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Finally... => Forum Games and Roleplaying => Topic started by: 10ebbor10 on July 20, 2018, 09:12:17 am

Title: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 20, 2018, 09:12:17 am
Ikrul is a peaceful, prosperous realm.

It's many city states and minor nations have grown wealthy under the benevolent rule of the Church of the Grand Redeemer, who obliterated the forces of evil (and everyone else who opposed them) in a series of Crusaders hundreds of years ago. Since then, the Church has carefully managed the continent, keeping any one nation from being capable or willing to oppose them. Few have tried, and those that did were ruthlessly purged as evil by the Church's armies and it's various groups of near legendary heroes.

In other times, the church's armies and it's group of heroes explore the wasteland and the hubwards mountains, searching for evil to purge, or magical secrets or artifacts to understand (and if needed purify). In living memory, this constant watch has purged all threats to the civilized lands, keeping them safe from any budding evil.

But strange times are approaching. The Constellations are moving in strange positions. The Sun, though steadfast in it's usual position in the sky, seems to be shining fainter than it once used. The days are growing shorter, while the nights are growing longer and somehow, more menacing. The flows of magic, once slow and regular, now grow turbulent and chaotic. Deep in the monastries of the church, ancient books are consulted, vague texts telling of the coming of a Dark age, where great evil rules. In an unprecedented move, the church recalls it's armies and heroes to it's heartland to maintain order, and investigate this phenomenon.

On the fringe, now free from persecution, Evil rises.

Introduction

You're an evil villain, trying to take over the world or something else nefarious. Primarily, this is done by researching magical stuff, upgrading a base and sending your minions to spread chaos and steal stuff across the world.

Actions are done one a week by week basis. You can take as many different actions as you want, but each minion can only work on 1 action at a time. Success or failure will be defined by the rolls.


Spoiler (click to show/hide)

Spoiler: Your villainous Self (click to show/hide)

Spoiler: Your Lair (click to show/hide)


Spoiler: Your Minions (click to show/hide)
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 20, 2018, 09:12:59 am
Constructions
- Training Room: A simple room with plenty of equipment to train your regular minions in different skills (50 resources, 500 gold 1 Minion week)
        - 200 gold : Regular Minion -> Other basic minion
- Guard Room : The guard's room provides extra security for your base (75 resources, 500 gold 2 Minion week)
        - 300 Gold : Upgrades minions along the military track
- Inn : An Inn, where innocent travels can be cultivated by your minions for information and wealth (50 resources, 750 gold 2 Minion week)
        - 300 Gold : Upgrades minions along the social track
- Library : A library, where research can occur. (75 resources, 750 gold 1 Minion week)
       - 300 Gold: Upgrades minions along the research track

-Treasury : A secure room to store your most precious of your illgotten gains (2000 gold, 3 minion weeks)
-Armory : A secure room to store your weaponry and other stuff (1000 gold, 2 minionweeks)
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Glass on July 20, 2018, 09:37:25 am
Does "Magical Engineering" include options for playing as a Mad Scientist with laser guns and other sciency stuff that nonetheless does magic things?

Because I think it would be really entertaining to be a modern-tech mad science villain in a world of knights and wizards.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Rockeater on July 20, 2018, 09:39:20 am
Will join
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 20, 2018, 09:40:54 am
Does "Magical Engineering" include options for playing as a Mad Scientist with laser guns and other sciency stuff that nonetheless does magic things?

Because I think it would be really entertaining to be a modern-tech mad science villain in a world of knights and wizards.

Not really. I'd prefer to stay within the fantasy theme.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TopHat on July 20, 2018, 03:44:18 pm
This sounds fun. Is it intended to be a suggestion game or multiplayer? In either case, here's my submission:
Spoiler (click to show/hide)
Spoiler: Potential Trait Ideas: (click to show/hide)

Edit: Trait ideas added, adjusted resource values calculated. Some wording changes and fixed typos.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 20, 2018, 04:09:26 pm
Multiplayer, 5 people, if I get them.

