Overlord: Genesis

so we spend a couple of days scouting the water breathing potion bussiness and then we act on it.
 
Swelling the ranks
Selene hadn't been all that enthused to meet the Minions. "Really Lord Gromgard, I didn't take you for an infernomancer." Gnarl scoffed, but it was Quaver who answered, one hand dramatically clutching his chest.

"Ah, an it hurts me heart so to hear such ugly words fall from such beautiful lips. We're not imps miss, no tails you see?" Quaver spun around and shook his loincloth-bedecked backside in her general direction. Selene didn't look all that impressed, looking at you pointedly.

"To be honest I'm not sure what they are besides some kind of constructs that were given life. You've got to admit, much more interesting than golems. And they do grow on you." There was a loud crunch from where Giblet was snacking on a Spider sandwich, and you cringe before giving her a slightly shaky smile. "Like a fungus; but they do grow on you."

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Martial

[][Martial] Over Hill and Dale: Go out hunting; there are plenty of wild creatures that you could sell bits and pieces of in order to make the needed cash to keep your keep in your name. Goldtusk Boars and Talking Foxes are rare but both fetch good prices for the hides; which are of a naturally higher quality than mundane animals; and the aforementioned tusks are valuable as magical reagents.
DC: 50
Rewards: Materials for sale, Life Force, ???.

[][Martial] WITH CATLIKE TREAD!: Head down to Spree and see about relieving a few folks of their purses. Easy enough to distract them with Gnarl while you cosh them over the back of the head with the butt of your hatchet.
DC: 60
Rewards: Variable amount of money, ???

[][Martial] Keeping A Hand In: Your father would never let you live it down if you let your martial skills wane. Start training again, and use Gnarl or Gash as sparring partners.
-[]Gnarl
-[]Gash
DC: 55/100
Rewards: Gnarl/Gash gains +1 to Martial bonus, Edmund gains +1 to Martial

[][Martial]Wolfpack Tactics: The forests of Spree are full of predators as well as prey. Take your Minions out to do some hunting and get them used to working en-masse.
DC: 30/70
Cost: 1d4 Minions lost and replaced, cost in Lifeforce
Rewards: Better control of the Minions, Gold, ???

---

[][Stewardship] Taking stock: You'd been over the castle a hundred times already, but maybe the hundred and first would let you find something that your parents had stashed away?
DC: 100
Rewards: ??? Gold, ???

[][Stewardship] IOU? U O Me!: There are still a couple of outstanding debts that you can try and collect on. Deals with merchants that rarely pass through town, that sort of thing.
DC: 85
Reward: 500 Gold

[][Stewardship] Prospecting - After learning more about what treasures are literally waiting in the ground to be found, specifically searching the cliffs and caverns around Castle Gromgard may yield up areas that you can mine for ore or raw gems and crystals.
DC: 65
Rewards: Mining locations, new Stewardship actions, ???

---

[][Diplomacy] Hat in Hand: There's no help for it, you have to... go ask Reggie if there are any people he knew that might be willing to give you a loan. Negotiating with the Baron is a lost cause, but your honorary "Uncle" may be able to point you in the direction of some moneylenders.
DC: 75
Reward: Loan to cover taxes

[][Diplomacy] Two Heads are Better: You're at the end of your rope. See if you can find someone in town that may be able to give you some pointers on how to handle things.
DC: ???
Reward: Potential Advisor Candidate

[][Diplomacy] Rolling Tithes: Go see Sister Amelia about possible sources of work within the community. Or contacts that she may have through the temple of the Earth Mother that would be willing to hire you... or your Minions, for a task.
DC: ???
Reward: Possible contacts, Income chances

[][Diplomacy]A Step Removed: With Selene in your employ now, and word of that being kept quite under tight control, use her as an intermediary to approach people about possible business deals.
DC: 80
Reward: Can sell items for gold without it being Market Day.

---

[][Intrigue] Sneaking Round: With Gnarl you are presented with a unique opportunity to try and gather information. Send him out to see what kind of blackmail he can get on people that they'd be willing to pay to keep quiet.
DC: 65
Rewards: Blackmail material, Gold, ???

