MAD SCIENTIST QUEST(Powered by CKII)

I await our options eagerly.

Also, I hope we encounter Giants of some sort.

Small, or at least slim dude and strong tall woman, perfect combo. Elizabeth is simply too small for there to be such significant height difference.

Better if she was in some way ridiculed by her community or injured or such. Then we work on enhancing her and she will be grateful.

 
Havok in the Forrest: Woodsmen report having been assulted by a mysterious figure. Large and ungainly, they report that attempts to harm the figure have been useless, as weapons seem to bounce off its hide.
Ah, the time honored tradition of releasing failed monsters into the woods and letting it be someone else's problem
 
Hehehe. Amusing numbers crit.

So, time to sell something and hire an adventurer to bring in that golem. Maybe if we examine it we can learn to make self-aware golems. ... Better make sure this one isn't actually sapient before dissecting it though.
 
Hehehe. Amusing numbers crit.

So, time to sell something and hire an adventurer to bring in that golem. Maybe if we examine it we can learn to make self-aware golems. ... Better make sure this one isn't actually sapient before dissecting it though.
I really think that we should go with a "not our problem" view of that golem.

An idea I had: we might be able to convince the town to become our fief and recognize us as their noble lord in exchange for us slaying the bandits for them.
 
Hehehe. Amusing numbers crit.

So, time to sell something and hire an adventurer to bring in that golem. Maybe if we examine it we can learn to make self-aware golems. ... Better make sure this one isn't actually sapient before dissecting it though.

Self-aware golems, you say?

What would be the skill or such to make sure the next golem is beautiful? Or to determine its size?
 
Rancid cons us. Rancid falls heavily ill. We threaten Rancid.

Methinks the villagers might end up deciding we cursed him...
 
Rancid cons us. Rancid falls heavily ill. We threaten Rancid.

Methinks the villagers might end up deciding we cursed him...
"I was going to, but the asshole fell ill on his own before I had a chance to do it myself. I feel awful now, I was robbed of my vengeance. Must have been another customer of him that beat me to the punch"
 
[alert=Thread Policy]Please don't ask questions that are intended to steer the thread towards a certain fetish.[/alert]

I was rather going towards the fact that there is quite a lot of golems as minions that seem... Well, done on the spot.

However, Golems or such that seem to have intricate design, or at least have appearance that is badass/beautiful/any such thing that shows it required an amount of skill and time, they significantly gain more importance in anime, game or any sort of media. And power, they seem to gain that too.
 
You sigh as you review your situation. Your clay golem had escaped and was rampaging in the forest, the bastard Francis owed you your due, and the kingdom was on the verge of war.

On the other hand, you had a decent repertoire of spells. Yey.

Demesne Status

1 Log Cabin, 2 Rooms.
Defenses: Fence
Structures: Magic Node
23 Gold Dragoons
-5 Gold Dragoons per Turn(Food Purchases)
100 MU produced each turn

Spells:

T1-50 MU
-Enchant Tools: -5 to Chosen Actions cost
-Erect Barrier: -5 To Enemy Actions

T1-100 MU

-Erect Barrier: Stops enemies, provides area defenses.

Martial
Word on the grape vine is that the local bandits were getting uppity. A little care was called for right now.
(Pick 1)


Reinforce Cabin: Strengthen the walls of the cabin, cover up the windows, make it harder to get in. 10 Gold Dragoons

Lay Traps:
Set traps through the forest in order to get rid of some of the nastier denizens of the forest, and discourage them entering this area.5 Gold Dragoons

Arson:
The bandits lived in tents. Tents were flammable. With a little chemical assistance, you were sure you could design a firebomb to set their camp ablaze.

Murderize Bandits: You were tired of these MOTHERFUCKING bandits in this MOTHERFUCKING forest! So, you would march into their camp and murderize as many as you could get away with!

Hunt Wolves: Today, you would hunt the most dangerous predator! No, not humans, humans are barely dangerous at all! No, you would hunt WOLVES! Vicious, giant, wolves!



Stewardship
Still working on the garden! It was coming along nicely, you had to admit.
(Locked)


Garden:
Make a food garden! Remove the need to purchase food once a week! 10 Gold Dragoons, Takes 2 Weeks, Finishes this week





SCIENCE!


Okay, sure your golem had gone insane. That would not stop you, however! You would go forth and do sweet beautiful science!
(Pick 2)


Collect Specimines: The landscape of the forest was filled with all sorts of terrifying creatures. All of which you wished to study. So, you would go out, beat up monsters with your bare hands, and bring them back for dissection.

Artifice: Enchant Blade: One perk of having a weapon was that you could look into enhancing it. Add some nasty enchantments, make it much more deadly.

Artifice: Even more enchanted tools: You had your tools enchanted. But perhaps you could improve the enchantments you cast upon them?

Artifice: Clay Golem: You knew how to construct a mudgolem. Now perhaps it was time to design one a bit more...sturdy. A bit more tricky, you would bake the mud into clay before giving the golem life.




Piety
You had reactivated the node. As such, you could get started on researching spell craft.
(Pick 1)
Land Magic: Combat Spellcraft: Develop a few spells for combat. Perhaps a molotov spell or a dart spell.

Land Magic: Infuse Seeds: Figure out how to infuse magic into the plants themselves, making them grow faster and larger! Also improves the taste somewhat.

Create Shrine: You and the divine didn't get entirely along. However, might possibly you be able to ease things somewhat by setting up a small forest shrine? 10 Gold Dragoons

Attend Church: Take time out of your busy schedule to attend church. While it would likely be unpleasant, it would help you fit in somewhat.