Feel free to give hints for traits.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TopHat on July 20, 2018, 04:25:54 pm
Cool. Sorry for the questions, but can these traits relate to the base, character or either?
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 20, 2018, 04:26:47 pm
Those are base traits.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Rockeater on July 20, 2018, 04:28:44 pm
Races are generic fantasy?
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 20, 2018, 04:34:22 pm
Anything that can fit in a fantasy setting, yes.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: crazyabe on July 20, 2018, 04:47:53 pm
Spoiler: Sheet filled (click to show/hide)
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Rockeater on July 20, 2018, 04:52:20 pm
Spoiler (click to show/hide)
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: IronyOwl on July 20, 2018, 04:59:22 pm
Spoiler (click to show/hide)
What's a "regular" minion? Just a generic mook who's no better at, say, social stuff than a knowledge minion would be?

What counts as nefarious deeds for the purposes of the Eye for Gold Merchant trait?
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 20, 2018, 05:02:25 pm
Quote
Gold: 5000 (Do I need to change this?)

Yes. Adjust for your bonus, then subtract what you spend on your base.

Quote
What's a "regular" minion? Just a generic mook who's no better at, say, social stuff than a knowledge minion would be?

Correct.

Quote
What counts as nefarious deeds for the purposes of the Eye for Gold Merchant trait?

It's a very broad thing. Most wealth generating actions fall under it. Passive stuff or say summoning Gold, does not.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: piratejoe on July 20, 2018, 05:02:57 pm
Calling dibs on last sheet, will make shortly
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Jerick on July 20, 2018, 05:04:01 pm
Spoiler (click to show/hide)

Edit:Ninjad by piratejoe. I've been working on this last half an hour and kinda don't want to give it up for someone who posted dibs a minute before I posted my sheet :( Sorry about that.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: IronyOwl on July 20, 2018, 05:10:04 pm
Do inns actually generate gold, and if so how much and do they count as wealth generating actions or passive gains? Is it possible to upgrade my lair with further economic stuff (brothels, casinos, marketplaces)?

Wow, everyone likes gold this game. I thought I was the only one!
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 20, 2018, 05:14:02 pm
Do inns actually generate gold, and if so how much and do they count as wealth generating actions or passive gains? Is it possible to upgrade my lair with further economic stuff (brothels, casinos, marketplaces)?
The Inn generates 250 Gold, I'll add that to the sheet.
They're passive gains. Actions are stuff you have to dedicate units too.
Yes, though you may need to research them.

Quote
Wow, everyone likes gold this game. I thought I was the only one!

It appears to be the case. Mind you, you're supposed to be evil villains, not capitalists.

Edit:Ninjad by piratejoe. I've been working on this last half an hour and kinda don't want to give it up for someone who posted dibs a minute before I posted my sheet :( Sorry about that.

I'm not running this on a first come basis. At least, that's what I decided right now.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: piratejoe on July 20, 2018, 05:22:23 pm
Still a bit wip, specifically on description of Vivian, but I'll be done sooner rather than later.
It's done, unless something is wrong with it.
Spoiler (click to show/hide)
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TricMagic on July 20, 2018, 05:48:04 pm
Is this another SG?
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: crazyabe on July 20, 2018, 06:01:09 pm
Multiplayer, 5 people, if I get them.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TricMagic on July 20, 2018, 06:09:45 pm
Yay!...

At least if I get WiFi sorted.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Urist Mc Dwarf on July 22, 2018, 07:49:50 am
So is this still open?
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 22, 2018, 03:25:11 pm
Week 0: Shadows Gather

The withdrawal of the church leaves the Fringe in chaos. Many outposts, monasteries and fortresses have been abandoned, or are held only by a skeleton force. Beasts and monsters, once nearly driven to extinction by the church's constant patrols and vigilant heroes, are sighted once more. Nobles ignore church-brokered agreements, seeking vengeance for past sleights or simply wealth and power. Bandits too take advantage from the sudden chaos and vanished patrols, harassing travels and traders alike.

It won't take long for the local powers to adjust and sort out their troubles, but in the chaos of the sudden withdrawal, there's plenty of opportunity, if one knows how to find it.

Event : Chaos : Bonus to planning for all people.