[][Intrigue] Slinking Skulking Swindler...: Of course there was the other side of the coin there. Trying to track down one of those aforementioned Brigand camps and rob them. Potentially very profitable, but also very risky.
DC: 70
Reward: Gold, ???, Location of Bandit camps

[][Intrigue]X Marks the Spot: Use that map you pulled off the female bandit's corpse and investigate one of the markings. Go to...
-[]One of the small X spots
-[]One of the two skull-marked areas.

[][Intrigue] The Deep Dark Woods: Sienna, the local Halfling heroine, has been spotted by Gnarl returning from a trek into the woods with a bag full of potions, at least one of which was a water breathing potion. You'd not heard of any alchemists or other brewers setting up shop nearby. Head into the woods to investigate.
DC: 80
Reward: Lifeforce, ???, Chance for valuable loot

---

[][Learning] Reading is Fun-damental!: You've got scrolls from the wizard's tower already; but you need to set aside some time to really go over them. The should have some useful information in them. Right?
DC: 40
Reward: Information, new options unlocked

[][Learning]Lay of the Land: Selene has made it clear that she loathes the nobility of Everlight. You have no idea what the place is even like; let alone the politics. Might be a good idea to remedy that sooner rather than later...
DC:65
Reward: General Knowledge of Everlight Forest flora, fauna and political situation

[][Learning] Bare Shelves: Your mother's library was ransacked when you fell behind on the taxes for a brief period. You're pretty sure that the Baron used them for tinder that winter... Perhaps you should see if you can find any tomes at the Market day that may be of use to you?
DC: 55
Cost: 550 Gold (Price increase due to Market Day having passed)
Reward: Gain useful tomes, bonus to certain types of research

---

[][Occult] Facets of Life: This stone is weird. But you seem to have some kind of strange connection to it now. Poke it and see what it does? Maybe with a stick?
DC: ???
Reward: ???

[][Rubble Rousing] Go back to the Wizard's tower and sift through the wreckage. There may be more to salvage there; and you could possibly get it before the local "heroine" shows up. With the pack of Minions at your back it'll be significantly easier to sort through.
DC: 60
Reward: ???, Lifeforce

[][Occult] Use the (Life)Force!: This stone uses lifeforce for something. Which is apparently... making more Minions? Go out and kill some things to find out how much you can pack into it.
DC: 40
Reward: ???, Lifeforce

[][Occult]Your Inner Eye?: When you'd constructed the Gauntlet, its completion had led to a strange sense of something being in a downwards direction. See if you can find that sensation again and figure out what it was that you were being pulled towards.
DC:55
Reward: Gain a better sense of where you're being pulled, ???

---

[][Personal]Swelling the ranks: With the current surplus of Lifeforce, you can easily see about creating as many Minions as possible. Many hands make for light work and all that...
DC: 1
Reward: Increases Minion count to maximum. (Will expand to determine how much of which kind of Minion once more Minion types are unlocked)

Current upkeep costs:
100 Gold
 
I don't think this bit needs to be here. We already have a diplomatic advisor.
Can we keep finding advisors for the other categories or was this a one shot and we need to find advisors from random crits or other actions?

Yes. Each time you do I'll roll to see which attribute they'll be an advisor for. This first one was for Diplomacy.
 
At the moment no. Having a Diplomatic advisor right now has opened up a lot of options because she can stand in for you so the Baron and Baroness of Spree don't know you're involved. Once they've been dealt with, one way or another, that's when you'd get the extra action.
 
[][Martial]Wolfpack Tactics: The forests of Spree are full of predators as well as prey. Take your Minions out to do some hunting and get them used to working en-masse.
DC: 30/70
Cost: 1d4 Minions lost and replaced, cost in Lifeforce
Rewards: Better control of the Minions, Gold, ???
Should definitely do this to get use to actually commanding our minions.

Once they've been dealt with, one way or another, that's when you'd get the extra action.
So our second action points are locked behind removing them from power, ok interesting.
 