Intrigue

Bandits, Goblins, Wolves, oh my. It wouldn't do to let them fester in your home.
(Pick 1)

Sneaky Stealthy MURDER THEM ALL! You would sneak into the bandit camp and stealthily pick them off, one by one by one...

Harass Bandits: Bandits couldn't stay in their camp forever. See if you can pick off a few that wander out of the camp. Make things unpleasantfor them.

Scout Goblin Shanty Town: Attempt to infiltrate the Goblin shantytown, obtain a layout of the place.

Trap the Wolves: Set up traps near the wolf den, see if you can kill off a few of them.




Diplomacy

You had met the local weapons salesman, the town guard captain, and the local priest. There were probably more inhabitants, but you believed you had met the more important town figures.
(Pick 1)

VISIT TAVERN! Visit the local watering hole, see if you can meet people and get REALLY drunk. Plus, taverns were the perfect place to find adventurers and weird traveling salesmen. Costs 1 GD

Bargain Bin:
Flanders had a thriving market, filled with goodies! And while you probably couldn't afford any of the good stuff, there was always the smaller shops! Costs 10 GD, Gain Random Items

Talking Shop With Haggard: Go talk with Colonel Haggard in his shop, look around. After all, it never hurt to be on good terms with the man who dealt weapons. 5 GD

Lets Make a Deal: Rancid was ill. You wanted your money back. A deal might be struck. You would brew him a potion to aid his condition, and in return, he would reimburse you for money spent on that cabin, and then some. 5 GD for materials.

Talking with the Guard: Go talk with the Guard Captain. After all, they could SURELY use your intellect to aid them!
 
[x] Hunt Wolves
pelts = money
[x] Artifice: Even more enchanted tools
Want some permanent enchantments
[X] Artifice: Clay Golem
minion army
[x] Land Magic: Infuse Seeds
Food is good
[x] Harass Bandits
loot, and dead bandits
[x] Lets Make a Deal
money
 
[X] Hunt Wolves
[X] Artifice: Clay Golem
[X] Artifice: Enchant Blade
[X] Scout Goblin Shanty Town
[X] Talking Shop With Haggard
[X] Land Magic: Infuse Seeds

also for MU. does it have to be used that same turn or can we collect it over time?
 
Martial
Word on the grape vine is that the local bandits were getting uppity. A little care was called for right now.
(Pick 1)
[X] Hunt Wolves: Today, you would hunt the most dangerous predator! No, not humans, humans are barely dangerous at all! No, you would hunt WOLVES! Vicious, giant, wolves!
The pelts should give good money provided we don't botch skinning them and the meat would help our food stores. And maybe we could do something with the teeth and bones.

Stewardship
Still working on the garden! It was coming along nicely, you had to admit.
(Locked)
[X] Garden: Make a food garden! Remove the need to purchase food once a week! 10 Gold Dragoons, Takes 2 Weeks, Finishes this week
Continuation. Nothing to see here.

SCIENCE!

Okay, sure your golem had gone insane. That would not stop you, however! You would go forth and do sweet beautiful science!
(Pick 2)

[X] Artifice: Even more enchanted tools: You had your tools enchanted. But perhaps you could improve the enchantments you cast upon them?
[X] Artifice: Clay Golem: You knew how to construct a mudgolem. Now perhaps it was time to design one a bit more...sturdy. A bit more tricky, you would bake the mud into clay before giving the golem life.
We need the tools to make the tools and better tools means better shit all around. We need our minion army, that and I want to send this one after the rouge golem.

Piety
You had reactivated the node. As such, you could get started on researching spell craft.
(Pick 1)
[X] Land Magic: Infuse Seeds: Figure out how to infuse magic into the plants themselves, making them grow faster and larger! Also improves the taste somewhat.
More food and better taste makes for a happier mad scientist.

Intrigue
Bandits, Goblins, Wolves, oh my. It wouldn't do to let them fester in your home.
(Pick 1)
[X] Trap the Wolves: Set up traps near the wolf den, see if you can kill off a few of them.
Ties into Hunt Wolves.

Diplomacy
You had met the local weapons salesman, the town guard captain, and the local priest. There were probably more inhabitants, but you believed you had met the more important town figures.
(Pick 1)
[X] Lets Make a Deal: Rancid was ill. You wanted your money back. A deal might be struck. You would brew him a potion to aid his condition, and in return, he would reimburse you for money spent on that cabin, and then some. 5 GD for materials.
More money is always welcome, and by crossing this off the list, we can focus on other stuff.
 
People... please make use of our spells, as we have 100 MU to spend each turn.

[X] Lay Traps
-[X] Enchant Tools (T1-50 MU): Lay Traps

That reduces the cost of traps to free.

[X] Artifice: Clay Golem
[X] Artifice: Enchant Blade

[X] Attend Church

[X] Trap the Wolves

[X] Lets Make a Deal

[X] Erect Barrier (T1-50 MU)
 
[X] Lay Traps
-[X] Enchant Tools (T1-50 MU): Lay Traps

[X] Artifice: Clay Golem
[X] Artifice: Enchant Blade

[X] Attend Church

[X] Trap the Wolves

[X] Lets Make a Deal

[X] Erect Barrier (T1-50 MU)
 
[X] Lay Traps
-[X] Enchant Tools (T1-50 MU): Lay Traps

[X] Artifice: Clay Golem
[X] Artifice: Enchant Blade

[X] Attend Church

[X] Trap the Wolves

[X] Lets Make a Deal

[X] Erect Barrier (T1-50 MU)
 
[X] Lay Traps
-[X] Enchant Tools (T1-50 MU): Lay Traps

[X] Artifice: Clay Golem
[X] Artifice: Enchant Blade

[X] Attend Church

[X] Trap the Wolves

[X] Lets Make a Deal

[X] Erect Barrier (T1-50 MU)
 
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