The local population maintains some interesting myths about your new home. Many are about it's purported origin, attributing it's construction to Gods, ancient heroes or evils. Some say it was build by men, but cursed. Others claim it has always been there, an outcropping or growth on the cliff upon which it stands. Some say that the tower itself is a living entity. One interesting myth, or well a prophecy really, says that the tower has been host to many people, but that it only ever had 1 master. Everyone else, every petty ruler, hero, commander or priest was merely a Guest, tolerated and served, but a Guest nonetheless.

All quaint tales, but they may serve your purposes. For you, however, the primary benefit is that it's empty, sturdy and a perfect spot to practice magic.

Spoiler: Tophat (click to show/hide)



You awaken in a town whose name the world has forgotten. Once it was ruled by a strict Lord with a dark secret, but he too has been forgotten. Ages ago, the church found this place, discovered the secret, and purified everything. They burned the town to the ground, grew forests over it's once lush fields, and erased it's memory from the world. Then, you were already dead, of course. The purification tore away the rituals that bound you, and almost exiled the essence that corrupted. But divine power is not so easily overcome.

The times are changing, and as the flows of magic grows ever more turbulent and chaotic, your life returns to you.

Spoiler: Piratejoe (click to show/hide)



The ways of the Wood elves are primitive, outdated, archaic. An oppressive society, dominated by elders obsessed with maintaining "natural balance", or rather, their own power. So when you challenged that precious power of them by taking just one of their sacred fruits, they banished you, and threw you out of their precious forest. But you worked your way through the world, and now, by right of Gold and steel, you have returned, and taken back your forest. They cried when you threw them out, but you paid them no heed.

After all, it's just business, isn't it.

Spoiler: Jerick (click to show/hide)



Ancient myths among the Bedouins talk about a mysterious oasis near the desert, filled with the most opulent treasures. The myth speak of wealth, curses, ancient artifacts, of monsters and labyrinths. They speak of unparalleled wealth, of immortality, of death and eternal torment.  Many people have been led astray by the desert mirages,  or disappeared in the desert without trace in search of the treasure.

All things consider, you have a rather big reputation to live up to.

Spoiler: IronyOwl (click to show/hide)



Many things lurk in the forest. Bears, wolves, trolls, wargs. Often people fear the largest, ignoring the many smaller and just as lethal creatures that scurry underneath. A snake or spider can kill as easily massive bear, but only an experienced ranger knows to pay proper attention to the former. Even they however, may be taken unaware by a Halfling bandit. The small, often goodnatured halflings are rarely considered a great threat, which is what has allowed this particular group to stay unnoticed for so long.

Spoiler: Crazyabe (click to show/hide)
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TopHat on July 22, 2018, 04:27:51 pm
Quick questions:
- Can we perform actions personally, or is that left only to minions? If so, are there restrictions to which?
- Would you like us to copy our character spoilers into our posts, and amend them for the turn's expenditure?

Spoiler: Actions (click to show/hide)
Spoiler: TopHat (click to show/hide)

Spoiler: fluff (click to show/hide)

Edit: Vrax taken off of plot action; fluff added.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: IronyOwl on July 22, 2018, 04:46:20 pm
1 Regular Builds Training Room (-500 Gold, -50 Resources)
2 Regulars Build Inn (-300 Gold, -50 Resources)
1 Regular gathers Resources, by hook or crook
1 Social attempts to purchase Resources with Gold
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TricMagic on July 22, 2018, 04:50:31 pm
On phone

So, forbidden artifacts. What are they?
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 22, 2018, 04:56:26 pm
Quote
- Can we perform actions personally, or is that left only to minions? If so, are there restrictions to which?

Monster Archetype can do combat missions. So far, that's it. Further research, events and special missions may allow the presence of your evilness.

Quote
- Would you like us to copy our character spoilers into our posts, and amend them for the turn's expenditure?

That is not required, but it's helpfull.

Please check your initial sheet, to see that I didn't actually make any errors.

So, forbidden artifacts. What are they?

They're things that the Church of the Redeemer has or would deem too evil to allow to be used, but too shiny or powerful to destroy. They're neat if you have them.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Shadowclaw777 on July 22, 2018, 05:00:48 pm
I believe all new people are going to become waitlisted ~_~ , so just let the game keep flowing on.

