigue) = 103 Critical Success
- Second Roll: 1d100= 18 + 22 (Intrigue) = 40
- Final Result: 143

Okay, you might have cared yourself away when you were doing this, your spy network expanded beyond what you could have foreseen, in the whole of Brettonia there is no place where you do not have spies this includes the war which is currently being waged.

Rewards: Spy network expanded, intrigue DC reduced. Gains Trait: Master Schemer: In the matters of schemes, you are their master +3 intrigue. All Requirements Achieved: Gains Trait: Game Master: Everything is a game and you are the master of the game +2 to all attributes except magic, health and personal combat.
Ooh, very nice :D

That DC reduction is quite welcome, and the two traits are even better!

Create Strife in Lynesse: Lynesse has the rest of the lands of Mousillon your lands and with their armies and nobles out you are sure you can create some sort of chaos and strife. DC 49 29
- Roll: 1d100= 21 + 22 (Intrigue) = 43 Success

All sorts of strife and chaos went down on Lynesse, this impacted the defensive parts of the duchy with the defenders even temporarily losing some port cities, and there are talks of rebellion among the peasants.

Rewards: Strife and Chaos at Lynesse.
A good start, now to further encourage that rebellion :evil:

Search For Blackmail Material: The nobles definitely have some dirty they must hide from the public. DC 30 20
- Roll: 1d100= 59 + 22 (Intrigue) = 81 Success

Well, you discovered something really interesting, apparently, the duke of Bastonne has been secretly stealing resources of Borderlaux and Borderlux duke has been having an affair with the wife of the duke of Aquitaine and got her pregnant, unfortunately, the duke of Aquitaine has a trueborn son… you think.

Rewards: Blackmail Material.
Excellent, now to use that blackmail to encourage infighting :drevil:

Bond of Flesh: Acting the same way as The Bond of Bones the magic used in the act of the traditional necromantic rituals when seeking the flesh of the deceased. DC 45 35
- Roll: 1d100= 41 + 20 (Learning) = 61 Success

Using the notes left for your previous research you quickly found the necessary combinations for the spell to work, you can already see the improvement in your zombies.

Rewards: Zombies gain +5 bonus to combat rolls.

Distribute grave gift: There are warriors who are buried with their armor, with this magic the caster makes the armor cling to their bones when they are raised from the dead. DC 40
Cost: 0
- Roll: 1d100= 42 + 20 (Learning) = 62 Success

The spell was finished and now your Skeletons grow stronger.

Rewards: Skeleton Troops gain +5 to combat rolls.

Risen Champions: Summoning long-lost warriors to join your shambling dead boosts the yearning hordes' capable champions. This ensures that martial prowess, as well as numbers, can bring about victory. DC 40
- Roll: 1d100= 56 + 20 (Learning) = 76 Success

The long lost now join your undead armies bringing their Martial prowess with them.

Rewards: Skeletons and Zombies gain +10 bonus to combat rolls.
Very nice, those bonuses will be quite handy when we go to war.

Learn The Way of The Blade: You do not know any form whatsoever of combat with weapons much less a sword, but at least you could try. DC 30
- Roll: 1d100= 100 + 27 (martial) = 127
- Second Roll: 1d100= 89 + 27 (martial) = 116
- Third Roll: 1d100= 97 + 27 (martial) = 124
- Fourth Roll: 1d100= 8 + 27 (martial) = 35
- Final Result: 402

Well you are certainly impressed with yourself, not only are you apparently one of the most skilled fighters but you are also very skilled with a blade.

Rewards: Gains Trait: Legendary Swordsman: You are amongst the most skilled swordsman in the world +4 martial, +20 Personal combat Skill when wielding a sword. Gains Trait: Legendary Fighter: You are amongst the most skilled fighters in the world +5 martial, +20 personal combat skill.
:o:o:o:o:o

Holy shit! We just doubled our Personal Combat if we fight with a sword :cool:

Now to get some sweet gear to compliment our crazy awesome skills :D

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 in the moment. DC 30 20
- Roll: 1d100= 20 + 20 (learning) = 40 success

You achieve a new light spell when bolts of literal light exit your eyes. You write with down at the hysh section of your library.

Rewards: gain light spell: Shem's Burning Gaze. +1 magic.

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
- Roll: 1d100= 41 + 20 (learning) = 61 success

You achieve a new spell when you notice that everything looks elderly and old. You write the spell down at the necromantic section of your library.

Rewards: Gains New Vampiric Spell: Curse of The Years. +1 magic.
Nice, nice. Eye lasers and what sounds like a debuff spell are a good addition to our magical arsenal.

I'm thinking that we start training Shadow along with Light next turn, since we've got 3 Vampire spells, 2 Light, and 0 Shadow.

And maybe train one of our less awesome stats.

We were originally going to get at most 600 gold
Getting near 20000 seems like quite the reward.
And increased internal trade ontop of that is very nice.
 
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I mean be concentrating on 1 Wind it might be easier to lower the DCs searching for materials/gear with higher mastery.

Mousilion being Mousilion would be stupidly easy to get Vampire/Undead gear.
Ahh, I got you. And it's the two Winds that our human mages don't have as well.
 
what sounds like a debuff spell
Curse of Years is way more than a debuff spell; unless it's dispelled or the caster fails to roll a single success out of 10 dice + extra dice for every success, it will keep aging the target until they turn to dust.

Curse of Years has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 10 dice. For each 6, that unit suffers 1 mortal wound and you can roll an extra dice. For each 5+ on these extra dice, the target suffers 1 mortal wound and you can roll another dice. Now, for each 4+, the target suffers 1 mortal wound and you can roll another dice. Keep rolling dice in this way, inflicting mortal wounds and reducing the roll needed to cause them by 1 each time, until either no wounds are inflicted or the target unit is destroyed. A roll of 1 always fails to inflict a mortal wound.
 
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next turn we should go with all the human options to get the economy running, also what is our tax for the humans? in Brettonia the tax is around 90% for the Peasant
 
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