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[] Plan Battling Browns
-[][Martial]Wolfpack Tactics: The forests of Spree are full of predators as well as prey. Take your Minions out to do some hunting and get them used to working en-masse.
DC: 30/70
Cost: 1d4 Minions lost and replaced, cost in Lifeforce
Rewards: Better control of the Minions, Gold, ???
-[][Stewardship] Prospecting - After learning more about what treasures are literally waiting in the ground to be found, specifically searching the cliffs and caverns around Castle Gromgard may yield up areas that you can mine for ore or raw gems and crystals.
DC: 65
Rewards: Mining locations, new Stewardship actions, ???
-[][Diplomacy] Two Heads are Better: You're at the end of your rope. See if you can find someone in town that may be able to give you some pointers on how to handle things.
DC: ???
Reward: Potential Advisor Candidate
-[][Intrigue]X Marks the Spot: Use that map you pulled off the female bandit's corpse and investigate one of the markings. Go to...
--[]One of the small X spots
-[][Learning] Reading is Fun-damental!: You've got scrolls from the wizard's tower already; but you need to set aside some time to really go over them. The should have some useful information in them. Right?
DC: 40
Reward: Information, new options unlocked
-[][Occult] Rubble Rousing: Go back to the Wizard's tower and sift through the wreckage. There may be more to salvage there; and you could possibly get it before the local "heroine" shows up. With the pack of Minions at your back it'll be significantly easier to sort through.
DC: 60
Reward: ???, Lifeforce
-[][Personal]Swelling the ranks: With the current surplus of Lifeforce, you can easily see about creating as many Minions as possible. Many hands make for light work and all that...
DC: 1
Reward: Increases Minion count to maximum. (Will expand to determine how much of which kind of Minion once more Minion types are unlocked)

So the Intrigue option to go to the Xs doesn't have a dc?
 
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I'm inclined to push for trying to build up a base to try and take solidify our position. So better control of minions, more advisors, prospecting for the money spot, and blackmail for intrigue. Probably wizard tower looting because it's implied to be time sensitive?
 
[X] Plan Battling Browns
-[X][Martial]Wolfpack Tactics: The forests of Spree are full of predators as well as prey. Take your Minions out to do some hunting and get them used to working en-masse.
DC: 30/70
Cost: 1d4 Minions lost and replaced, cost in Lifeforce
Rewards: Better control of the Minions, Gold, ???
-[X][Stewardship] Prospecting - After learning more about what treasures are literally waiting in the ground to be found, specifically searching the cliffs and caverns around Castle Gromgard may yield up areas that you can mine for ore or raw gems and crystals.
DC: 65
Rewards: Mining locations, new Stewardship actions, ???
-[X][Diplomacy] Two Heads are Better: You're at the end of your rope. See if you can find someone in town that may be able to give you some pointers on how to handle things.
DC: ???
Reward: Potential Advisor Candidate
-[X][Intrigue]X Marks the Spot: Use that map you pulled off the female bandit's corpse and investigate one of the markings. Go to...
--[X]One of the small X spots
-[X][Learning] Reading is Fun-damental!: You've got scrolls from the wizard's tower already; but you need to set aside some time to really go over them. The should have some useful information in them. Right?
DC: 40
Reward: Information, new options unlocked
-[X][Occult] Rubble Rousing: Go back to the Wizard's tower and sift through the wreckage. There may be more to salvage there; and you could possibly get it before the local "heroine" shows up. With the pack of Minions at your back it'll be significantly easier to sort through.
DC: 60
Reward: ???, Lifeforce
-[X][Personal]Swelling the ranks: With the current surplus of Lifeforce, you can easily see about creating as many Minions as possible. Many hands make for light work and all that...
DC: 1
Reward: Increases Minion count to maximum. (Will expand to determine how much of which kind of Minion once more Minion types are unlocked)

I like bigking's plan, gonna go with that.
 