Spoiler: The Frost Lich Rises? (click to show/hide)

Spoiler: Possible Trait Ideas: (click to show/hide)
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TricMagic on July 22, 2018, 05:14:00 pm
Hmm, Dark Elements, Blizzard of Winter, Necromica Neruoxis?

I'll take the third. It can drain Life Force and other energy to fuel spells, including the opposition's.
The Church used it to smite down any uppity Necromancers that popped up. But now it's mine, all Mine! Hachahamwa. Hehehe. Aaa, so nice, I can use this on dying foes to skip the need for complicated rituals and create my undead directly. That dragon I just slew, Mine! An uppity hero, mine as well.

Granted, I can just use Sacrifices and life force to revive the normal way, but with this, they still look normal, and end up well preserved to boot. And at less cost for the truly powerful.
And I can still use it to use super spells if I have enough undead to provide the energy.

Fallen Hero to start with,
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: crazyabe on July 22, 2018, 05:51:39 pm
I'm gonna have two of my men set up an inn nearby, While another two scout around the area, and the last one forges for resources.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TricMagic on July 22, 2018, 08:02:45 pm
Forn la'ken Norn
Race: Human{blood descendant of the Norse God of Tricks.}
edit more later.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Rockeater on July 22, 2018, 11:23:30 pm
I guess I'm on the waiting list
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Jerick on July 23, 2018, 04:01:31 am
Actions: 2 servants build an inn (50 resources, 750 gold 2 Minion week)
2 servants build a road through the forest that passes by the Mothertree so that travelers pass through the forest. (cost unknown)
1 merchant is sent to assess the markets of nearby towns to find out what they produce and what they need


Not everyone had approved of what had happened to Tarvra all those years ago and some saw a need for change. And so a few of the forest elves had chosen to work for Tarvra rather than be tossed from their homes. Everyone else that had worked for Tarvra all worked under temporary contracts, these forest elves would be her first permanent workers. Men and women working to earn their right to remain in their homes. Kalkc Windrattle watched as another tree thundered to the ground as it was cut down. Slowly a path was being opened through the forest, wide enough that even carts and carriages could pass through it. The decision to fell trees didn't sit easily with him but change was never going to be easy and the forest elves had to change. It had been made abundantly clear when Tarvra had returned after being cast out. The elders had failed her in every way they could have failed her and he was, he had to admit, not sorry to see them driven away with their tails between their legs. Though he did feel a pang of sympathy for all his friends and neighbors who continued even now to have such faith in them. But he didn't have faith in them anymore, the more he thought about it the more he concluded they'd always been full of shit. They had spewed nonesense about needing the forest and the forest needing them, that it was beautiful, natural, balanced, mutual relationship. Yet Kalkc knew that without the forest the banished elves would likely die unless they could rely on the kindness of the people they once spat in the face of for the crime of asking for firewood. And the forest? The forest would be just fine without them. It had always been a lie. When Tarvra had told him that they'd always been parasites living off the forest and there was nothing wrong with that, he was forced to admit the truth of her statement. It actually felt good to admit it, to be free of the false self righteous assertion that they had some kind of moral duty to the forest just because it existed and the Wood Elves were the only ones with the right to decide what happened to it. For centuries the forest folk had refused and rebuffed demands for a simple road through their forest. Travelling around the forest was awkward and the local geography meant that going around added at least a week to any journey. So one of Tarvra's first acts as lady of the forest was to give the outsiders something they needed, a shortcut. Kalkc could see the sense in it but he had spent decades being taught that anything that brought down a tree was bad and it was hard to shake those long years of conditioning. But Tarvra spoke of turning the Mothertree into a stopover point for travelers and inviting businesses to setup there in order to sell to those travelers. She spoke of taxes and rents and prosperity. It all felt so very different to the world the had elders offered. It felt like change and change was something Kalkc had been quietly longing for for so many years. As strange as it was for them to cut down trees he wanted to embrace these changes, he wanted to meet these traveling outsiders and see if all the terrible things the elders had said of them true. He hefted his ax and began cutting down another tree.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: piratejoe on July 23, 2018, 05:44:20 am
Spoiler: Actions (click to show/hide)

