[X]Plan: Upgrades and Searching
-[X] Scout West
-[X] Deal with the Lunatic (Mack)
-[X] Conveyor
-[X] Talk with Mole Town
-[X] Project Bowyer
[ ] Scout (West, Upper Layer, Lower Layer, Further East): You know nothing about the areas around you base, you should take some time to scout out one of those areas.
DC: ???
1d100+43
You send some scouts further west to get a read on things further past the Nod base…. You sadly aren't able to join personally due to sheer distance but at least you manage to keep the Shysters from doing anything stupid.
It's a large metallic field full of mostly empty space.
That actually could be a good thing, more room to place new construction if you run out of it in your home area…. Well so long as you can take and depend the area of course.
Results: Far West is Empty.
1d100+17=39
Mack doesn't return.
Instead you are told what happened by a shuttering Shyster covered in explosive scuff marks.
Apparently the Mack had managed to tract down this Puchinello and engage him on in a fierce battle.
…. But Mack being the dim bulb that he is was foolish enough to use his Flame Wall ability in a room filled to the bring with explosives.
Punchinello was smart enough to see what was going to happen and Mack was not.
You let out a quiet grumble as you feel Mack's soul return to you.
Well you looks you'll have to rebuild the idiot.
Results: Mack destroyed, Rebuilding a destroyed mad machine hero takes 1 action but always passes, upgrades for Mack unlocked, ??? secret project unlocked.
[ ] Conveyor: A conveyor belt meant to help the Mad Mallets do their work as they finish up the final touches on Made Machines. With this you could create even more weapons when you have a team of Mad Mallets helping you out.
Cost 1: Mad Mallet Team.
DC: 60
1d100+10=84
The conveyor takes shape in short order once you put the effort into actually building it.
Powered by your magics and staffed by a team of Mad Mallets this assembly line means that you can afford to spend less time on the finer details of a Made Machine and dictate the rest to your subordinates.
Numbers may not be the only deciding factor in war but they tend to be a big part of it.
And when war inevitably comes you will be sure that you are ready for it in all regards.
Results: All Made Machine creation rolls gain a +1.
[ ] Talk with Mole Town: The inhabitants of mole town are friendly enough, you should do what you can to come to an understanding with them.
DC: ???
1d100+5=103
1d100=98
1d100+5=104.
The negotiations with Mole Town go far, far, far, far better than you ever could have imagined they would have gone.
Mostly because of all things a badly timed interruption from Puchinello who was still in a state of shock from his earlier fight with Mack.
Being in a crazed state of panic the mad bomb maker was running around and throwing explosives randomly one of which would have blown up the town eldar has you not caught it in one of your hands, the impressively powerful explosive detonating without causing so much as a scratch on your metallic palm.
Naturally you waste no time in subduing the explosive lunatic, you would destroy him but for all his insanity he has shown himself to hold a great deal of potential that you would rather not squander.
The question is.
Vassal or agent.
[ ] Agent: Puchinello will join as an agent granting another martial option.
[ ] Vassal: Punchinello will build his bomb workshop in one of your controlled territories becoming a Vassal. Vassals grant a tithe of wealth, a unique category of actions called vassal actions, and can called upon to provide troops before major military engagements.
Naturally Mole Town is incredible grateful for your assistance with Puchinello as well as for your help in rebuilding. This in turn makes folding the town under your proverbial 'territory' fairly easy, something that could prove very helpful with the right investment.
Results: Mole Town gained as a vassal, Puchinello's stats will be decided via current vote.
[ ] Project Bowyer: It is time to create a new Made Machine, a powerful combatant with the power to use Aeros as projectiles from even extreme range, something fierce and terrifying.
DC: 60
1d100+15=55
You sadly are not able to finish your work on Bowyer however, getting the right amount of tensile strength to truly utilize his capabilities is proving more difficult than first thought… at least you got most of the hard work down.
Results: DC reduced to 50.