[X] Plan Battling Browns
-[X][Martial]Wolfpack Tactics: The forests of Spree are full of predators as well as prey. Take your Minions out to do some hunting and get them used to working en-masse.
DC: 30/70
Cost: 1d4 Minions lost and replaced, cost in Lifeforce
Rewards: Better control of the Minions, Gold, ???
-[X][Stewardship] Prospecting - After learning more about what treasures are literally waiting in the ground to be found, specifically searching the cliffs and caverns around Castle Gromgard may yield up areas that you can mine for ore or raw gems and crystals.
DC: 65
Rewards: Mining locations, new Stewardship actions, ???
-[X][Diplomacy] Two Heads are Better: You're at the end of your rope. See if you can find someone in town that may be able to give you some pointers on how to handle things.
DC: ???
Reward: Potential Advisor Candidate
-[X][Intrigue]X Marks the Spot: Use that map you pulled off the female bandit's corpse and investigate one of the markings. Go to...
--[X]One of the small X spots
-[X][Learning] Reading is Fun-damental!: You've got scrolls from the wizard's tower already; but you need to set aside some time to really go over them. The should have some useful information in them. Right?
DC: 40
Reward: Information, new options unlocked
-[X][Occult] Rubble Rousing: Go back to the Wizard's tower and sift through the wreckage. There may be more to salvage there; and you could possibly get it before the local "heroine" shows up. With the pack of Minions at your back it'll be significantly easier to sort through.
DC: 60
Reward: ???, Lifeforce
-[X][Personal]Swelling the ranks: With the current surplus of Lifeforce, you can easily see about creating as many Minions as possible. Many hands make for light work and all that...
DC: 1
Reward: Increases Minion count to maximum. (Will expand to determine how much of which kind of Minion once more Minion types are unlocked)
 
[X] Plan Story Progression
-[X][Martial]Wolfpack Tactics: The forests of Spree are full of predators as well as prey. Take your Minions out to do some hunting and get them used to working en-masse.
DC: 30/70
Cost: 1d4 Minions lost and replaced, cost in Lifeforce
Rewards: Better control of the Minions, Gold, ???
-[X][Stewardship] Prospecting - After learning more about what treasures are literally waiting in the ground to be found, specifically searching the cliffs and caverns around Castle Gromgard may yield up areas that you can mine for ore or raw gems and crystals.
DC: 65
Rewards: Mining locations, new Stewardship actions, ???
-[X][Diplomacy] Rolling Tithes: Go see Sister Amelia about possible sources of work within the community. Or contacts that she may have through the temple of the Earth Mother that would be willing to hire you... or your Minions, for a task.
DC: ???
Reward: Possible contacts, Income chances
-[X][Intrigue] The Deep Dark Woods: Sienna, the local Halfling heroine, has been spotted by Gnarl returning from a trek into the woods with a bag full of potions, at least one of which was a water breathing potion. You'd not heard of any alchemists or other brewers setting up shop nearby. Head into the woods to investigate.
DC: 80
Reward: Lifeforce, ???, Chance for valuable loot
-[X][Learning]Lay of the Land: Selene has made it clear that she loathes the nobility of Everlight. You have no idea what the place is even like; let alone the politics. Might be a good idea to remedy that sooner rather than later...
DC:65
Reward: General Knowledge of Everlight Forest flora, fauna and political situation
-[X][Occult]Your Inner Eye?: When you'd constructed the Gauntlet, its completion had led to a strange sense of something being in a downwards direction. See if you can find that sensation again and figure out what it was that you were being pulled towards.
DC:55
Reward: Gain a better sense of where you're being pulled, ???
-[X][Personal]Swelling the ranks: With the current surplus of Lifeforce, you can easily see about creating as many Minions as possible. Many hands make for light work and all that...
DC: 1
Reward: Increases Minion count to maximum. (Will expand to determine how much of which kind of Minion once more Minion types are unlocked)

No reason not to go for Wolf Tactics and Swelling the Ranks since we have the life force saved up. As for taking the advisor action again…

It'll pay off if we get a good intrigue guy (since Dark Woods seems to be how to progress the Baron quest line), but money is still pretty tight and we might not be able to afford a full set of advisers before dealing with the Baron's taxes. We'll also be in a tight spot if we fail Prospecting again, so I went with Rolling Tithes so we have a backup plan in the unlikely case we fail it a second time (and because I find the idea of forcing the Minions to do the equivalent of community service hilarious, we can even use it as a punishment for Minions who annoy us).
 
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