It was quiet, as it had been for many many years, but to Powell? The silence was odd to her. For the many many years she had been gone, she had heard the voice of the one who saved her, who had tried to keep her alive, who, for a moment, seemed almost distant and pushed back by some force. But now, there wasn't any voice, nothing but the sound of one or two muffled sounds from outside. Despite how unusual it was to her, she enjoyed it. Soon enough, her vision slowly started to change, from pitch blackness surrounding her to something in front of her, soon enough, she could fully see the top of the box that covered her, and soon enough, the ability to move followed. She would quickly get out of what was her coffin for the longest time, starting to explore the insides of the dungeon she once died in, gathering her bearings and finding out how good it felt to be able to walk around again. She felt happy, and thankful for the gift of being able to yet live despite how she should have passed on, a gift at another chance. She knew in time she would have to repay her debt, but she didn't mind, it was the least she could do after all. Still, after looking around the place and seeing the upstairs, outside in the remnants of what was once a powerful castle and town, she knew that there was a lot of work ahead of her, and she certainty would have a long road ahead of her. For a moment, she thought maybe she should move on, and head someplace else to a greener pasture of sorts, but she soon had such thoughts brushed aside when she saw what she looked like. While she personally didn't mind her new look, it wasn't one that people could call natural, and if she was to go out in broad daylight looking the way she did, well, she might be called a witch, or maybe even an animated doll controlled by vile magics. Either way, she had a feeling that going outside was a bad idea anyway, at least at the moment, mostly going off of how she struggled a bit to see outside as the light hurt her eyes. Heading back down to what would be her home for the foreseeable future, she was about to get to work making the place a bit more livable, when she noticed others, much like herself, one of the ones seemed somewhat familiar, reminding her of someone from her past life, the others, not so much. For a moment, she wondered if they would help her or not, but it soon became apparent where their loyalties lied.

Now, it seemed it was time to get to work. In time, they would spread the word of the one who saved them, eventually the world would understand, but that was in the future...
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 23, 2018, 05:51:06 pm
Week 1


The reorganization of the Church continues. Army columns march towards to Heartlands, joined by bands of heroes, merchants and much more. In many places, it seems more like a circus than a religious march. Even so, the effects of the withdrawal continue to be felt. Fortresses are closed, watchtowers abandoned. Here and there, the Church goes to the effort of demolishing their fortifications behind them. In most places, they're simply abandoned in place.

Chaos continues

Event : Chaos : Bonus to planning for all people.



Spoiler: Actions (click to show/hide)

As a proper mage your first priority is, of course, the installation a proper library. The work is simple consisting mainly of rearranging the tower's existing furniture, and several trips to nearby cities to pick all the nessecairy reference works. By the end of the week you have a decent, if sparsely filled library, with all the basic reference works to give someone the beginning of an education. It also contains a small shelf for whatever magical scrolls you may acquire.

Meanwhile, the rest of your serfs has been eagerly at work gathering wood, stone and other material from the surrounding area. Their work is, though not an outright failure, thoroughly disappointing. By the end of the week the three of them have only gathered as much resources as a dedicated worker could have acquired in a day.

At first it seems that your apprentice is working out well, but then things start to become a bit odd. She secludes herself, plans day and night, working on ever more esoteric plans. By the time, you intervene, she's actually developed a pretty decent cackling laugh. The culprit is the target of proposed raid. The Orb of Desire, a mundane and boring rock, upon which (once upon a time) a love potion was spilled. It's a valueless stone, but the powerful magic still occasionally affects those who consider it too strongly.

Since your apprentice only spent half a day doing actual work, the resulting plans are a bit lacking. Still, there's 1 promising lead. Before the Withdrawal, the Church was considering to renovate a smaller watchtower nearby. A lot of the materials were already delivered, and not sit at the site under only light guard.

Known opportunities :

Resource Stockpile : Risk : Low, Loot : Material, Notoriety : Neglible Time 3 weeks

Spoiler: Tophat (click to show/hide)



Spoiler: Actions (click to show/hide)

Construction on the library and training room proceeds apace. Old furniture is taken from the ruins, repaired as much as able, and brought into the fortress. Soon, you have a fully equipped library and training room.

After some pointed questions about where exactly those books and other newfangled equipment came from, your minions pointed out that they found a sympathetic merchant with long opening hours close by. The man turns out to a decent conversationalists, completely unfazed by your peculiar appearance or that of your thralls. He tells you a bunch of interesting stories, a few myth about the area, but among all of that you learn some very interesting things.

First, the Church of the Redeemer appears to be in full retreat. As a major local power, their sudden retreat has caused some very peculiar issues, leading to various shipments of the soldiers wages having to chase the soldiers across the country. One such shipment is expected to pass by tomorrow.
Second, there are rumors about the discovery of an ancient temple found in the woods. The church has patrols turning everyone away for a small section of the forest, and rumors go that they send a missive home to request the presence of an Inquisitor to purify the Temple.

Your bandit has completed his survey of the local area. Despite the fertile plains, it seems the area never really recovered from Church's wrath all those years ago. There's a fair amount of trade along the river and over the local roads, but outside that there are only a few small villages that mostly rely upon themselves. There are no particularly noteworthy areas that they could find, at least so far.

Available Opportunities :
- Raid the wage transfer Risk : Low, Loot : Wealth, Notoriety : Neglible 3 weeks
- Scout the temple Risk : Low, Loot : Knowledge, Notoriety : None 3 weeks
- Take the Temple Risk : High, Loot : ???l, Notoriety : ??? 3 weeks

Spoiler: Piratejoe (click to show/hide)



Quote
Actions: 2 servants build an inn (50 resources, 750 gold 2 Minion week)
2 servants build a road through the forest that passes by the Mothertree so that travelers pass through the forest. (cost unknown)
1 merchant is sent to assess the markets of nearby towns to find out what they produce and what they need

Work on the Inn progress rapidly and by the end of the week you have a neat, scenic Inn constructed among the trees. Construction of the road however takes a far longer period of time. Your minions manage to create a path, a trial, but any actual attempt to meaningfully cut back the forest is repulsed by the trees themselves. You minions fruitlessly saw into trees for day one end, and when they finally manage to topple one, they find that the very next day it has pulled itself right again.

Your merchant assesses the markets of the nearby towns. As expected, they're not particularly interesting. Just the usual demands for a tiny amount of affordable luxury goods, some magical medicine, and the usual tools, clothes and other necessities. Their production is equally boring. Many are farmers, or hunters, who simply provide what they catch or farm. A few craftsman live in each village, providing some tools. About the only thing of moderate interest is a retired priest who lives a few villages over, who occasionally heals the sick and wounded. Nonetheless, your eye for gold sees a few opportunities which you soon turn into reality.

Spoiler: Jerick (click to show/hide)



Quote
1 Regular Builds Training Room (-500 Gold, -50 Resources)
2 Regulars Build Inn (-750 Gold, -50 Resources)
1 Regular gathers Resources, by hook or crook (
1 Social attempts to purchase Resources with Gold

Construction of a simple Inn and a training room progresses rapidly , though a minor accounting error means that Inn is much more expensive than you originally expected. Apparently, your original estimates where based on prices that were quite a while out of date.

Your other minions where tasked with finding more resources. One of them cleverly manages to liberate 10 resources from a passing Trader. The other simply asks the price. The trader is willing to sell you up to a 100 resources, at a price of 10 gold pieces, which is an outrageous sum of a money. You can decide what amount you desire to purchase.

Spoiler: IronyOwl (click to show/hide)


Spoiler (click to show/hide)

Construction of the Inn takes but a single week, and soon you have a neat little Inn set into the hillside with a secret entrance in the winecellar (but no wine, sadly).

Your forager manages to acquire 10 resources.

Scouting of the immediate area provides a few usefull results. There's a nearby warehouse, decently guarded, where Gold and resources are kept.
At the same time, you also come across two interesting opportunities. First, a message tower for the church, where messenger doves are kept and dispatched, second a minor shrine to a local God. Infiltrating the former could provide a wealth of information. Defiling the latter would a be a great source of money, and a spectacular way to put your name on the table.

Spoiler: Crazyabe (click to show/hide)
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TopHat on July 24, 2018, 03:30:18 am
Spoiler: questions (click to show/hide)
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 24, 2018, 06:27:49 am
1. It's supposed to be the resources
2. Apprentices, and you can only bump them up 1 tier voor now
3. Most lastmultiple years
4. No known consequences
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TricMagic on July 24, 2018, 09:11:51 am
Spoiler: Character Sheet (click to show/hide)
Spoiler: Lair (click to show/hide)
Spoiler: Buildings (click to show/hide)

Do I get to join?
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Jerick on July 24, 2018, 10:18:33 am
As a follow up to TopHat's questions once you can upgrade your minion a tier does the upgrading take any time or is it instant?
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: crazyabe on July 24, 2018, 11:24:06 am
I'll have one guy build up a training room,
one train along the way of the Social(If that can be done with just an inn, if not he will be included in the next grouping.)
and the final three will harass and rob travelers
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: piratejoe on July 24, 2018, 02:28:04 pm
Spoiler: Actions (click to show/hide)

Vivian felt quite pleased with what had been done in the week, rooms properly set up beneath the ruins of the castle that was once her tomb. She would make sure to put the equipment and new rooms to work, hoping that her Thralls could learn from the experience, though she wondered about the heretical temple that the one merchant talked about. Really, she wished she knew the merchant's name and would request it to be given to her by her Thralls. The man could be quite useful to her, and if he kept being kind to her servants despite their looks he should deserve some amount back, after all, she doubted that the majority would look at her and her servants and simply bat an eye. Regardless, there was still much to learn of the new times, and much more to know of the surrounding and further away lands. But for now it was time for a bit more action, at least from her servants. She would of course join them in their actions some time later, but she was busy with expanding her knowledge. Naturally, she would send a group out to scout the temple with the skilled combatant leading them, but the others would go gather more materials and equipment from above to be brought below for further construction, specifically for restoring one of the many old and tarnished rooms near the entrance and turning it into a guards room, both to make sure those that find their way in who are uninvited don't leave, and to give a place for those she desired to be trained in combat to practice. Somewhat related to that, she realized that she would require more working under her sooner rather then later, and that repairing the cells to make decent quarters for her further thralls and vampiric workers would be wise, but something to do in the future. There really was a lot she needed to do, and all of which couldn't be done at once. But this was fine, she could be patient, after all, she had been patient for a long time already, whats a few weeks compared to many many years?
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: 10ebbor10 on July 24, 2018, 02:57:54 pm
As a follow up to TopHat's questions once you can upgrade your minion a tier does the upgrading take any time or is it instant?

1 Week
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: IronyOwl on July 24, 2018, 03:02:23 pm
Buy all 100 Resources (-1000 Gold)

Upgrade Social Minion (-300 Gold)
Upgrade Regular Minion to Knowledge Minion (-200 Gold)

1 Regular Builds Library (-750 Gold, -75 Resources)
2 Regulars liberate resources from the local caravans
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Jerick on July 24, 2018, 03:22:08 pm
Quote from: actions
Upgrade social minion
1 regular minion mans the inn and attempts to learn of any opportunities in the area
2 minions hunt animals for fur and meat to sell to surrounding settlements
1 regular minion recalls and gathers old stories about the forest that might explain the self repairing properties of the trees
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TricMagic on July 24, 2018, 04:03:14 pm
As a follow up to TopHat's questions once you can upgrade your minion a tier does the upgrading take any time or is it instant?

1 Week
Still wondering if I'm in.
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: Shadowclaw777 on July 24, 2018, 08:07:17 pm
Your in the waitlist
Title: Re: The Third Age of Darkness: Fantasy Villainy
Post by: TopHat on July 25, 2018, 03:56:28 pm
Spoiler: Actions (click to show/hide)

Spoiler: TopHat (click to show/hide)

Spoiler: fluff (click to show/hide)
Edit- fluff added.